The next step?
Just some thoughts and worries that I've been having lately: [When a hypothetical scenario is wanting to become reality.]
- It's one thing that somebody is 100% dedicated to their project, but it's an entirely other matter, when it comes to judge its own market value: aka. viability. [More so to see it from other's perspective.] Not in the traditional sense of "Is an ARPG worth making?", but rather than, Is my take on the genre alluring enough for others to explore? Of course, naturally, this quickly could lead to all sorts of theoretical situations, where one questions their own abilities, and the fact that do they even have the right to come up with such a game; more so that would people play it, or would it be inventive/interesting enough? But the list simply doesn't end there, as there are more obvious factors [Like being a rogue "newcomer" to the industry, as many have/had ideas such as this before--better or worse--which are also wanting to be made, etc.] that are at play. That being said, I still strongly stand by my game, and these thoughts are unlikely to change my mind on the matter. Mainly for two reasons: Been years that I've been wanting to see a real--according to my expectations of course--competitor to Diablo 2, both in scope and production value. [Maybe it's just nostalgia, or I'm getting old . . . Or has something to do with my ASD] I know it's a huge shoe to fill, but seeing some of the--worrying--trends in gaming gives me just enough courage to keep trying.
- This derives from the first one: Say you're on board with EOTH (STRAW POLL), but know that there are a ton of potholes when it comes to indie gaming--especially in the scope of this one. The budgeting, human resources, knowledge and time are all key variables that are often overlooked (as just having a couple of developers, working full-time costs hundreds of thousands, per month). [Hence there are so many failed attempts of such projects.] That's why I've been thinking more of the scale of a small prototype, which would mainly focus on the core offline experience (with super rudimentary graphics and absolute focus on gameplay). If it can be done with a small team, and enjoyed by others, than I could start thinking of finding ways to further finance the project . . . For that reason, I've been looking into potential ways of funding, but not having a prototype severely limits my options; leaving me with only a limited option of choosing crowdfunding as an alternative path. [Which can be huge minefield--in itself--and I really wish to exclude it if there's zero interest in the game.]
I wanted to get this out from my system, so there's that . . .