Posts Tagged ‘Brad-Wardell’

Ashes Of The Singularity Interview: “It’s Total Annihilation Meets Company of Heroes Meets Kohan”

Ashes of the Singularity [official site] can let you build, control, and display thousands of units in the course of a single battle, but that enormous scale is in some ways an attempt to make manifest the technical progress that Oxide and Stardock’s 64-bit, DirectX 12 RTS represents. There are a lot of things happening under the hood that Stardock’s Brad Wardell is happy to tell you about, things that will make Ashes a unique achievement compared to all of its predecessors, but they are things that programmers and developers would appreciate the most. For the rest of us, there are these vast armies clashing across miles and miles of terrain, a graphical feat that shows us progress we can appreciate.

For all that Ashes is an attempt to usher RTS games into the future of programming and gaming hardware, however, its design is rooted in some of the most important and promising moments in the genre’s past.

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Star Control Reboot Is A Prequel, Includes Multiplayer

It's a lot like Mass Effect.

If you’re going to revive an old game series in spaceyear 2014, it may as well be a space game. That’s what everyone else is doing, including Brad Wardell’s Stardock with the Star Control series.

In an interview with Ars Technica, Wardell confirmed some of the details, including that the game is a prequel and that it’ll have multiplayer.
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Soren Song: Civ IV Designer Founds Mohawk Games

Soren Johnson named it after his hair.

Soren Johnson is a clever man. He was a programmer on Civilization 3, the lead designer on Civilization IV, and then he moved over to Maxis to work on Spore. Now he’s building himself a new home by founding Mohawk Games, a studio dedicated to creating “core strategy games”. Read the rest of this entry »

Impulse Sale Good For Indies Say Stardock


We’ve just spoken to Stardock’s boss regarding the story we just reported, that GameStop has purchased Stardock’s digital download service, Impulse. And no, it’s not an April Fool. The megacorp plans to integrate Impulse into their own website in the coming months, although Stardock say that at least for the foreseeable future Impulse will still be run by its current staff.

This is certain the case in the “near-term”, explains Stardock CEO Brad Wardell to us, who thinks that the purchase could be good for independent developers’ profiles. You can read his comments below.

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“Blindness” Caused Elemental Release “Fail”

It looks quite nice from here.

Stardock’s Brad Wardell has given an extraordinary mea culpa in response to the furore surrounding the release of Elemental. Posting on the official Stardock forums, he explains that he doesn’t think people have yet to “fully realize the completeness of Stardock’s fail on Elemental’s launch.” He goes on to say that, “Elemental’s launch is the result of catastrophic poor judgment on my part.” The problem, he says, is not one of having released unfinished or buggy code, but of the development team having lost sight of the game, of “blindness”. It’s a fascinatingly honest comment, and one that must surely affect so many teams after years working on a game. Wardell has gone on to write more on the subject, while still on his holidays, here. In it he explains that there will be no new Stardock game next year – just more Elemental content. He promises more on this matter when he gets back to a proper internet connection.

You can read the original comment below. Don’t forget Kieron’s thoughts on the game, over here.

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Wardell On “Unfinished” Controversy

The Stardock logo is nice and uncontroversial.
Following yesterday’s energetic discussions of Elemental’s release state, Stardock CEO Brad Wardell has issued a statement which can be read in full below. In it Wardell addresses comments made on the Quarter to Three game forum, saying that the remarks about people not buying Stardock games if they disagreed about their state of completion were simply a heated remark to a friend: “This comment was totally out of line and I apologize for it. It was made in the heat of a ~2000 comment long thread and is not how I honestly feel.”

On the issue of the Gamer’s Bill Of Rights, which we initially thought deleted from the Stardock site due to a broken URL, Wardell says: “We stand by it. It is, with some irony, our commitment to no DRM on our DVD release that ultimately caused the rough pre-release experience of Elemental. Several retailers broke the street date and we felt we needed to release our gold version to our customers who had pre-ordered from us as well as to our beta community that helped make the game the outstanding strategy game that it is.”

RPS remains uncomfortable with industry practices that involve shipping incomplete gold code, requiring – and assuming – day zero patches as a standard.

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Twelve Minutes Of Elemental

…as narrated by Brad Wardell. We’re pretty excited about Stardock’s forthcoming role-play strategy, not least after this interview, and this video gives you a bit more of a taste of what to expect. It’s going to be a great big feast of a game, albeit for a slow-eater. This is not going to be a game for impatient folk, but it’s almost certainly going to be for Kieron. The big nerd.

The game is having a beta of sorts over the summer, and is set for an August 24th release. Anyway, go watch the video, below.
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Stardock’s Wardell Explains Elemental

Stardock’s forthcoming strategy game, Elemental, is looking rather interesting. It kicks off with the player mooching about, alone in the world, and ends up with you directing a colossal dynastic 4X empire-building game with user-generated content and a hefty multiplayer offering. Last week we talked to Stardock CEO Brad Wardell to get a bit more information about the user-generated content, multiplayer sessions lasting six months, and the world-building collaboration with publisher, Random House.
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Brad Wardell On The Future Of Impulse

Last week I had a chat with Stardock boss Brad Wardell, and I’ve chopped the transcripts into two bits to be posted today and tomorrow. In this first part we talk about Impulse and Stardock’s attempts to rival GFWL and Steamworks with its Impulse Reactor tools. It’s an interesting response to living in the shadow of both Steam and Games For Windows Live, and it’ll be even more interesting to see how many developers and publishers now adopt them. Does all this promise, as one reader mailed in, “Steam, but better?
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Stardock’s Wardell Slams GFWL

Speaking to Shacknews, Brad Wardell says:

“I started out as a big Games for Windows Live advocate. I intended for Elemental to be on Games for Windows Live, but then as we got closer, the Xbox group took it over more and more. And they have things where, oh, if you want to use Games for Windows Live to update your game, you have to go through [their] certification. And if you do it more than X number of times, you have to pay money. It’s like, “My friends, you can’t do that on the PC.” … If Games for Windows Live maintains that strategy and they take over, I’m done. I’m not making PC games. I would be done.”

I hereby declare this slagging thread for GFWL open!