Melan
Arcane
Several years of development time, 10 hours of gameplay, physical stuff Maybe Some Day, but hey, at least we get a live action trailer out of it.
Budget well spent.
Budget well spent.
I would like both, personally.I will never understand the quantity over quality mentality. Is it the same crew that always watches director’s cuts and uses cut content patches?
Editing for tightness can make a mediocre piece of entertainment enjoyable, but overstaying its welcome is a sure fire way to take something enjoyable and turn it into a slog.
None of the classic CRPGs had gameplay measured at 10 hours. Not even Eye of the Beholder, which was on the short side, was 10 hours. That's just tiny. You need to have quantity to have certain kinds of quality (complexity, CNC, exploration, substantial character-building, etc). One advantage to games which do not have massive AAA budgets is that once the game's core works, extra content is not hard to create. You just build new levels / convos / monsters from your limited amount of assets. Ultimas could do much with a small tileset.I will never understand the quantity over quality mentality. Is it the same crew that always watches director’s cuts and uses cut content patches?
Editing for tightness can make a mediocre piece of entertainment enjoyable, but overstaying its welcome is a sure fire way to take something enjoyable and turn it into a slog.
yet if the game isn’t better for it, what’s the point? It’s just filler.One advantage to games which do not have massive AAA budgets is that once the game's core works, extra content is not hard to create. You just build new levels / convos / monsters from your limited amount of assets. Ultimas could do much with a small tileset.
Is this just main story or is there optional stuff to explore?$15 is a solid, affordable price. Especially if like people said, the planned play length is around 10 hours.
The studios from the age SKALD and its ilk are emulating were a handful of programmers and a few sales people / accountants. They also had to be tech firms to develop a lot of the basic stuff that's now supplied by Unity, etc. Except for 1990s era Origin, they were not larger than modern indie studios.yet if the game isn’t better for it, what’s the point? It’s just filler.One advantage to games which do not have massive AAA budgets is that once the game's core works, extra content is not hard to create. You just build new levels / convos / monsters from your limited amount of assets. Ultimas could do much with a small tileset.
Comparing old studio-made games to modern indie dev/solo dev doesn’t really illuminate anything
This. Length in a CRPG is directly tied to a sense of character progression, which is one of the most important points of satisfaction in the genre. It's what gets the brain working and planning ahead if progression is meaningful and done well. Alternatively, if there is a great deal of replayability ala AoD, then it gives you something to consider for future playthroughs, and in that instance, it's all based on the assumption that character progression is so tightly designed that every minor choice is impactful and satisfying.If Scald is short but very replayable like Fallout, I'll be impressed... though to be honest, I don't think this will be the case at all.
maybe the dev for Skald isn’t very good at making games. not sure why you’d want more of it, then.The studios from the age SKALD and its ilk are emulating were a handful of programmers and a few sales people / accountants. They also had to be tech firms to develop a lot of the basic stuff that's now supplied by Unity, etc. Except for 1990s era Origin, they were not larger than modern indie studios.yet if the game isn’t better for it, what’s the point? It’s just filler.One advantage to games which do not have massive AAA budgets is that once the game's core works, extra content is not hard to create. You just build new levels / convos / monsters from your limited amount of assets. Ultimas could do much with a small tileset.
Comparing old studio-made games to modern indie dev/solo dev doesn’t really illuminate anything
Nox Archaist also says Hi.
Wasn't the 10-hour estimate from a while back? Maybe it's longer now. I haven't seen any new play length estimates from the dev.
Either way, if the original plan was for a 10-hour RPG, then that's what the dev had intended. And for this price point, it fits.
I don't mind. If the game is bad, then I didn't waste that much money, if the game is good, then I'll look forward to a sequel.
This seems like a good length. Knowing developer playtime estimates, it'll probably be closer to 25-30 hours.Lurking for the Steam forums we can read that the developer said if you did all the side quest and explore all the maps he estimated the length of the game to be about 20 hours:
Ahh yes: Marketing! This is traffic to the game's homepage. April 4th is the release of our lovingly crafted and heavily supported live action game trailer that we spent 9 months on. The bump on April 22nd is a random devlog update I spent 20 minutes putting together
Sometimes that's just how it is.The live action trailer was a "great" investment.
https://twitter.com/SkaldRpg/status/1783040739896680912
Ahh yes: Marketing! This is traffic to the game's homepage. April 4th is the release of our lovingly crafted and heavily supported live action game trailer that we spent 9 months on. The bump on April 22nd is a random devlog update I spent 20 minutes putting together
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