Thanks again, guys! It's encouraging to hear that there are still folks out there just discovering the game, and more importantly, enjoying it! I don't think I ever would've predicted there were this many folks who enjoy such a game. I figured it'd be too harsh and esoteric. I guess us "killer DM" types are more common than I realized
Actually, is there a word for a callous, rather than adversarial DM? I wouldn't say I'm
trying to kill players as much as just deaf to their pleas for mercy.
I don't know if you have a price point in mind, but I'd pay at least $20 for something this intriguing.
I was planning to launch it at the same price as the PC version ($15USD). Some say this is mobile suicide, and I'll probably sacrifice some mobile players doing so. However, I think it makes sense to keep the price on par with PC. It'll be the same product, after all. I definitely don't want to steer towards F2P models or the $0.99 price point.
the game is ultimately at its best as a procedural-content creator.
I agree. The stories we
imagine the game is telling us can be way more powerful than the static written pieces. The static writing sort of sets a framework and some points of reference, but our minds fill in blanks way more effectively.
In this vein, I've been working on a prototype that tries to simulate more of the social side of characters. Sort of an emotional equivalent to NEO Scavenger's metabolic sim. Instead of hunger, warmth, and thirst, it tracks isolation, self-respect, fulfillment, etc. I want to see if I can get AIs having procedural, abstract drama with each other, in a way that lets players imagine what's going on.
E.g. instead of me writing thousands of canned-conversation snippets, let the interactions be more abstract so we can read into them. "Abner is arguing with Bruce. Bruce is angry with Abner. Bruce complains to Charlie. Bruce is holding a grudge against Abner. Charlie tries to placate Bruce." Etc.
I'm hoping that I can just sort of "suggest" something is happening, and like NEO Scavenger, players will imagine more detail to fill the gaps. If you're interested in more details on the system as it progresses, it's been the topic of my recent
devlog entries.
Thanks again for the kind words, all!