Brad Wardell's Blog


Bears taking over my backyard!

Published on Tuesday, February 9, 2010 By Brad Wardell In Everything Else

A family  that lives on the outskirts of Petoskey, Michigan decided to build a sturdy, colorful  playground for their 3- and 4-year-old sons.  They lined the bottom with smooth-stone gravel  all around to avoid knee scrapes and other  injuries. They finished building it one Friday  evening and were very pleased with the end  product.

The following morning, the mom was about to wake the  boys up and have them go out to play in their  new play center. This is what she saw from the  upstairs window.

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Yes, he slid down the slide.

Why Ironclad is so successful so quickly

Published on Tuesday, February 9, 2010 By Brad Wardell In Sins Developer Journals

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:

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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.

Sins of a Solar Empire: Trinity - It's here!

Published on Tuesday, February 9, 2010 By Brad Wardell In Sins News

Today Stardock Entertainment released the newest incarnation of Ironclad's masterpiece called Sins of a Solar Empire: Trinity.

Sins of a Solar Empire: Trinity takes the original game and combines the Entrenchment expansion pack and the Diplomacy expansion pack (also released today) together.

If you already have the original game and Entrenchment, you can get Diplomacy for only $9.99.  If you're new to the game, you can pick up Sins of a Solar Empire: Trinity.

Quick Links:

 

 

Reviews:

 

Screenshots:

 

 
 
 

 

What’s New in Diplomacy?

Published on Monday, February 8, 2010 By Brad Wardell In Sins Developer Journals

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What's New In Diplomacy?

Sins of a Solar Empire: Diplomacy is the second and final expansion pack to the award-winning PC strategy game, Sins of a Solar Empire. 

When the two expansion packs are combined with the original, you end up with Sins of a Solar Empire: Trinity.

Diplomacy builds onto the foundation put in place with Sins of a Solar Empire: Entrenchment (the first expansion pack).  Here we’ll take you on a guided tour of what it brings to the table…

  1. Gameplay Example: What’s a game of Diplomacy like? Here we’ll walk you through it here: Example.

  2. Feature List: Here is an outline of specific features, additions, and modifications made in Diplomacy: New Features.

  3. Tips & Tricks: New to the game? We’ll walk you through some suggestions on how to get up to speed quickly: The Guide for new players.  (coming soon)

The politics of energy

Published on Sunday, February 7, 2010 By Brad Wardell In Politics

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As a kook, I’ve been into alternative power sources for a very long time.  Before being “green” became fashionable and dumb people started parroting what “the wise scientists [who happen to want grants] say” mantra, the kooks of the world have known an ugly truth about energy: Fossil fuels aren’t going away any time soon no matter what.

If you look at the chart above, which I scanned from the December issue of Home Power Magazine (a magazine dedicated to alternative energy so hardly some right-wing journal) it becomes pretty obvious that solar, wind, whatever are not serious alternatives.

Looking at the real world

Energy is primarily used in 4 different areas:

  1. Residential (your house)
  2. Commercial (where you work)
  3. Industrial (manufacturing – you might work there)
  4. Transportation (driving)

In 2008 we got about 80% of our energy from oil, coal, or natural gas. Of the remaining 20%, nearly half of that is from nuclear.

That leaves 10% to come from hydro power, solar, wind, geothermal, and biomass.

And how much comes from solar power you ask? 0.09%.  How about wind? 0.51%.

In a century, the picture might be completely different of course. But the idea that the government could somehow mandate “renewable energy” is absurd.  Government mandates can speed up the rate of adoption of something that is ready for prime time. But there is no amount of mandating that could make renewable a significant source of energy in 5, 10 or even 20 years. It’s just not going to happen.

Brad’s bookshelf: February 2010

Published on Saturday, February 6, 2010 By Brad Wardell In Books

With Winter getting along, my wife is insisting that I start taking the books I’ve recently read out of our bedroom and put them away downstairs.

I won’t bore you with the books that weren’t good, below are the ones I highly recommend:

If you have any sons, the first one on that list is a must-have. It’s great advice for teaching your kids how to stay out of trouble in the first place and how to deal with confrontation.

The two books by Ray Kurzweil are life changers, at least for me. The Singularity book really hit home on what directions technology is likely to take. It’s very compelling. 

The Transcend one has opened my eyes to certain dietary supplements that my wife and I have started taking with very positive results so far.

Winter 2010 Q & A with Brad Wardell

Published on Saturday, February 6, 2010 By Brad Wardell In Personal Computing

First off, let me apologize to everyone who PMs me, emails me, facebooks me, etc.  I don’t mean to blow anyone off. I am generally so swamped that I just don’t get to my email.  So what I’m going to start doing is answering some of the more common messages I get here and simply refer people here instead.

Second, obviously, I’m dangerously lazy.

Third, for those who are wondering who the heck I am, I’m the President & CEO of Stardock.  To get a fuller story you can read this wall of text I wrote 6 years ago.

So here are answers:

Q: I want to be a game designer, what classes should I take?

A: Software development. You need to be a programmer first. There is no lack of ideas for games. It’s always a question of execution. Knowing what’s involved in making something a reality is absolutely crucial and in game design, that means programming. It also helps if you’re an artist – which I’m not.

Q: I want to be a game artist, any suggestions?

A: I’m not an artist but I do know the guys really look at how well one can draw without computers. If your ability to sketch, paint, or draw something is poor, you may want to consider a different career path. There are a lot of guys who come in knowing how to do great things with 3D Studio, Maya or After Effects but those skills alone, while important, won’t make someone competitive imo.

Q: What’s more important? Intelligence or Charisma.

A: Neither. Self Discipline would be my answer. The ability to make yourself work on something even when you really don’t want to is very important.

Q: Do people have to work long hours to be successful?

A: Depends on how you define “success”. Accomplishment = Productivity X Time. 

Q: Can you name any unique traits that you think might give you an advantage? High intelligence? Ability to learn new things quickly? Creativity? Wisdom?

A: I don’t think I necessarily have any of those traits in any great degree or certainly not enough to given me a unique advantage. I would say I am unusually healthy. I don’t get sick. Ever. And while I like sleep, I don’t normally get tired.  Though ironically, this past Friday I was so tired I had to go home early. Thinking about your email jinxed it.

Q: What personal trait do you think is most harmful to success?

A: Pride. Worrying about your pride will ruin you if you let it. Focus on achieving something excellent.

Q: What motivates you? Money? Power? Glory?

A: None of the above. I really enjoy working on excellent things. If you create something exceptional, the rest will take care of itself.

Q: What got you into skinning [referring to things like WindowBlinds]

A: I really like having my computer look, feel, and function exactly how I want it. I guess I’m an extreme individualist.

Q: I’ve read that you’re a Valve “fanboy”. If so, why make Impulse? Do you really think Impulse can beat Steam?

A: Well first, I’m a fanboy of Valve because they are everything I admire – excellent. I don’t really see Impulse or Steam as an either/or thing. I use Steam. I don’t want Steam to be “beaten”. But I think as excellent as Steam is, there is a lot more to go and I do not like concentrations of power. I think a lot of people feel the same way we do otherwise Impulse’s sales wouldn’t be increasing at such a ridiculous rate. People want Impulse to succeed for the same reasons I do – we want multiple options and we want to keep all these guys on their toes. 

I also like Intel a lot but I’m glad there’s an AMD. 

Q: Don’t you think Stardock is getting a little too big for its CEO to hang out on Internet forums mixing it up with its fans and detractors?

A: The job of a CEO is to satisfy the shareholders. As the principle shareholder, I’m satisfied. Seriously though, I got into this sort of thing as a forum user in the first place. I ran BBSes back in the 80s before I could drive a car. The architect of our community IT here at Stardock was actually the owner of the competing BBS from back then (we’ve worked together now 20+ years).   So participating on forums is the ends, not the means of doing what I do.

Q: What do you think is one of the most important ingredients in a successful software company?

A: Low turn over.  When people visit or join Stardock they’re amazed at how low our turn over is.  The last person to voluntarily leave Stardock left last June. It was a big deal. We had a going away party and we were sad but happy for his new endeavor.  Low turn over is important because the longer good and talented people are around, the more company-specific knowledge they accumulate.  As a result, we can do a lot more with a lot fewer people. 

Q: Do you really believe software piracy isn’t a problem?

A: This view is often ascribed to me. Piracy absolutely is a problem. The question is how do you deal with it? Every time I see someone warezing one of our programs it upsets me. I saw some guy posting links to CursorFX and IconPackager the other day. It’s like “Really? Really? Those programs are less than 10 bucks and took a lot of time and effort.” I can totally relate to the urge to put draconian copy protection on things. But I don’t want to do things that punishes legitimate customers. I don’t want legitimate users to feel like chumps for playing by the rules.  That’s my position.  That’s why CDs in the drive bugged me. That’s why entering codes bugged me. Or why things that installed extra stuff just for copy protection bugged me.  I’ll buy your stuff happily, just don’t treat me feel like a fool for doing so.