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Faction differentiation, cities and the economic model got designed and we went back into implementation to get it all working. Brad and I talked and he agreed that we needed to double the time on the game. It was my worst day at Stardock, not because of anything anyone else did or said, but because my plan had failed. We already knew there was a good chance the game wouldn't make any money even with a 9 month time frame, and that after we spent twice as long on the game we would still owe everyone another expansion.
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Remember, we were giving this game away for free to many, many people.
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The only solution I could figure out was to make both games as one, to redo everything, to double the time (and therefor the budget) to 18 months instead of 9. It was the death blow and the worst possible news I could hear (made even worse because I knew it was true). They liked the new stuff, but the game still felt too much like War of Magic. We started playing the game and we gave it to our alpha testers. By the first week of July we were feature complete with everything that was planned (ie: we were through implementation and into the iteration phase). We started on Fallen Enchantress late in February on 2011. The second expansion was supposed to be focused on everything inside the player's empire, faction differentiation, the economy and cities. The first expansion was focused on everything outside of the player's empire, the world, tactical combat and magic. There was a lot that I wanted to change so I broke the plan into two expansions.
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Plus they gave me all the jello I could eat.įallen Enchantress was scheduled to take 9 months and come out about a year after War of Magic. That sounds a bit dreary but it wasn't life threatening, and I fondly remember working on design docs all night in the quiet hospital. Much of Fallen Enchantress was written at her bedside with occasional breaks as she drifted in and out of her medicated haze. My wife went in for back surgery in December, and her mother sat with her during the day, and I stayed with her at night. I didn't mind spending November and December on support because it gave me time to work on the design for Fallen Enchantress.
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That's a long time to have the full team on a game after release, and at the end it was tough to step away from it (the temptation is always to spend a few more weeks to make it better, but it needed an overhaul).
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So I went to Michigan to meet with Brad and I accepted a job at Stardock making video games for a living.Įven though War of Magic released in August of 2010 the full team was working on it for support, balance and pacing issues until February of 2011. This is a very unusual thing for a company to do, but as an outsider it impressed me that Stardock was that committed to their games and their customers. In November of 2010 War of Magic had shipped, it wasn't doing well and Brad promised to provide 2 free expansions to anyone who had purchased it. The full story of Legendary Heroes is a long one, but it started with a promise. Wikis Immerse yourself in game lore, tutorials, and more. Metaverse See how you rank against other players in your favorite games. Community Stay up-to-date with game news and dev journals. All Games Check out our complete catalog of award-winning games. Ashes of the Singularity Massive-scale warfare in an epic RTS. The Political Machine 2020 Win the hearts and minds of America's voters. Star Control The space action/adventure classic returns. Games Galactic Civilizations How will you rule your galaxy? Sins of a Solar Empire Real-time strategy.
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