Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.

I work at Stardock and those of you who follow my journals know I’m pretty opinionated (see “Kudos to Good old Games”, “Happy about Steam”, “Don’t blame the pirates”).  So let me give my 2 cents on why the young studio, Ironclad Games is already so successful.  I’m not speaking for them. This is just my opinion on what makes a new studio successful.

Who is Ironclad?

The founders of Ironclad Games are industry veterans. They worked on Homeworld: Cataclysm and other pretty well known projects over the years.  When they got together, they decided to focus on something they were very passionate about and very familiar with first: Space strategy. 

This is the key distinction that I know others in our industry are familiar with: FOCUS.  Sins of a Solar Empire is a PC game. Period. It made no compromises. They didn’t spend money on things that would have diminishing returns like cut scenes (the cut scenes in Sins were made by Stardock largely for marketing reasons).   As a result, the game was a lot less expensive to make than other games while delivering an incredible gaming experience.

Choosing to make a GAME

I’m the designer of Galactic Civilizations and I will say this: Sins of a Solar Empire: Trinity is a better game than Galactic Civilizations. It has better game mechanics. It is more fun single player. It has multiplayer. It has a vastly better user interface. It has a more cohesive experience.

Obviously, the games do have a different set of appeal (and when I get back to some future GalCiv sequel I’ll happily steal a lot of ideas from Sins but that’ll be some years from now). But what Ironclad did with Sins of a Solar Empire was, imo, revolutionary. 

Let me walk you through a few of the innovations in Sins of a Solar Empire:

 

1. The Empire Tree.  A user can control their entire empire from this simple tree. In a world where “skill” is often measured by how fast one can click, the Empire Tree brings STRATEGY back to the real-time genre imo.

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The Empire Tree in Sins. Expand the tree to the detail you want.

2. Adaptive UI. The adaptive UI got its start in games like Galactic Civilizations and Supreme Commander. But nothing yet has come close to matching what Sins of a Solar Empire does.

For those of you not familiar with Sins of a Solar Empire who have wondered how a game made by less than a half-dozen guys could sell a million or so copies the adaptive UI really provides a clue imo:

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I can be looking at this and with the mouse wheel roll out to this next picture:

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Notice how some ships are icons and others are not. It’s not “all or nothing” ala GalCiv or Supreme Commander. The interface intelligently figures out when something is “too small” and turns it into an icon.

If that was all Sins did, it would still be very impressive but it goes further:

image

If you keep zooming out, the user interface changes again to provide an instantly readable display (hint: the side with more dots on it is probably in the best shape in that system).

Remember, this is happening in a fluid motion. We’re not changing screens here. This all happens in one continuous motion.

Imagine how different things might have been done, however, if Ironclad had been worried about console controls during its development? It committed to a platform – in this case the PC – and used its inherent strengths to make a better game.

3. Knowing when to say “when”.

As any game developer can tell you, it’s not hard, if you have art assets (which obviously Ironclad does) to have incredible graphics.  This is the battle that occurs in nearly every game studio in the PC world: Pixel Shader 2? Pixel Shader 3? Pixel Shader 4?  The most gratifying choice is always the most powerful option but it means a lot fewer people will be able to play your game. 

In addition, in a world of 32-bit gaming (every major PC game out there is a 32-bit game – even if it runs on your 64-bit machine) you get 2 gigs to play with. Total.  That’s it. Even your 12GB Windows 7 box won’t benefit a given game because that game can only address 2 gigs. Hence, that super fancy first person shooter with gorgeous graphics may only have 8 guys in a room because otherwise it’ll go over the limit.

Knowing when to say when can make all the difference in the world in terms of gameplay. Choosing gameplay over “art” is a very unappreciated choice often times.  Ironclad made the tough choices with Sins. They kept the texture sizes reasonable so that more ships could be in the game.

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This tiny constructor ship looks great despite having to have a relatively small texture size in order to allow the game to have thousands of units in play at once. In an age where screenshots rule the day, how many large studios would have been able to make the tough call of choosing unshowable gameplay over screenshot love?

 

Conclusion

The continued success of Sins of a Solar Empire helps demonstrate the point here: If you want to found a successful game studio, do it because you want to make great GAMES. Don’t try to rationalize what you’re doing as some type of “high art” or for ways to commoditize the “product” you’re making. Make a game. Make a great game. If you do so, you will succeed, just ask Ironclad Games.


Comments (Page 1)
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on Feb 09, 2010

I really would like to know what they're working on next.

Another Stardock/Ironclad gig again maybe?

on Feb 09, 2010

I admit I kind of harrumphed when I saw the Sins Dev Journals area start appearing at Elemental. I love GC2 and I don't think I'll every like real-time anything.

But I almost wish the latter weren't true now because the short UI critique you provide is very interesting. I know you won't be doing GC3 for a long while, but I trust you're planning to apply lessons learned via Sins to the Elemental project.

on Feb 09, 2010

We've learned a lot from working with Ironclad that we're applying to Elemental.

We don't have quite the same level of "adaptive" UI that Sins has in Elemental but the cloth map, while a natural evolution of what we did in Galactic Civilizations was certainly more focused on usability thanks to Sins.

Another thing that Sins helped us with is in the way Elemental is being developed - it's pure PC. As it exists, it couldn't realistically be ported (you might have a game called Elemental for a console but it would be a different game).  We have focused on making Elemental a PC exclusive game. 

on Feb 09, 2010

I strongly support point 1 : the empire Tree is very very great. First time i played sins tutorial, i found it a pain. Now, it is hard to come back to any other RTS where you have to move your viewpoint to the unit, zoom on in, click on it and so on... Here, i can review my economy and order my fleet planets away to colonize, attack, retreat, and so on. And the view of your ship's state is so clear : one unit is glowing red and has no more shields ? Ctrl + R and it retreats by itself ! Everything is glowing red ? He is missile barraging me ! Caps abilities are also so easy : your cap are on the top of the fleet list, so one your fleet is selected, you have only to use shift and maj+shift to navigate between your caps and launch their abilities with Q,W,E and R.

It really feels great. Sins may not be the best RTS i have ever played (i still prefer Rise of Nations by a few inches) but it is the one where i almost never have to search for my units in a close battle to give them orders.

I played Warcraft 3 years ago and i was disgusted : units were moving so fast and were so difficult to select that i could never get the abilities launched the moment i wanted or my units properly micro-managed. Maybe i was too bad or too slow for that game but, me, i think that the Age of Empires's style UI was also not good enough and i was looking forward for something better. I find the solution Ironclad found that for  that issue (or for what i think is a issue, experienced Waracraft 3 players may disagree with me) very nice.

 

on Feb 09, 2010

So you're saying that Sins can't make use of more than 2 GB of RAM memory? So there's no point in buying a new pc to enjoy a larger game with several star systems and let's say 8 players?

on Feb 09, 2010

Choosing gameplay over “art” is a very unappreciated choice often times.

Not in my book, it's one of the main reasons I love this little clubhouse.

I admit I kind of harrumphed when I saw the Sins Dev Journals area start appearing at Elemental. I love GC2 and I don't think I'll every like real-time anything.

hehe you old grump...I know what you mean though...I love my dawn of war but I can't get into any new RTS games these days. I did however buy sins last year and plan to play it this winter. (Cold weather and space themes go together in my book) Why don't you take a punt GW? It has tons of research in it, you might enjoy this one.

on Feb 09, 2010

I admit I kind of harrumphed when I saw the Sins Dev Journals area start appearing at Elemental. I love GC2 and I don't think I'll every like real-time anything.

 

LOL, its ok I do the same thing when Elemental and Demigod stuff pops up in Sins forums. *shrugs*

 

 

Why don't you take a punt GW? It has tons of research in it, you might enjoy this one.

 

I suggest playing on slow setting, and maybe getting Distant Stars mod. I usually play on the slowest setting I can get...its just my prefered method of play. You can also pause in single player so you can get that turn based feel if ye wish. And the Distant Stars mod doubles the research.

on Feb 09, 2010

Excellent points, thanks for writing that article!

j

on Feb 09, 2010

They had Stardock as Publisher. Not EA, not Atari, not Activision... they had Stardock. Minor detail but also important.

on Feb 09, 2010

GJDriessen
So you're saying that Sins can't make use of more than 2 GB of RAM memory? So there's no point in buying a new pc to enjoy a larger game with several star systems and let's say 8 players?

Sins code is better that Ironclad thing... i was able to use around 11-12gb ram for sins... the problem is not the game, is only partially the hardware... the real problem is the OS... like wrote, i have use around 12 gb, in fact it is a limit of 1520 mb by core ( i have two xeon quad core )... it is possible but the tag price of the basic software ( without any OS ) is round the 4000$ and work only on server and work station ( forget the desktop computer )...

Sometime, the move from one OS to  other is not beneficial at all... by example, my sins game work better on Linux because i have a b!tch of graphic card with a lot of ram... opengl store the texture in the graphic ram in place of the main memory... it mean more fps... but the guy who have the minimum graphic card with crash after a few second if he use Linux with opengl due to the low graphic memory...

Anyway, devs of the game are not responsible... they target their game for the biggest amount of people, don't forget that they are a business... the mister Joe computer is usualy low end old computer and sincee the mister Joe are numerous, they are the target for game...

Now, about the main topic... why ironclad ( and i wish add Stardock ) is successful... i think that the quality of the software is maybe one reason but for me, the main quality is the support... we have problem, they try to resolve it... we request new feature and after some time, we have a patch who give us what we have ask... this is really great, specially when you compare with other who never correct their bug, who insult their own customer, etc...

Ironclad/Stardock service don't stop after buying the game, it just begin... and this is really something special and rare that i like...

Hmmm... time for a complain about Stardock ( not Ironclad )... please, stop these US only game release... it obligate me to buy game elsewhere... and i really wish to spend my money on Stardock, not elsewhere

on Feb 09, 2010

I admit I kind of harrumphed when I saw the Sins Dev Journals area start appearing at Elemental. I love GC2 and I don't think I'll every like real-time anything. LOL, its ok I do the same thing when Elemental and Demigod stuff pops up in Sins forums. *shrugs*

I used to do that too, but eventually I got interested in the other games, tried them out, and don't regret it at all. They are great games, or will be in the case of Elemental (although I still prefer Sins )

on Feb 09, 2010

Thoumsin


Hmmm... time for a complain about Stardock ( not Ironclad )... please, stop these US only game release... it obligate me to buy game elsewhere... and i really wish to spend my money on Stardock, not elsewhere

 

Until Impulse has more weight to throw around with the large publishers that generally only release for US on Impulse and world wide elsewhere, there isn't much Stardock can do...

on Feb 09, 2010

Until Impulse has more weight to throw around with the large publishers that generally only release for US on Impulse and world wide elsewhere, there isn't much Stardock can do...

Though hopefully that will be soon, if I remember from another thread Impulse grew by over 200% last year.

on Feb 09, 2010

A process on a 32-bit Windows OS can only access 2 GB of memory. If it goes over 2MB, the app/game/whatever will crash with an out of memory error.

Hence, to have a game that can have 10 players playing with hundreds of ships each in multiple star systems, you have to be very very careful with how you use memory.  No ships with crazy amounts of texture memory for instance.

Eventually, 64-bit games will start getting released and a new era of PC gaming will come -- but only for games that are for the PC in the near term because it'll be a long time before consoles have that kind of memory.

on Feb 10, 2010

Frogboy
A process on a 32-bit Windows OS can only access 2 GB of memory. If it goes over 2MB, the app/game/whatever will crash with an out of memory error.

Hence, to have a game that can have 10 players playing with hundreds of ships each in multiple star systems, you have to be very very careful with how you use memory.  No ships with crazy amounts of texture memory for instance.

Eventually, 64-bit games will start getting released and a new era of PC gaming will come -- but only for games that are for the PC in the near term because it'll be a long time before consoles have that kind of memory.

But you're planning on releasing a 64-bit version of Elemental, right?

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