To people who objected the "no one makes those game anymore". Well, it's not that I want to argue and I agree that's it's not the best thing to mention in an official presentation.
But as a gamer I would like to uphold my statement that no one makes such games anymore. I mean which game is FPP (not isometic veiw or top down view), with a huge overworld (not a dungeon crawler) and an old-school feel? I coud not trace even a single one. I really feel, as a gamer, that no one makes such games anymore.
Ya got me there with them not-being dungeon crawlers. There's been a shitload of games that tick all the boxes (most coming from Japan, which for many is a no-go, though), except for that particular point. In any case there's Grimoire as already mentioned, and — following the spirit of BaK—, Call of Saregnar. Closer to Bard's Tale you'll find Devil Whiskey; and there's even an android game! Quest Lord, though this one has the peculiarity of being single player. At least as far as I went.
Reconsidering it, you are right after all: it is a lonely road you're traversing.
In any case, you needn't take heed of what I say. After all it's just an opinion, and as you can see there are already several posters that don't share my view. But for whatever its worth, I'll explain myself:
With the aftermath of the kickstarter boom, nowadays name-dropping and calling for the glory of ages past feels more like a device to gain street-cred from possible buyers/supporters than anything else.
I mean, just look at what we got. So many promises, and we ended up with numanuma, poe, wasteland, that JA abortion, the whole project phoenix clusterfuck... is that system shock remake ever gonna come thru?
You'll understand my finding difficult to place my trust on any developer simply because he can prove he knows the classics.
Now, as to comparing oneself against what others do or do not... it just feels so cheap. If I should be interested in what you're bringing to the table, it should be based on how you present its own merits; regardless of whether it is a game, a book, or a music album.
Any form human expression will always be tied to the environment that saw its birth, but that doesn't mean it should carry it around everywhere. 2001 isn't a great movie for the sixties. It's a great movie. Full stop. That's what I believe one should always strive for, timeless quality.
I would take
Dorateen 's argument and tell you to do the exact opposite for the very same reason: you're creating a game for a very specific niche. The ones who know the games you're taking inspiration from don't need you telling them what they are, as it's plainly visible, and the one's that had no experience with them will learn nothing in knowing where you're coming from.
I believe you could take cue as a nice and professional way of presenting your vision for the game from
AoD's site, for example.
Again, take it with a grain of salt. I'm not omniscient, my ideas might very well be flawed. Read it and take what best suits you, but as the other poster said, don't let that compromise your vision.