![]() ![]() We don't know if there is still an audience for it. Now we are doing a Kickstarter for the next game in the trilogy, Queen's Wish 2: The Tormentor. Sales had stayed strong instead of trailing off. I found that the online reviews had turned really good. I was sad, so I spent a few months concentrating on the next game.īut then, a year later, I went back and looked at Queen's Wish. Sales were shaky and online reviews weren't great. Queen's Wish changed just about everything from our earlier games, and a lot of people found it to be very jarring. The changes need to earn more customers to make up for it. Whenever you change something in your games, you will lose some customers. Queen's Wish: The Conqueror did not get the happiest reaction at first. The old-school straight-on terrain view has fans and detractors. And you don’t have too, since I am writing this article more as a series of game design ideas, and how they worked out in practice. This article is about the weird choices I made in the game. But if you tell me it's just an easy cash-in, your opinion is ignored forever.) (Sometimes I get accused of not caring anymore and phoning it in. It took two years of hard work, constant thought, multiple redesigns, and one near-nervous breakdown. ![]() ![]() I wanted all of these to feel fresh and different and unlike any other game out there. Three years ago, I started what is likely my last all-new game series, Queen's Wish. So I am figuring out how I want to go out. The end of my career is still a few years away, but it is in sight. ![]() I have been writing indie role-playing games for a living for 27 years. You have to keep the cool, old stuff, but you also have to add unexpected new stuff. The next game, Kickstarting now ! Sequels are tricky. ![]()
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