So this is a bit disappointing, eh?
Elemental’s Disastrous Launch : Stay Well Away
And it doesn’t even get any better, once you patch away most of the horrible crash bugs and simply concentrate on the gameplay/design :
Elemental Review
Urk. More than a bit disappointing if, like me, you were anticipating a spiritual successor to Master of Magic. Since GalCiv 2 is remembered fondly by most fans of 4x games, it’s all a bit of a shock. How did this game get released in such a shoddy state?
Well, Brad Wardell, CEO of Stardock, has since offered an explanation, along with an apology. The self-recrimination is obvious, Brad takes full responsibility for the state of Elemental. In his own words :
There will be massive consequences for Stardock’s game studio. I’ll be talking more about this when I get back. But the game wasn’t released early. The game was released poorly. Head in the sand syndrome imo. I’ve read the reviews as much as possible given my hideous internet access up here and I agree with them. We just didn’t see what they were talking about. We thought any complaints would be about polish points or something.
The point is, the issue here is far far worse than many of you think it is. I wish it was an issue of the game being released too early. That’s an easy thing for a company to “fix”. Elemental’s launch is the result of catastrophic poor judgment on my part.
EVERY competent software developer knows that the programmer must never be the one deciding whether the program is done. Yet, my love of Elemental broke my self discipline and I began coding on the game itself in vast amounts and lost any sense of objectivity on where the game’s state was. I normally only program the AI on our games so I can keep a level of distance from the game itself to determine whether it’s “Ready”. On Elemental, I was in love with the world and the game and lost my impartiality.
So, basically, Brad says he was so in love with the world and the game that he lost sight of it’s flaws and genuinely thought the game was a masterpiece. But now that the issues have become apparent, he takes full responsibility and promises to fix it.
Well, that’s kinda refreshing, isn’t it? A CEO of a company taking responsibility for his mistakes, dedicating himself to making good. And hell, we can all kinda understand that mistake, can’t we? I mean, we’ve all been so in love with something that we’re blind to it’s flaws at some point in our lives, right? He’s owned up to his mistake, promised to fix it, and we can all rest easy knowing that Stardock will treat its loyal fans well, in the long run. Faith restored, right?
Yeah. Except I’m not really buying it.
I check in on Brad’s blog every now and then, let me refer you to a post on the 31st of July :
What’s going to be better than Beta 4? What isn’t changing?
I think it’s pretty well known I don’t like Beta 4. I’m not a troll. I’m the designer. I’ll bullet point my gripes:
Casters should not get to cast spells more than 1 per turn.
The UI makes me cry. Clickity click click click. What’s going on?
Goodie huts are boooring.
The spells are booooring.
Tactical combat is boooring.
The spell books are confusing and make me feel violated and I’ve already consulted my attorneys about the issue. (Sorry Stardock, it’s too late already)
The spells are all the same and boring.
These are the kinds of things people can expect to change by release. Technical people can tell you that this stuff is pretty trivial. Making a game is a lot like writing a term player expect that we have to program the word processor prior to actually writing the term paper. After programming the word processor, writing the term paper doesn’t seem so bad.
So, to clarify, after the final stage of beta test, less than a month before release, Brad was well aware of at least some of the glaring gameplay flaws. But the claim he’s making to the media is that he was just so enthused about the game that he was blind to the flaws! When did this blindness happen, exactly? Cause he wasn’t blind on the 31st of July, up to beta 4. Are we to believe he lost all perspective in the 2-3 weeks before pressing the big red ‘GO’ button on retail sales, after making that final adjustment to the systems? How much time before retail release (24th Aug) do they need to print the disks, a week? Two weeks? He was able to see the design flaws in the previous betas, when did he lose the ability to objectively evaluate the final build?
Look at that last statement. Game design is easy, it’s the engine which is the tough part! They hadn’t got the tactical combat right over 4 beta tests and who knows how many alphas. Yet we are to believe that he was sure that the new system they were putting into the game would be awesome and people would love it, so sure that no beta/community testing at all wasn’t seen as a problem?
I sincerely doubt it was the QA department. Look at the above statement. We know the release date was set and promised by that point. The game was incomplete 3 weeks away from retail release, probably 2 weeks away from disk printing. Was there actually any opportunity for the QA dept to haul on the reins and say ‘whoa, this game needs more work, stop the presses!’ at that point?
But it’s still possible to kinda believe his story, right? Maybe the QA department told him what he wanted to hear or it was all an honest mistake or miscommunication or something. That still isn’t proof that they purposefully release a bad product, violating their own Gamer’s Bill of Rights, right?
What about the fact that the multiplayer was broken at release?
I want to believe in the little guy, the indie. I want to buy the story of the scrappy underdog, the champion of the people that made an honest mistake and just wants a chance to make right and prove that their heart is in the right place. But I can’t. The multiplayer wasn’t working at release. Not sometimes. All the time. Every review reported this. I want you to try to imagine the emotional state you’d need to be in to not realize that your game’s multiplayer wasn’t working at the time you gave the go-ahead to retail. Yeah, it’s a bit of a stretch, right? Short of religious ecstasy, it’s a little unbelievable. Missing flaws in your tactical combat system, sure. But not realizing that multiplayer was missing? Brad’s statements all say that he and his QA team were unaware the game wasn’t complete. In my opinion, it just doesn’t add up.
And what about not realising the AI in your game called ‘Elemental : War of Magic’ doesn’t cast spells? Or that the game slows to a crawl around turn 100? Or that vast numbers of people experienced regular crash bugs?
Like I said, I want to believe. But I can’t. This claim Brad is making, that he and all his developers thought the game was ready and were blinded by sheer love, does it match the facts? They had to have known that multiplayer wasn’t working, at the very least. Surely they had to have seen the performance issues with the AI, unless none of them played to the late game? But we know that retail had been promised a delivery date…
What’s that quote?
It is easier to ask for forgiveness than get permission.
It’s nice to see a developer taking a humble approach in talking about their mistakes, so long as you believe they actually were mistakes. If, however they did know beforehand, then real spine would have been admitting to being in a difficult spot, financially, and warning fans that what they were getting in the box was unfinished but would be updated, before those fans paid. The only people I feel sorry for are all the guys who’ve been laid off from Stardock. They didn’t deserve to pay the price for this, but business is business, and it’s ugly.
( Note, this is all opinion and conjecture. But, if you’d like some further proof that this is more than just the theory of a mean, mean man blinded by hate for Stardock, evidence that indicates that it was a conscious business decision rather than a genuine mistake, see here. I genuinely feel for that guy, but it certainly runs counter to Brad’s claims of ignorance, doesn’t it? )
Cynicism++