Deleted Member 22431
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Dungeon Rats certainly did well compared to other small-scale tactical RPGs, but that doesn't mean much because the potential of such games is very limited (as the numbers show, even if you compare the first 6 weeks of the year: AoD 7,110 – $24,316, DR 1,562 – $4,800, even though AoD was released a year earlier. One of the problems is that we can't do better in 10 months and if we switch to a 2-3 years schedule to add more depth and complexity, might as well do a proper sequel and not a small -scale tactical spin-off. At least that's the idea.
That’s hardly an explanation.
YOU: Let’s make a small-scale game to help us fund the next game.
NOW: The small-scale game is selling poorly so let’s take two additional years the next time to make a full-fledged sequel instead of a small game.
If sequels sell poorly, investing even more of your time doing this doesn’t work. The real answer is mentioned here:
Let's hope you can deliver the setting in three years.Naturally, investing 3 years into a sequel and selling 30% of the original will be equally painful (as Dungeon Rats' sales data shows, you don't have to spend 3 years to sell 30% when a single year will do), but what we in mind is so crazy it might actually work.
The main problem with sequels is that the setting and gameplay remain the same. It's nearly impossible to switch gears and offer the player something radically different. While your best fans may be enthralled with the initial game and crave more of it, part of what they are craving is the sense of exploration (of a land and a rule set), novelty, and wonder that accompanying a new RPG - things that will almost inherently be absent in a sequel. Obsidian's Deadfire, for example, plays the same way as the original (which is to be expected, of course; after all, Fallout 2 plays the same way too - you know what works, what doesn't, so you follow the established path and know what to expect from the enemies and factions). With Colony Ship, this problem is easy to solve, not because we're so clever, but because the setting itself implies its solution: we land the Ship and start the Colony.