@LokitheWeaver - Your question is so long and multi-faceted that I was tempted to start a separate thread, but ultimately decided it belonged here, since it fits well with questions from many others. I've divided my response into three posts immediately following this one:
- Darklands Successor Game - Title & Topic
- Crowd Funding & Group Development
- Games As Teaching Tools
DARKLANDS SUCCESSOR GAME - TITLE & TOPIC
Generally, choosing direct sequels vs spiritual successors favors the direct sequel, even if a very different group purchases sequel rights. For example Railroad Tycoon II and III were done by a totally different company than MicroProse. They purchased the name rights for $50,000, and considered it money well spent. Despite various technical issues, Railroad Tycoon II was profitable enough for the company to invest in Railroad Tycoon III.
Spiritual successors can succeed, but primarily when the original game was super-famous (such as the Diablo or Everquest), or the original game designer has become a famous name (such as Sid Meier, Chris Roberts or Brad McQuaid). I would argue that neither Darklands nor I fall into that category.
SEQUEL: The attributed publisher for Darklands on Steam, Retroism and Nightdive Studios, could be contacted. Both have a lot of experience with outdated game rights and might be willing to talk. Obviously, monetary consideration would be needed, either up front or on the back end, or probably both.
Incidentally, I believe only a trademark right would be needed for a sequel. Copyrights do not cover "ideas" or "concepts." In game design, you violate copyright when you exactly copy the data tables and/or equations, or text in the manual. In programming, you violate if you exactly copy the exact code. Personally, as a designer, I would want to reorganize the game data and equations, adjust the cities and map, etc. I'm positive coders would want to write all new code. However, if you're buying the sequel rights for the trademark, buying "protection" from a copyright suit should be part of the deal at no extra cost.
Overall, sequels make marketing and sales easier, because customer affection and name recognition directly translate into more sales faster.
SPIRITUAL SUCCESSOR: When it comes to spiritual successors, I would favor an historical setting over a fictional post-apocalyptic one. Similarly, an historical RPG seems more original and "striking" than another survival game. Personally, my recommendation is mid to late 14th Century France, when the country had fallen into semi-chaos during the Hundred Years War. The French King was in captivity in England (1354-60) after he was captured in battle. The pope was a "captive" at Avignon in France (until 1377). Along France's eastern border, the Duke of Burgundy was beginning his bid for power in France and/or Germany. Meanwhile on France's western border, for dozens of miles deep on both sides, raids large and small routinely crossed for personal profit and/or power.
I originally considered this as a setting for Darklands, but in 1990 too much primary research in France was necessary. Since then, however, the absolutely superb multi-volume history by Jonathan Sumption has erased that problem (his first four volumes cover the war to the early 1420s, with the last volume in the works). There are many famous and controversial historical characters that could appear in cameo roles!
However, spiritual successors are harder to sell because there is no name-recognition in the title.
CROWD FUNDING & GROUP DEVELOPMENT
I hate to be a wet blanket, but I have bad news about this. I freely admit that my 33 years in professional game development does make me biased. I would love to hear from people with different experiences, and how it worked out.
CROWD FUNDING: First, crowd funding isn't as easy as people think. You need a good sales pitch. For a game, this should include the same kind of demo you'd show a prospective publisher - concept art, feature list, and a video demo of 3D characters moving around in a world, preferably fighting. You'd also need a concrete vision of the finished game. This means you need to do serious planning, some coding, some artwork, and if possible, mock up parts of the GUI (graphics user interface). You also need a video producer to splice it all together with some suitable music and various "talking heads" clips from the developers. You also need a PR campaign. This usually means hiring a PR group to help you find and blanket appropriate online sites worldwide on day one of the crowd funding effort.
With this kind of campaign, you have a CHANCE of raising $500k to $2mil. However, some friends who tried this a couple years ago for a Railroad Tycoon spiritual successor got less than $50k, even though the lead designer was the same as Railroad Tycoon II and III.
GAME ENGINES: I have multiple years experience building games using the Unity engine. They make a great sales pitch for their off-the-shelf assets, from art to code, as well as a "store" full of low-priced stuff. The engine does give a great development environment and a good 3D engine. They keep trying with their UI tools, and maybe, someday, it will be useable. As of 2015 (last time I checked) their third (or was it fourth?) try for a UI system was so bad that you were better off writing your own. In addition, many of the third party code plug-ins will create as many problems as they solve. Again, as of 2015 the art assets for animating 3D characters were hopelessly insufficient. Finally, for any game with significant assets (such as an RPG), the free license version of Unity is insufficient for efficient builds and release packaging. You need Unity Pro, which is priced for industry professionals. Of course, you need a powerful PC, that is easily as costly. To get good results, you need decent tools.
Overall, I still recommend Unity, with paid developer packages for all the key team members. However, it's not a universal panacea. You still need good programmers, including one who understands the 3D graphics system, another who is gifting at building GUIs, and a third who can work with artists to build a good art pipeline. Then, of course, you need character and "world builder" artists to build all the 3D assets, with the appropriate art tools knowledge and experience. Oh yes, don't forget some game designers, QA people (preferably those good at automated test systems), process managers (scrum-masters, producers, etc.) and a big cheese to make final decisions.
DEVELOPMENT TEAM: Long, long ago in the software industry, companies discovered that adding more people does NOT help a software project. IBM was the first to discover this in the 1970s (see The Mythical Man-Month by Frederick Brooks). Nine women can't team up to make a baby in just one month.
In software, be it art, design or programming, I feel the following equation generally holds true:
2 experts = 10 knowledgeable = 50 novices
Some management "experts" argue the equation is more like
1 expert = 10 knowledgeable = 100 novices.
Obviously, coordinating those ten knowledgeable (but average people) is way more work, and takes longer, than the two experts just talking to each other. Remember, since the best size fror a "Scrum" team is 4-9 people (with 5-7 preferred), including testers, designers, and maybe artists (artists often work best in separate teams). Ten programmers alone creates an unworkable team using the best software development process on the planet (Scrum).
This is why a company full of "just average" people is a recipe for disaster in software. You want expert, highly intelligent people who work well together. It takes a team about 6-8 weeks of working together daily (that's eight hours a day) to become a highly efficient and productive unit.
THE FRATRICIDAL LEGION: Now, imagine working with large numbers of novices, especially novices with little vested interest in the result, and whose work ethic is randomly overriden by hormones gone wild (i.e., students). Trying to coordinate a half dozen to dozen teams of novices, working only a half dozen hours a week, would be impossible. The different groups would be merging code (or designers, or art) constantly, and each person's work would inevitably clash with other group's work, quite possibly within the same group as well. The bugs and fixes would be endless. If you doubt me, talk to some of the staff in the computer science department, especially those who have multiple years of experience working on teams in the software industry.
EXPERTS & NOVICES: The few times I've been in highly productive development groups that had summer or semester interns, the only people who benefited were those interns. The project itself got virtually nothing of value. What little valuable work was produced occurred when the experts walked them through the job step by step. The interns learned a lot, but the experts invariably could have done more work, faster, without teaching the intern. Sending an intern off on his or her own to perform a task was a sure recipe for failure. As novices, they simply didn't have the knowledge to be productive on their own.
I suspect this is why so many "Early Access" Steam projects languish uncompleted. Successful indie efforts tend to be small and well-focused, requiring a small team that the leader has "at hand" from the start. Furthermore, the team members are rarely raw novices. Instead, they have prior experience from multiple personal efforts designed to help them break into the game industry.
THE DIRTY DOZEN CONCEPT: As for bringing experts out of retirement to produce a labor of love, that requires multiple things: (1) knowing such people, (2) having the charismatic leadership to get them to buy in, and (3) the group having the necessary mix of skills to cover the needs of the project. I've kept an eye on this thread for the last nine months, in hopes such people might appear. So far, none have appeared. A lot of people have said, "somebody ought to..." but nobody has said "here, I have this professional experience, I could help..."
GAMES AS TEACHING TOOLS
From 2005 to 2009 I was designer and project manager at a company called Forterra (it's now defunct). It created training games for the US Army (during the height of the Iraq War) and various medical teaching environments. They were MMOs, so multiple people could work together doing something, like a mass casualty disaster triage simulation, or practicing tactical precepts in an IED-laden environment. Although this was not the educational lessons from "fun" games that you have in mind, I DO have experience in making games with educational goals. In all cases, the Forterra "games" were designed to replace some, but not all, real-world exercises. An MMO exercise was cheaper and easier than an army platoon taking vehicles onto a training course, or sidetracking an entire ER department for a half day. The games couldn't teach everything, but it was amazing how much learning happened, especially when participants watched the "after action" recording of the "game" and discussed "lessons learned." Of course, the students were all adults. Furthermore, they had a professional interest in making sure activities happened correctly, since in real life situations lives were at stake.
Personally, when using commercial games in conventional classrooms, I'd consider the following. I use history as an example because it is the academic field I know best.
Create custom scenarios in the game Civilization to support various lessons in ancient, medieval or modern history. Older copies of Civ are relatively cheap (Civ III is $5, Civ IV is $10), and modding tools are well documented. There may already be mods that are perfect for illustrating the Ancient World, the Crusades, the Age of Napoleon, the 20th Century before either of the World Wars, or the Cold War. Students could be assigned to teams that represent the leadership of various powers. It's a great exercise in geography, political realities, peace and war. It gets even more interesting if all alliances, declarations of war, etc. must be communicated as written documents, both within the team, and to the appropriate other team. Players quickly learn the importance of careful wording. For advanced classes, the students could be assigned to become specific historic characters or groups, given tools to research their policies and viewpoints, and expected to faithfully represent that group within each team.
This exercise is probably best for a High School AP History class, or maybe a Freshman history or international politics seminar. (Do collegiate history or poly-sci departments even offer seminars to freshman these days?)
Lesson plans and real learning is less obvious at the "man on the street or field" level of an RPG. For example, if I was using Darklands as a history teaching aid in a late European medieval history class, I'd ask them to play the game before class until they encountered witches. I'd ask students to come to class with three things in the game they considered "realistic," and three "unrealistic," and be prepared to defend their opinion in the class. I'd have my own list as well, in case the discussion required a jump-start. I'd make sure at least one issue was about cultural relativity - e.g., witchcraft as "fake news." Historians love to argue. A history student who doesn't want to argue historical issues is not headed for success.
This classroom exercise might be good for one seminar in a semester class. The rest of the semester (another dozen classes) would be spent on all the other topics I'd want to cover for that period.
Since medieval alchemy gradually developed into modern chemistry, a chemistry teacher might find something to work with in the Darklands alchemy system. However, I suspect it would mostly be introductory, high school level. Philosophy and religion might apply, but since Darklands depicts pre-reformation Christianity, it's a long way from there to any modern religion or theological philosophy.