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TL;DR hack coder experimenting with game design, trying to do something innovative mixing archaic design concepts.
Greets to anyone who stumbles into this. I'm Ken (that's not important). I'm an idiot (that is important). And I'm going to take one last stab at rolling a decent game (that proves the idiot part).
Good news, I'm not the typical "I'm going to build an uber-fantastic game, except that I can't program, create art, and have only a weak understanding of the process".
I can hold my own on coding, and I can buy art plus do a bit myself. However, my understanding of the process is limited and I'm a really sucky project manager which has proven disasterous in the past.
Oh, and I'm funding this out of pocket, and doing all the work myself. (proves the idiot part even further)
My first game (defunct) was called RealmLords. In my creative genius, not to mention I already own the domain, I'm calling the new game RealmLords 2.
The concept of the game is based on "Content-Lite", which is a term I learned here on the forum. It means a game with no storyline driven tasks. People don't like it and few games use it, which are both significant factors in my fascination with it.
The theory goes like this:
People call storyline driven tasks by the name "content". In my thinking, content is something to do (activity). Storyline driven tasks provide activity, so they work. But they're getting tired. Also they are very expensive because they take huge amounts of man hours to create.
Years ago I played a game called Summoner which is an RPG. Summoner in SP mode was quite normal. What made the game odd is that in multiplayer, they completely gutted the storyline and the only activity was combat. The developer quote was that "multiplayer was unencumbered by storyline". It was just travel and hack and slash. Nothing else.
So I got to thinking about grind (as in Asian grinders where you kill mobs over and over to level) and Summoner multiplayer and old EverQuest and GW1's world design, and a foggy idea started to form. It sounded a lot like "Content-Lite".
I went with the foggy idea, added in a few sandbox progression features (RL2 is NOT a sandbox) and the idea got less foggy.
The concept and some design ideas are documented on this RealmLords 2 Blog.
No kickstarter, no huge plans, no delusions of grandeur. It's just an experiment that might have potential (assuming I'm lucky) to become an extremely minor niche game.
Feedback is welcomed, that's why I posted this here.