The more I think about this, the more skeptical I get. I watched Gopher
plug the project last night, but I felt like he missed a very, very important detail about what Once Lost are pitching - Kickstart
a demo, which then gets shopped around to publishers and
then, assuming they get one, it goes into full development. That's a very long-term plan for a project which, at this stage, has very little to show beside ideas. Kingdom Come: Deliverance's success gets brought up as a parallel, another major open-world RPG that began on Kickstarter, but Warhorse had already had private investment on their prototype before turning to crowdfunding to prove market viability.
Now, KCD was a milestone achievement from an industry perspective and a fantastic game by any metric, but when you think about it, it didn't set out to do anything revolutionary with its design. Yeah, it had unparalleled historical accuracy and some innovative mechanical components, like its armour layering and its combat, but none of these things posed critical technical challenges and from a purely structural perspective, it's not that different from something like Oblivion - i.e. a tried-and-tested concept.
This Wayward Realms pitch, however? Bringing something like Daggerfall's design scope in line with contemporary standards of fidelity and verisimilitude is a challenging proposition in and of itself, but Once Lost Games are actually pitching an
expansion to that formula with their "Grand RPG" - changing seasons, "World Events" causing the dynamic rise and decay of cities, an AI "videogame master" tailoring the experience to your character progression etc. You might have seen such elements in other titles, new or old, but to bring them together meaningfully and seamlessly in this format
would be revolutionary and neither their Kickstarter trailer nor the couple of videos I've seen on their YouTube channel suggest any breakthroughs at this stage. There's nothing in there that looks all that different from hobbyists playing with Unreal 5 features, nothing to show systems working in concert towards a cohesive rendition of the proposed design.
I hope I'm wrong, the RPG genre's long overdue for a kick in the butt to push it forward, and since major publishers are content to regurgitate cinemoootic experience after cinemoootic experience, innovation's likely to come from some independent upstarts. But right now, there's an...
odour here, guys. Like something you might smell in a bull's pen or a Hello Games office...
P.S. It really rustles my jimmies that everyone orbiting this thing keeps referring to "Choice" and "Consequence" as separate design "pillars." "Choice and Consequence" (or "Agency", if you actually graduated high school) is a single RPG concept referring to branching or loopback designs, there is no such thing as choice without consequence. What Once Lost are listing as "Choice" actually seems to be that you've got different races, equipment and skills... So, basically, "one of our design pillars for this RPG is that it's going to be an RPG!" This might seem like a petty gripe, but it makes a poor impression coming from RPG veterans.