Posted December 06, 2017
draginol: And in response, Stardock gave Elemental owners its sequel for free along with the expansion pack for it. Elemental was also updated to solve the technical problems.
There's actually an Ars technica documentary in the works talking about the unique circumstances behind that game.
OneFiercePuppy: Don't tell him that, though. He's complained a few times on these forums about how he didn't get his upgrade, though he's never been clear on how he got the game in the first place, and what steps if any he took to try to get his free FE code. There's actually an Ars technica documentary in the works talking about the unique circumstances behind that game.
Regardless, you're right that E:WoM is in the running for being the textbook example of how to correctly handle a project that mismanaged production and disappointed the core audience. I was very sad about how the game worked out since Master of Magic is one of my favorite games of all time, sad because I had tried - as a tiny voice alongside other more active voices - to warn Stardock about the terrible mistakes they were making, but we all went unheard. And Stardock sold almost no copies and had to let go some employees and Brad took that failure to heart and did the very best that a CEO could do in that situation.
Without getting into spoilers about the upcoming Ars documentary, what killed Elemental was a concept known as memory fragmentation.
Remember how you could design everything in that game? You could even have children that would inherit your traits. Well that was all done through a very complex memory manager since we only had 2GB of memory to work with.
But the way Windows works is that you when malloc, you only get the largest contiguous piece of memory back. So even if you have a gibabyte of memory and request just 100M, if the largest contiguous piece of memory is only 40M the game will crash.
The original game was essentially Master of Magic was unit design and quests and dynasties. But because we didn't understand why the game kept randomly crashing, more and more systems get being pulled out in a desperate attempt to solve the problem -- and it wasn't solved.
It wasn't until after release that the problem was discovered and understood as basically unsolveable. So Fallen Enchantress toned down unit design, removed dynasties and other features but at least it worked. FE: LH further refined on it. But to this day, the engine still has the issue which is why, despite millions spent, that engine came to its end leaving Stardock with a huge gap in great games.
So GalCiv III ended up having to be made with an all new engine (64-bit this time) but it meant that the game and the engine had to be made simultaneously. Not fun.
I'm hesitant about this new StarCon game, because every time they come out and say something new, it's like reading their updates from when E:WoM was in development, but Stardock as a company is a much better set of hands for the license than, say, EA.
On the other hand, if it weren't for Elemental, Stardock wouldn't have invested in the formation of Oxide which developed Nitrous which is the most amazing technology I've ever worked with which is what Star Control uses.
If you play the fleet combat part of Star Control: Origins, it's super fun right now and will run even on my Surface Pro 4.
We remain optimistic that something will be worked out that everyone will be happy with. There is just too much potential for a win-win here.
Post edited December 06, 2017 by draginol