War Stories: Brad Wardell on how poor memory management crippled Elemental

Video shot and edited by Justin Wolfson. Click here for transcript.

Welcome back to “War Stories,” our ongoing video series looking at game devs tackling complex programming challenges. Check out our previous chats with Looking Glass founder Paul Neurath and Ultima designer Richard Garriott.

Any fan of spacefaring turn-based strategy games should know the name Brad Wardell. For decades now, Wardell and his studio Stardock have been behind the well-loved Galactic Civilizations series, which started on the ill-fated OS/2 before finding success on Windows years later. The studio’s space-RTS empire also includes Sins of a Solar Empire and Ashes of the Singularity, keeping alive a genre that has fallen into obscurity in recent years.

Around 2010, though, Wardell and Stardock took a turn away from sci-fi and toward high fantasy with the extremely ambitious Elemental: War of Magic. As Wardell recalls, the development plan called for units that could marry and have children that really aged, fully designable cities, and individual units that could each be fully outfitted with their own sets of clothes.

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Post Author: martin

Martin is an enthusiastic programmer, a webdeveloper and a young entrepreneur. He is intereted into computers for a long time. In the age of 10 he has programmed his first website and since then he has been working on web technologies until now. He is the Founder and Editor-in-Chief of BriefNews.eu and PCHealthBoost.info Online Magazines. His colleagues appreciate him as a passionate workhorse, a fan of new technologies, an eternal optimist and a dreamer, but especially the soul of the team for whom he can do anything in the world.

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