I once developed an online text-based game, riddled with images here and there, but mainly text driven. It was a sci-fi game allowing you to pick between many species, jobs, and had a pretty broad, but shallow economy system. Over the lifespan of the game (3 really solid years), it had maybe 2,000 – 3,000 player, and at it’s peak had around 100 active players online at any given time. This was huge for young me, so huge that I caught the attention of a fellow game developer whom I would later sell my game too, stupidly. After many flails and efforts, the game died, I gave up on it, and moved onto other projects in my career.
Over the past several years I have made and broken many promises to myself to just rebuild the game and release it. A) to help curb my nostalgic fits, and B) to work on something I 100% enjoyed and had control over. Every single one of us has something about the past they miss: a spouse, a place we visited, a game we used to play… I’m no different, and to be honest, I’m not sure what’s different this time around in my journey. But here I am, the 3rd time attempting to rebuild the game, and maybe with a bit more realistic expectations.
- I know it’s not going to compete with the likes of Mass Effect, or any other RPG for that matter. It’s an online MUD. They can’t throw the player into a 3D experience full of environmental sounds and scenery.
- I don’t expect to ever have more than a few hundred players, ever. These games are niche, old-school, and don’t have the following that they once have. Kids these days grow up playing WoW, insanely addicting mobile games, and RPG adventures that encapsulate you every moment of the way. I know my game will be niche.
- I understand this will be a hobby project. No rewards once it’s done other than to say “Yep, I built it, here it is.” I don’t ever expect to make a dollar or dime from it. But it will be mine, and I can finally put this nasty little nostalgic beast in it’s cage.
I wrote this 100% sober and fair minded. Not under stress or in an effort to get myself out of a rut. Oh, and this has nothing to do with the previous game development blog post I mentioned. Before I was using Game Maker, and it had way too many ‘gotchas’ with it’s programming language. This time I’m building it in a language I’ve used for 13 years, and in a manor I know I can build, but at the same time, I must find the will to build.