Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
If not more.I can attest to that. I naively planned to release Titan Outpost last year. I guess I could have, if I had cut corners everywhere and never reiterated anything. Quality is an ambiguous concept, but personally I like complex, involved quests with branches and non-binary outcomes. Quest complexity doesn't scale linearly and every angle you add increases your workload by almost factor of two.
Glad you liked it. I naively expected it to have a broader appeal too (because I didn't know better) but it had very little exposure and thus sold mostly to people who really liked AoD combat. As of today AoD sold 144k copies, DR 40k. Without AoD (if it were our first game to test the waters) it would have sold 8-10k copies at best.PS You made Dungeon Rats, which I really enjoyed, in less than a year. You let the mechanics do all the heavy lifting for you on that one, but I still consider it a quality game. When I played it, I thought it would have a broader appeal than AoD for some reason. I was surprised to see it sell a lot less. I know you sort of regret it and consider it a mistake, but I'm not sure the proof was in the pudding on that one. Obviously you thought it was a quality game, or you wouldn't have released it. Did the sales change your perspective on that? Or are dungeon crawlers exempt from being called quality RPGs? I'm not inviting you to go down a semantic rabbit hole here, I'm just curious if you're still proud of it.
I don't regret it because we couldn't jump to Colony Ship right away and making a quick combat game, no matter how limited, was the best option, considering that it allowed us to test party-based gameplay, XP divided between the party members, CHA-driven party size, etc.
It was never meant to be a Quality RPG (no game that has 50 linear fights has a shot at this title), but it was the best we could do in 10 months.