(Or, as a perfectly functional alternative title to this post, "I'm halfway through the design document and I've done a little coding, this'd BETTER be the right option")
Just a short post, I'm afraid, but it should outline the main reasons I'm doing Templars of Kayne over anything else.
1) Artificer and Adventurer are very very expensive to attempt.
So, I looked into the sort of server costs that I'd have to be looking at for Artificer and Adventurer.
Wow.
So, the numbers I ended up turning up were not small. They were, in fact, quite ludicrously big. As in, 6 figures a year quite big.
Factor in that there isn't necessarily an income stream backing that up of any description, and that there would be significant costs in producing assets for an RPG, let alone 2 RPGs, and you can see that there is essentially no way it can end up in the black. Which is sort of an ironic reason to abandon a concept based on economics and supply and demand, come to think.
2) No-one would try Contact Sport.
Contact Sport was unfortunately turned up by the questionnaire as something that nobody would play. Twenty minutes into the Future is not a popular setting amongst players, and it's heavily used enough in the gaming industry in general that essentially nobody would give it a try, regardless of how polished and beautiful the gameplay is. So, gameplay (maybe) good, setting bad.
So yes. Rationale has been made.
Actual documentation and progress reports to come VERY soon, now that something can actually get underway, but to wet your appetite, have a confusing dev screenshot!
WHAT CAN IT MEAN?
Stay tuned to find out!

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