Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
So many ideas, so little time
Published on April 2, 2007 By Draginol In GalCiv Journals

It's not easy being a gamer who also makes games. I wish I didn't love computer games so much. But I do. 

What's worse, I like a particular type of computer games that seems to be increasingly ignored even though I am certain there are markets for those games.  What that means is that both my desire as a gamer to make a game and my evil capitalistic goal to do something about that desire combine together.

I remember being told by two major publishers back before the first Galactic Civilizations on Windows that the turn based market was dead.  Mid last year when Galactic Civilizations II past the 200,000 mark, I felt pretty vindicated.  Sure, 200,000 is peanuts compared to say a major console game or a mega popular PC game even.  But if a team of a half dozen or so people can make a game that sells 200,000 copies, that's a pretty good thing I'd say.  Even if you want to look at it from a pure businesss point of view -- it's not how much you gross, it's how much you net.

For up and coming game designers out there who are full of ideas, the thing to remember is -- time is fleeting. 

I love space strategy games. That's pretty obvious.  I still play GalCiv II most weekends. For me, I play it in the debugger. If the AI does something I don't like, it gets tuned, fixed, tweaked.  I could do that forever.  But I don't want to just write space based strategy games. There's so many other games.

The team is working on a fantasy strategy game.  The game engine for it is amazing. Beyond anything that's been done before for this type of game. We're talking about a world in which you can zoom in and see individuals walking around in the woods but also be zoomed out to see the entire world in one smooth motion.  It's a live world.  But it's still 2 years ago. So don't get excited yet.  I'll be 37 years old then.

I also want to make an RPG.  A Baldur's Gate style RPG.  What I mean by that is one that is driven by the story. Sure, players can do a lot of other things too and have plenty of side quests but there's a main plotpoint that players are driven towards and they're playing a specific character that they control in a party of several other people who interact.  Ultima IV was one of my favorite games of all time.  Baldur's Gate, Planetscape Torment, these are games that I remember very fondly.  I'd love to make that kind of game.  But will there be time? People will want another GalCiv sequel at some point probably and the fantasy strategy game, assuming it's successful will take up time too.

And let's not forget Society which shares the same main engine as the fantasy strategy game. That's a long term project as well that is largely waiting for us to just get bigger to afford the infrastructure needed for it.  It was heart breaking to back off from that but we want to make sure we can do the game the justice and that means being a significantly bigger company than we are today. Can't make Society with a half dozen or even a dozen people. You need 20 people just in IT to do something like that.  We're getting there and the game itself continues development.

But you see the problem right? At some point, there's just not enough time to make all these games.  I don't want to be a consultant. I want to be in the thick of the game.  I like coding on the games too.  I like working on them day to day.  And even as I work on that, there's Stardock's primary business to be concerned about -- the desktop enhancements part (check out Stardock's home page and games barely get mentioned). And I love that stuff too. Just as much as the games.

So I work out the schedule... Okay, political machine 2008 in 2008, fantasy strategy game in 2009, some other game in 2010, society after that, rpg after that, and so forth.  By then, I'll be in my 40s! Good gravy.

Those of you who are reading this that are in your 20s -- woe to you. Your day is coming. I wrote the original GalCiv for OS/2 back in 1993 -- 14 years ago.  I was 21.  And then, one day in the blink of an eye I was 35 years old. Wife. 3 kids. My oldest son played Counterstrike with me the other day and Company of Heroes on my team. How did that happen? I'm too young to have a son that age!

If I could just slow down time so that there's enough time to make all these games, that would be great. If anyone knows of any time machines, please let me know.


Comments (Page 2)
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on Apr 04, 2007
Many strategy games implement, for some reason, a cheap super-power weapon that the computer players don't use. For example Civ2 had "diplomats", which were a lot cheaper for taking over enemy cities than troops.


Man that brings back memories!!! I played a Civ II hotseat game one day with one of my friends a couple years back. He did the cheesy diplomat / buy everything trick and he wailed on me!!!! I was rushing to get to democracy and thus at least make my cities immune to bribing. I can't remember if the Democracy form of government protected military units or not - it may have just made cities immune to diplomat bribing. My friend had a crap load of undeveloped cities. He wasted no time building any city improvements, and instead went to writing as quick as possible and did nothing but maximize his treasurey income and produce diplomats. I had superior technology, cities, military units, etc. but none of that mattered. I would send out knights to try and take out his diplomats, but while occasionally destroying a diplomat here and there, he would just purchase my knights and send my own troops against me!!!! Clearly, the diplomats were way over-powered, and I don't think they were ever intended to be.

Can you elaborate with the Protoss Templar? They were overpowered when it came to rushing? Those were the basic troops for the protoss right? A zergling rush could be just as effective if I remember right.
on Apr 04, 2007
Those were the basic troops for the protoss right? A zergling rush could be just as effective if I remember right.


I'm confused, too. The Zealots were the basic troop for the Protoss. The Templar's couldn't attack, if I remember right, they just had some funky power that I can't remember, because I would always combine them into Archons and wail on everything. Those things were cool, man.
on Apr 04, 2007
The Templar's couldn't attack, if I remember right, they just had some funky power that I can't remember


Psi Storm, bane of massed troops (zerg in particular).
on Apr 05, 2007

If Stardock ever make a strategy game that follows my below principles, I'll buy it, even if it means having to run it on Windows:

Well let's see how GC2 fills your requirement

1. Turn-based

GC2 is turn based

2. In a window

GC2 can be played in a window

3. No fancy graphics

I want the game to run fast and not interfere with whatever else my computer is doing.

Playing GC2 at the tactical level (where everything on the map is an icon) should do the trick. But the CPU can be monopolized by something other than graphics: AI

4. Territories

No space, no planets, I want territories I can rule, defend, and attack from. There must be borders.

Well, that concept doesn't exist in GC2

5. Diplomacy

I want the engine to pretend that the computer players are real and I can ally with them, have them surrender to me etc.

Well you can ally with AI in GC2 and sometimes they may surrender to you. Now if you are speaking of coordinated attacks .....

6. No annoying losing battles

The engine can cheat, I don't care, but if I find myself expecting to lose a battle even if my troops are stronger than the computer's, then something is wrong.

I don't remember having seeing mention of that in the various GC2 report

7. No cheap super-powerful weapons

I don't think there is that kind of weapon in GC2.

It looks like GC2 can fill lots of your requirements. But it is in space ...

on Apr 05, 2007

He wasted no time building any city improvements, and instead went to writing as quick as possible and did nothing but maximize his treasurey income and produce diplomats. I had superior technology, cities, military units, etc. but none of that mattered.


Exactly! It is most annoying, isn't it?


Can you elaborate with the Protoss Templar?


The mind storm easily kills very expensive Zerg units and costs NOTHING (in the long run). Templar are also not counted as attack units and will thus be the last attacked unless specifically targeted (meaning that Zerglings will attack poor defenseless honest Protoss Zealots before they attack the Templar cowards).

And Dark Templar have the change-sides magic trick. They can easily and as often as they like take over huge enemy units at no particular cost (they recharge for free). It's ridiculous and utterly boring. Instead of impressive battles between huge armies, you just take over the enemy's army. Why bother?

And EVERY strategy and tactics game seems to have a trick like that.

It's most annoying. At least in Alpha Centauri everything (really) was configurable and the buggy city-take over could be switched off.
on Apr 08, 2007
I hear you about the Civ2 Diplomats, but complaining about Protoss Templar? WTF? There are lots of ways to counter that. Have you ever played StarCraft online against random opponents?
on Apr 11, 2007
Dominions 3 is for me the game of the last 5 years. Its all i want in a strategy game and has the best mode for playing MP games.

Try something like that!
on Apr 11, 2007
Stardock games are cool. I'm certain I'll be playing whatever they throw down the line, because Stardock seems to put its time into each game, individually developing them procisely. Blizzard, once upon a time, did that, but not even close to how Stardock has hanled there baby, GalCil games, those games are addictive. I remember Galciv entertained my buddies and I while we sat in the (Persian) gulf for no apparent reason.
on Apr 12, 2007
What branch of service were you in?
on Apr 13, 2007
i was told by a moron 12 yrs ago that pc's were not the career to be in lol, so never listen to those folks. just when u hear more n more bs like that from people, you should dive into those things even more just because they say dont. and im 38, so cry me a river you old fogey. youve got another 40+ yrs to make 40+ more games, not to mention the ones your kids will want you to make? GET TO WORK, IVE GOT TONS OF TIME ON MY HANDS OLD MAN!!!!!    (jk)
on Apr 19, 2007
I know the feeling about "where'd it go". My son's working in Holland and we can only play online, 'though he spends a lot of time writing an Mod for NWN 2. I fondly remember Ultima IV - the first game I played non-stop for 24 hours - on the original Sega. I only purchased GalCiv II:DA recently and am really enjoying it. (Having played Civ IV and TW2 to death)I'm really impressed with how intuitive it is - then again, maybe it's my gaming experience (age?) coming thro' Anyway, congrats on a well designed game that runs
well on Vista 64 - keep coding
on Apr 19, 2007
6. No annoying losing battles

The engine can cheat, I don't care, but if I find myself expecting to lose a battle even if my troops are stronger than the computer's, then something is wrong.


Isn't this called "Good opponent using clever tactics"? In historical terms, Alexander did this and Henry V did this and we call them brilliant. And after all, you are talking about an AI to be designed by BRAD WARDELL here!

dreamrider
on Apr 20, 2007
Brad,

I understand your position, perhaps better than most. Back in the early 90's while you were writing your space game I was working on mine. At the time I was playing a play by mail game called Beyond the Stellar Empire and I felt that I could do it better. With the backing of a friend, I wrote a rulebook for the game that I called Star Realms (I still have the manual). However, the game never got beyond the initial programming stage. At the time I wasn't much of a programmer and life didn't leave me much time to work on my passion.

However, if it's any consolation, I turn 55 this year and I love games as much now as I did when I played my first arcade version of pong. I doubt that your passion will subside any time soon.

I have few regrets in life, not being able to see my game enjoyed by others though IS one of them. Funny thing, I grew up in Michigan and worked in Livonia for 8 years. If I didn't have responsibilities, I'd be beating down your door to work for you today (I'm a pretty decent applications programmer now).

I'm sure I'm not alone when I say that I envy your life. Keep up the great work.

>> larry <<
on Apr 20, 2007
Id buy a Baldurs Gate type game, if you made it. Since BG1+2, and IWD1+2 are some of my favorite rpgs. Id also buy the fantasy strategy game. Anyways, love Gal Civ 2, thanks for creating such a great game!
on Apr 23, 2007
I would actually suggest making less fantasy games and more sci-fi games. I understand making a fantasy game, but there is a serious amount of competition in that market. Everybody and their brother are making fantasy games. All of the consoles are drowning in rpg's and other fantasy type games. I would stick with what seems to be your fan base... Galactic Civilization. I've seen what you guys did in Sins of a Solar Empire, and it's amazing. I think you would make a fortune if you put that title out with as much hard work put into it as possible. I know that a lot of people who post on your forums will buy your fantasy games, but who knows what the creme of the crop fantasy games will be when you try and get into that market. TSR might come up with something just crazy spectactular. I think most people are going to be looking towards you for Sci Fi, but once you lose you go from sci-fi to fantasy and stay in fantasy games for 10 years like your talking about. Then some other sci fi game developer will take your crown, and I'll be posting in their forums.
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