[Suggestion] Bring editorial lead/staff in early & strong
Rumours have suggested that this project will be the first Stardock game where editorial content gets a serious budget investment and will be worked throughout the project rather than spackled on at the end after the mechanics and UI are largely finished.
I found that notion quite attractive, but so far I've not seen much on the boards or in the builds to indicate that the rumour is actually true. Now that the major sections of beta are rolling out, the boards are more full than ever with extensive comments and questions that might all be 'answered' (or at least better-organized) by some OK-for-distribution editorial documentation.
Ideally, I'd like to soon see public versions of two types of guidepost document: a basic backstory outline and a style sheet (for human languages, not code). The news Brad shared today in his 3rd thread on channeler customization included personal history choices like Swindler and Mason, so we 'know' that our sovereigns will have had some pre-game history in something like a working society. I believe that both the devs and the peanut gallery here on the boards would both have more fun and 'be more productive' if we were working from at least a draft 1 version of The History of Elemental Up to Turn 0.
The style sheet thing is a bit more specific to working editorial types, and I've worked with coders enough to be pretty sure this part of my suggestion won't be loved even if it is somewhat appreciated. It basically boils down to establishing Elemental 'language' early so final cleanup of too-modern, too-gamey UI text will be easier as RTM approaches. Even if the style sheet starts out fairly short and simple, it could really help lead to long-term quality if the UI was purged early and often of phrases like "level up," which might not break immersion for every player all the time, but will definitely make many of us forget that we're wallowing in a swell digital fantasy.
p.s. I can imagine various scenarios where doing this part of the project as publicly as the code is being shaped might be too much hassle for the devs. Keeping an internal one-page timeline and top-ten style sheet points in the cubes of everyone who touches the code could help yield what I hope to see even if it doesn't let us hecklers play along.