Nobody's played it.
The real question is why more indie companies don't do collector's edition products.
The question is why someone basically with no money doesn't risk even more on his product by producing something even less likely to sell? Yeah, that's a real question indeed.
A "collector's edition product" need not be some super-expensive physical product.
I think J1M's general idea, that indies need to become more capable at price discrimination, is a solid one.
Actually, Steam sales already function as a system for price discrimination, but the problem is that the price shift only goes in one direction - downwards.
An example I could name is the Amnesia developers, who were saying on their blog they were still at below poverty level wages, and that's with subsidies from the Swedish government.
KoTC is a game made by a single dude on his basement that has better combat than any RPG in the last 10 years, how the fuck is that not a big deal?Confession: I don't even think KoTC was as good as people are always making it out to be.
It's funny to see people just having doubts now about KoTC 2. I liked the design docs that he posted on his site, but even WAY back in the past I thought he was biting off more than he can chew considering what I felt about KoTC.
It really isn't an accomplishment to have "better combat than any RPG in the last 10 years". As for the whole "done by a single person" thing... no, making something like a balanced Fighting Game that doesn't look terrible with only one person would be an accomplishment. Combat-Centric RPGs, not really.KoTC is a game made by a single dude on his basement that has better combat than any RPG in the last 10 years, how the fuck is that not a big deal?
that doesn't look terrible
Not really. It's just one of the factors that goes with the "RPG fans don't really have very high standards for their games."Yeah, somehow I knew this was going to be your reason. "Shitty" graphics -> game sucks.
It really isn't an accomplishment to have "better combat than any RPG in the last 10 years". As for the whole "done by a single person" thing... no, making something like a balanced Fighting Game that doesn't look terrible with only one person would be an accomplishment. Combat-Centric RPGs, not really.KoTC is a game made by a single dude on his basement that has better combat than any RPG in the last 10 years, how the fuck is that not a big deal?
Beats me, maybe people just don't feel like making old-skool CRPGs?Then why aren't more such CRPGs made? There is clearly a niche market for them.
I think the collective process of writing that document should be undertaken in the form of a treave mini-LP.
Pierre is like Tesla, he will die broke in the gutter
Beats me, maybe people just don't feel like making old-skool CRPGs?Then why aren't more such CRPGs made? There is clearly a niche market for them.
edit: I forgot to look at it from a coding perspective. Now that I think of it, while probably easier than trying to code very technical genres (Fighting/RTS), it probably takes a lot more effort to code an RPG than platformers. Of course, that's just coding, there's no gurantee the game design for an RPG would be good even if the written code is brilliant.
Also even if there is a niche, that doesn't mean profitting from the niche is an easy task.
I mean, if you just wanted to make money and maybe become famous at a low effort, it's probably still easier to make an indie pretentious platformer.
Pierre is like Tesla, he will die broke in the gutter
I thought he already made a decent living as some type of consultant.
I'll give him credit for the technical effort taken in implementation/coding the entire game/systems, especially with actual liscensed D&D games that have stupid bugs like "format your entire hard drive during uninstallation". That being said, he DID cut down on scale a lot (only 3 classes, no multi-classing, no need for pathfinding because it's a 2D game and everyone is assumed in formation while not in-battle, etc).This is why RPGs are harder than other genres, why so many RPGs are so bad (big companies don't iterate as much -- they design, spec, build, test, and release), and also why you are vastly underrating the quality of KotC and Pierre's achievement in creating KotC. Yeah, he used d20 as a baseline but he took that system and turned it into a great game. He made a smart choice at the beginning ("Let's not come up with a whole new abstract ruleset") and then he developed and iterated that baseline system into a fully-formed game that holds up under a wide range of situations.
if you make something like a fighting game, you need to have the technical aspects extremely tight ALONG with having graphics that are considered "good."
That being said, he DID cut down on scale a lot (only 3 classes, no multi-classing, no need for pathfinding because it's a 2D game and everyone is assumed in formation while not in-battle, etc).
Edit: I don't really think it "holds up under a wide range of situations." It's a combat simulator. I DO have respect for something like AoD (from what I've seen the demo) where you have a wide range of non-combat skills, dialogue trees, C&C and so on but KoTC isn't one of those.
Because I don't think KoTC is very good at being a combat simulator, probably BECAUSE it uses the D&D 3.5 ruleset.OK, so you respect developers who make fighting games, which are one of the most restrictive genres out there in terms of what you can actually do in-game. Then you dismiss Pierre's work on KotC because "it's [just] a combat simulator" that failed to implement things like "non-combat skills, dialogue trees, C&C and so on." Apparently two characters jumping, kicking, punching, blocking, and comboing contains a wider range of situations than a tactical combat map with 10+ combatants, each of whom has a variety of actions, skills, and equipment?
Because... it's still kind of a lot of effort to code even if all the design work has already been done for you?Yes, all Pierre did was copy d20, add in some old-school pixel graphics, remove 90% of d20 to "cut down on scale," and push it out the door! Good god, man, why didn't anyone else think of that? If only Pierre wasn't the only one capable of thinking in such a way, the market would be flooded with new RPGs! Quick, someone call GameSpot, we need to get the news out immediately!
This dog is not a cat! I am outraged!
TigerKnee said:Because I don't think KoTC is very good at being a combat simulator, probably BECAUSE it uses the D&D 3.5 ruleset.
But that's just me. Most of the Codex thinks KOTC some kind of tactical battle masterpiece, shrug.
1) Encounter design. Assuming he came up with all the encounters himself. He might have ripped some out of a good module, but I'm going to assume good faith here.