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 3)
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on Apr 23, 2007
Yeah, a sci-fi RPG is a rare thing to come by. What would be cool would be an RPG set on a distant planet. The planet is awesome, but no race has a force big enough to maintain dominance over it. There are cities for half a dozen races on the surface. Wild monsters could be native organisms etc. There could be zones which are contested, and others which are shared - a melting pot of races. Personally I prefer the open-ended Morrowing style RPG or Final Fantasy style adventure to the hack n'slash dungeons and dragons type of game.
on Apr 23, 2007
I would be intrigued by a good space-based RPG game that doesn't draw from existing, established genres, such as Star Trek, Star Wars, or even Stargate SG1. I play Runescape, which is a lot of fun in the aspect that it is a glorified online chat engine with directed activities. It's nice because I can do what I want to do and I'm not forced to follow a specific path. It would be interesting to see something along these lines built in to a galactic environment.

Years ago I wrote (and played) a game in GW-Basic called Galactic Trader. The point was you (the player) commanded a freighter and you traveled from planet to planet in the galaxy buying and selling stuff. You had to manage your ship's fuel usage and repair level. You also had to deal with various encounters ranging from pirates who wanted to steal your cargo, patrols who wanted to make sure you weren't carrying anything illegal in that sector, to other freighters (some who were actually pirates!). Though simple, the game was a lot of fun and had a lot of potential. I've always wanted to try to set it up in a multi-player environment because part of the game tracked the economies of each individual planet, and when the player bought or sold goods, this affected the economy!

One drawback to playing a game like this is the realism of space travel. If it took "weeks" in game time to go from one destination to another, this doesn't lend well to a multi-player environment. Basically, real time goes out the window.

Another drawback to a MMORPG in a galactic environment is the simple fact that the galaxy is just plain huge! Not only do the programmers have to develop the entire galaxy (or even just a small portion of it), complete with planets, starbases, etc, the chance of encountering other players is actually pretty small. Just think - 1000-2000 players on a given server where there are virtually billions of places each player can be at a given instance - especially if you expand your thinking to a 3-dimensional universe.

So how could you scale it back to a more playable environment? There are a lot of possible answers to this question. I have my ideas, I'm interested in what others might think.
on Apr 23, 2007
The awnser to your question is EVE online!  
on Apr 24, 2007
Nothing fancy Mr. Draginol, I was just thinking about your comment on making a Baldur's Gate type FRP game. I guess the resources are beyond your grasp at the moment for a design from scratch type game, but what about Oblivion? Making an Oblivion module would probably be a workable project? I've used the TES4 editor and it really is a superior product. Btw, I still have the complete Baldur's Gate series which I still play.
on Apr 26, 2007
I'm currently working on a just-for-fun-no-cost game, "World of Starcraft" by myself, I don't have a graphic designer so I appropiate graphics from blizzard games, lol. But if anyone wants to help out or join the team for it, lemme know
on Jun 16, 2007
Ha, ya know, I tried my hand at a space combat sim, based on Newtonian and simplistic relativity physics, intended to be a MP game, but the task was so monumental and I couldn't get help. People didn't want to do a startup, they wanted in an established company.

Sigh.

I even worked out a coordinate system whereby I could map 1000s of lightyears down to the meter.

Sigh.

I started to work out the physics for vector controlled engines and jet based manuevering.

Sigh.

I wanted to have space stations the players would dock at and RP inside or visit planet side. They could be pirates or privateers, military or civilians, so they could RP along side it.

Sigh.

I wanted to have a script system by which they could leave the game overnight or over any undertermined length of time and the script would take action on their behalf based on parameters of the event (if (EncounteredShip > HeavyCruiser) RunAwayRunAway;)

Sigh

Big dreams, not enough time.

IMO, and not humble about it whatsoever, BG/SOA and PS:T are the RPGs to beat. You just don't find such wonderfully crafted stories you play through anymore. Most are the same ole' cliche'. It was so good, I used its story as the baseline/backdrop for some creative writing exercises I used on an online writer's workshop. The teacher, hmmm, what was her name, Karlyn Thayer went gahgah over it (I put a lot of effort into it). Not original, obviously, but it wasn't the originality I went for, but judgement of style.

I ultimately decided to change from CompSci to English: Creative Writing w/ a bit of tech writing for marketability and a second major in Philosophy (aced calc until I got to infinite series and couldn't grok any further).
on Jun 28, 2007
Fanboy Side Note: if you guys made a Baldur's Gate-esque RPG based on the Galactic Civilizations universe, I think I'd go insane. Something iike: "Galactic Privateer: Shadow of the Drengin" featuring a member of one of the major galactic races caught up in the middle of a giant war of expansion. . . let us find out what the little guy feels like.
on Jul 08, 2007

Fanboy Side Note: if you guys made a Baldur's Gate-esque RPG based on the Galactic Civilizations universe, I think I'd go insane. Something iike: "Galactic Privateer: Shadow of the Drengin" featuring a member of one of the major galactic races caught up in the middle of a giant war of expansion. . . let us find out what the little guy feels like.


Perhaps that hot little Altarian from DA as a romance option also.
on Jul 08, 2007
I thought about this and I figure, I'm getting older whether I make my game or not. So, since reading this thread and my first response, I've decided to pick up the game making again. I reinstalled VC++ 6.0, DirectX 9.0c, started researching forms of radiation and how I can model sensors (again), the speed of light and how I can model game space (again), etc.

I've got some very preliminary programming ground work laid, but mainly I'm writing down notes, designing screens (rough designs, I'm not an artist), setting up responsibilities...I've decided to start small, with a 1v1, co-op, capital ship game, as if playing the bridge crew on the Enterprise. There will be a captain, helm/navigator, tactical, engineer, science officer. I may model a comm officer, whose responsibility will be assigning priorities for damage control, or I'll make it the capt's responsibility.

Spent a good part of today debating whether to use vector or coordinate space. I reasoned out what would be needed to maintain records of position relative to the player in vector space. How do you determine the position of the enemy after he's moved at a starting velocity of 1042.6m/s accelerating 9.6-11.2m/s^2 in the 23x129 degree direction while you've gone in the direction of 272x34 with a starting velocity of 1278.4m/s, accelerating anywhere from 1.5-12.7m/s^2?

It turned out, going back over my old physics, I could use angular rotation equations (making it very computationally extensive) or coordinates.

So, to make life easier, I'm using coordinate space.

Will it be fun? I don't know, perhaps for some. We'll see, but I can't let it not happen.

Since this will be a spare time project, my greatest hindrance will be that I work 3x12 hour work weeks in a different occupation, rather than eight, so I won't be able to work on it as often as I'd like.

Good luck on your dream Draginol.
on Jul 13, 2007
Draginol et al, I am glad for the great success of GalCiv II. I understand the irony of having a limited market share for the genre you love so much. It was quite apparent when I went to the game developer's conference interested in a game design career and found the major developers there really were not interested in making space building games or other types I'm interested in - not as much money in it.

I ultimately decided to change from CompSci to English: Creative Writing w/a bit of tech writing for marketability and a second major in Philosophy (aced calc until I got to infinite series and couldn't grok any further).


So you are a Polymath? I also find that multiple domains of knowledge helps creativity and learning. You'd probably like Battlestar Galactica, which has a more complicated character development and philosophical messages than most sci-fi shows.

I will probably never finish a significant game without a small team (or at least an artist). I always need to brainstorm with someone to get the best results, otherwise I feel stuck. I enjoy going over the ideas and designs much more than programming, so I'd be interested in helping with any side projects you're working on in whatever capacity I can (PM me if interested). I do in fact have an idea for galactic mapping, travel, and interaction zones for a game based on nested spheres of influence, but it is more applicable for a space MMOG (that needs to reduce the number of interacting objects).

Over the years I've tried to teach myself how to do graphics, sound, design, and storyboard. I get stuck in the programming phase most of the time, experimenting with ideas. It's not all bad; I've tested ideas in many areas, including stock prediction, physics modeling, artificial life (ants, tanks, etc), data mining, my own wireframe 3D engine (no OpenGL or Direct3D!), a poker calculator, user input automation for repetitive tasks, memory mapping and save state hacking, a GUI defrag program, simple 2D games, and a bot to play Turbo 21 on Pogo (It scored better on average than I did, but the screen-scraping broke when they changed the card graphics). It's amazing what you can do in VB, though I've been told that it's not "real" programming I've had some C++ and ASM, but I work faster in VB.

I've always wanted to remake the original "Outpost" from Sierra. I think they botched the game. I know it's too low-tech to sell, but it was my hobby for awhile. I managed to accomplish decent graphics and a running beta on my own before I started working on another random project (only spent 2 full days on it; I hadn't spent enough time on design yet to make it fun, but some basic mechanics are in play):

http://bmfusion.com/outpost/colony_x_screenshot.jpg

http://bmfusion.com/outpost/colonyx091.zip

There was supposed to be a song to go with it, but I haven't programmed it in yet:
http://bmfusion.com/mp3/Song-of-Creation.mp3
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