Creating a Fantasy World in Elemental

IGN has cranked out an article-style interview with Stardock CEO Brad Wardell about the team's very ambitious goals for making Elemental: War of Magic one of the most mod-friendly PC games ever created.
So what can you actually modify in Elemental? It's a long list, including maps, tiles, items, quests, locations, factions, and monsters. "It's almost easier to say what can't be modified because the game is so data driven via XML," says Wardell. "Even the game's built-in editors are really just pretty front ends for manipulating .XML files that attach .PNG files (for static images), and the HKB file (the exported 3D model from Max or Maya). Since most people are like me (not artists) we include with the game a ton of extra .PNG and .HKB files that they can make use of."

If you're not sure about your ability to mod, Wardell says there'll be options for those of different levels of experience. "Different types of mods take different amounts of technical expertise depending on what type of mod it is. I find maps the easiest to do and quests the hardest. At the core of modding in Elemental you have two principle pieces: Places (tiles) and Things (People, Items, Monsters). The Map editor lets players easily tie places and things together."

For more detail, Wardell broke down what he thought players should be able to accomplish depending on their familiarity with the process. "Level 1 mods are mods that we think pretty much anyone familiar with a computer could make. That would be making a tile and making a map that uses the tile. Level 2 mods are mods that require the user to know what a .xml file is and be comfortable editing one in notepad or what have you. Creating new factions, new units, new monsters and that kind of thing would fall into that area.
If the modding community embraces Elemental, we'll have years worth of turn-based strategy/RPG gaming to look forward to. I can't wait.