Well, we made one before called RuneSword II (ver. I was freeware). The scope of RS was waaaay too broad. We did finish it, and we're proud of it, but our resources were spread way the hell too thin for a traditional CRPG, let alone one that was also a construction set. A huge scope forces compromises.Originally Posted by Jack Norton
And needless to say, releasing a freeware version with a very similar look was just sheer idiocy on our part. Our publisher pricing RSII at $45 made us winners of the Homer Simpson trifecta. It's a wonder we sold as many as we did.
But I digress.
Our new baby has been designed with a much tighter scope with the emphasis on speed, humor, and tasty production values. It may not be a CRPG to the purists, but it will be fun. I think it's a good sign when you're deep into development and you're not sick of your own game....
So anyway, my advice on RPG's is to really think long and hard about scope and content with an eye toward reducing them as much as possible. Jeff Vogel of Spiderweb does a nice job with his games because he doesn't worry about eye candy, his engine makes Mac/PC ports a snap, and he concentrates on the adventure story -- his strength. He's built a nice following because he's found a niche. We're trying for an entirely different niche, but the point remains... find... a... NICHE.
There are so many indies who attempt CRPG's and fail miserably that it's almost a joke. In almost every case, they're trying to make a 5 developer, 10 artist game with 2 people. At the most extreme, I've seen a couple kids thinking they can make the next Morrowind.


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