AHAHAHAHAHA.... so what is this, now!??!
I just got the email.
I truly hope that Stardock delivers what it set out to with Elemental:WoM. It was very generous to offer Elemental:FE free of charge to those who trusted enough and wished to desire new voices in the game industry to buy WoM relatively early in its beta.
I'm not lying when I say this: I had concerns with WoM from the start. Why? Because simply there wasn't anything equivalent to a clear rubric to demarcate the vision the designers had in mind for the final game.
What was the result? Unfocused, ad-hoc development. Features that were added because maybe "they seemed cool" but derailed other aspects of the game or stuck out like a pimple, unable to incorporate into the structure of the game as a whole.
Demigod was designed in much the same way. The final product turned out to be alright, certainly not as great as was advertised, but still that was fortunate. I suppose in some ways its style of game was more forgiving of unfocused development than 4X style game Elemental was panning out to be.
So, my LOUD, RESOUNDING ADVICE TO STARDOCK, IN BOLDED CAPS:
KEEP DESIGN FOCUSED TO A PARTICULAR VISION. ALL THE GAME'S DESIRED FEATURES SHOULD BE DELIBERATELY CHOSEN FROM THE START AND INCORPORATED IN AN OVERALL, FRAMEWORK DESIGNED FROM THE BEGINNING, ONE THAT MAGNIFIES EACH FEATURE'S POTENTIAL AND MAKES THE WHOLE DIRECTED TOWARDS A PARTICULAR GOAL, MUCH STRONGER THAN THE SUM OF ITS PARTS.
WHY WAS DEMIGOD ONLY OK? WHY DID ELEMENTAL:WAR OF MAGIC FAIL?
BECAUSE BOTH GAMES WERE DESIGNED WITH AN AD-HOC PRINCIPLE THAT ONLY CONSIDERED HOW FEATURES WERE TO INTERACT WITH EACH OTHER AND THE UI AFTER THE FACT WHEN IT WAS TOO LATE
ALSO MAKE SURE USER INTERFACE CONSIDERATIONS COME FIRST, NOT LAST!!!!! THAT'S WHY TRUE GENERALS FAILED IN DG!!! THAT'S WHY ELEMENTAL:WOM WAS A MESS!!!!!
Thank you, and I sincerely look forward to your FUTURE SUCCESS IN ELEMENTAL:FE.