Adding to the pile...

Elemental to me feels like an old storybook I had as a child. Monsters live in the forests, a great mystery calls from the past and a hero rises to reclaim the lost world, fighting demon and sorcerer to bring it back to its former glory. The art style plays into this well as the units look drawn and perhaps painted in some aspects. The buildings have a painted and almost three dimensional paper look as I look closer. When I marry my queen I even get a fancifully drawn portrait of our union. I get the design and it works very well towards immersing me into this game to the point where I start to narate my hero's every action, the map is the biggest contrbutor to my need to narate.

All these elements contribute to a very unique and delightful game. I know The Makers are currently dealing with the significant problems cropping up after release, but it seems as good a time as any to discuss some very easy to implement additions that will help sell the style of the game to people less imaginative than myself. For one, the marriage drawing is the only one in the whole game. How about having that little publishing company you have working for you draw up ten more of those scenes for the really big moments in the game? These types of additions would help tell the story of the Elemental sandbox, lending to a reciprocal feeling in the user, promoting immersion into the kind of story the game is telling. Eventually the user should be making up their own stories as they play. This is the essence of role playing, allowing the user to create a new reality that is merely based on the interface you have created.

I also think it would help if we received some archetypal characters into the game. Janusk is a great start to some type of wizard or knowledgeable old man that teaches our young hero about his destiny. I like Janusk, though I would think he could be a little more mysterious and old. Perhaps from a different era of humanity, when civilization was in a better state. I hate to reference Star Wars as it defames my credibility and cost a great deal in royalties, but Obi-wan Kenobi is a great archetypal wise man. Merlin is good choice as he could say something like, "I have traveled the depths of time to find you," or some such thing.

The whole tutorial could be given by Janusk the wise and he could give mysterious hints about future quests and events as you go along. The key to storytelling is to give the audience information without them realizing it. I would also think that the spells could follow a similar trend. Each spell should have something interesting to give to reader so that they want to read about it every time they use it. I suggest a riddle or rhyme being the description for every spell and a scroll-over option to tell the denser kind the exact function of the spell.

I realize this will take alot of time to properly implement and it may not be possible for you to take on. I am just throwing some story based ideas out there, hoping that this is the same kind of game you guys are going for. I for one need this game to increase its story as much as its stability and balance. I will continue to post such ideas and I wonder if any of you had some good suggestions for increasing this part of the game.

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Reply #1 Top

In general, I totally agree with you. Perhaps this could be an option for"I am tired of Janusk and his drivel, heard it a thousand times, please let me turn it off!" 

Traditionally, this is an all or nothing thing. I like the idea of the level of interaction with your advisor, Janusk or otherwise. Perhaps you could assemble a cabinet, round table, whatever you wish to call it. Adviser's from each sector of research (civ, warfare, adventure, magic, diplomacy) could make their play on what they think your goals should be. Each adviser's opinions would be nuanced by their charisma, intelligence and wisdom. Thus, it would make it important of who your council is made of to give you the best advise.

Now, if you could combine their charisma with you didn't follow their advise with an ambition rating to see if they try to overthrow you, that would be amazing.

Reply #2 Top

Good idea. I think you are really on to something with the round table. We should think about how this could possibly implemented as a sort of addition to the current dynasty system, in addition to what you suggested. I would personally love to have an interface in the my kingdom section where I could promote/demote heores to my table of knighthood. This would be an excellent tech to unlock in the adventure tree. Each knight at your table could get bonuses and special abiilites. Having this tech could open up new noble quests and technology. Wow... The possibilities are quite endless.

What do you think is a comprable option to give to the empires?

Reply #4 Top

Quoting seanw3, reply 2
Good idea. I think you are really on to something with the round table. We should think about how this could possibly implemented as a sort of addition to the current dynasty system, in addition to what you suggested. I would personally love to have an interface in the my kingdom section where I could promote/demote heores to my table of knighthood. This would be an excellent tech to unlock in the adventure tree. Each knight at your table could get bonuses and special abiilites. Having this tech could open up new noble quests and technology. Wow... The possibilities are quite endless.

What do you think is a comprable option to give to the empires?
End of seanw3's quote

Treachery. They don't care if you are noble or not. Power is it. So you have a harder time balancing giving the power because they make you powerful vs. you give them too much and they stab you in the back even faster.

If you swim with sharks, better where a damn good shark suit.

Reply #5 Top

Random House doesn't 'work for' Stardock. And at any rate, it'd be cheaper just to have the Stardock artists do it.

 

As far as a more flavorful tutorial and such. No, tutorials shouldn't hide things in humour and fluff. Tutorials are meant to teach the rules of the universe - if a player has wade through stuff to figure out basic things and figure out the basic flavor of the game, the tutorial fails no matter how cool it is.

 

http://www.gamasutra.com/view/feature/6100/a_journey_across_the_main_stream_.php

Reply #6 Top

I completely agree with the spell description, that was one of the parts I liked best from HoMM 4 and would very much like to see it in Elemental.

Reply #7 Top

I think my most favorite part of the game is the cutscenes. they aren't photo-realistic with the most up-to-date and top-notch graphics ever, but I really like how they are presented and look. They look really nice and surreal in my opinion. Really really like them.

The voice actor is also somewhat relaxing to listen to.

Iono. I just like the cutscenes. More would be great.