JoeJ said:
RoleRacingGames said:
Undertale, Diablo 3 and Kingdoms of Amalur all fit into the casual RPG category.I see our definition of ‘casual’ differs, which is normal across people. But i still think you have conflicting interests eventually. Here is an example:
Personally i have no interest in cars and related technology. But i've played Trackmania for thousands of hours over years, because it's a very casual game. It's simple enough i could play it with my wife in splitscreen while talking about the day, and having some fun along. There is no progress system either, so you can just stop playing at any time. No need to deal with save games or anything.
Contrary, if the game had features like tuning / upgrading the cars, i would not have played it. But a friend who does like cars a lot would be more interested.What i mean is that you have to make a choice on who is your target audience, and serve them specifically. This seems more niche and less mainstream, but it can give you a better base of players. They pick your game over others because you serve their interests in detail and with care.
If you try to go mainstream, serving and attracting everybody with a streamlined RPG experience, then you compete with AAA developers with only little chance of success.RoleRacingGames said:
I want to set a template for this genre of racing game and hope that someone else comes along and does something even more with it. That's itIt sounds you work on a design document for a long time, making it perfect on paper, and then hoping somebody will join or fund you, because the design is good?
Won't work, because this puts you in the role of the ‘idea guy’. Nobody will take you serious, because ideas are nothing worth. Everybody has ideas. You need more to convince people, to distinct yourself from all those countless idea guys dreaming about big games.
You should work on a prototype instead just design documents. It's much easier nowadays, because there are game free engines ready to use. This saves you decades of learning and work, but it also means there is no more excuse of not working on a game yourself. After that you have some experience on development and can contribute more than just ideas. If you can show a working prototype good enough to show your game is fun, it's easier to get people on board.That's just my opinion, but if you seriously want to make a game, there is no way around doing it for real. Design alone does not make a game. And without a game, design is not even enough to describe such hypothetical game.
“Personally i have no interest in cars and related technology. But i've played Trackmania for thousands of hours over years, because it's a very casual game. It's simple enough i could play it with my wife in splitscreen while talking about the day,”
This seems to be about the… driving gameplay? Sure, that is also something I intend on being as welcoming as possible.
I'm talking moreso about the story