What is CE?
Clockwork Empires, from the Dungeons of Dredmor people.
What is CE?
Ohmigosh- MoLAoS, is that you? I was puzzled by your other post on the Majesty board, given I hadn't seen a fresh commit to the github repo for weeks. Good to know you're still trucking away.For those of you who want to play a game more like the original Majesty, I have been working for a while on an open source modification of the Glest Advanced Engine, a branch of a relatively popular, a few years ago anyways, open source Glest RTS...
Goodness. I wasn't aware this was being discussed so openly. Uh... I guess the point I'd make for the moment would be that it might be best to go with disruptive innovation.In short - I don't think it's possible to do in a profitable fashion. This is due to A: The cost of a proper M3 game would be high and B: I think that the audience for a PROPER majesty game is too small for A to be viable.
We'd love to - we love Majesty to death and we've looked at this in twenty different ways but can't make the math the work. Even if just was a break even affair we might consider it.
I hope someone comes to us and convinces us they can make a great Majesty game with a smart budget.
It's not about the funds - we have those. I'm sure a crowdfunding campaign would raise enough money and perhaps a little more from you, the dedicated crowd, but whenever we make a new game we want it to have the potential to reach a big audience. We just don't think it's there and considering everything else we're doing Majesty drops in priority.
Might change in the future. But for now we're really not pursuing a "proper sequel".
Regards,
Shams
Actually, now that I think about it, I'd say the project with the best risk/reward ratio would probably be a turn-based close-quarters squad-tactics game similar to XCOM, but set in the Ardania universe. And just looking at Steam's stats, you can see how popular turn-based close-quarters tactical games can potentially be with XCOM's consistently high player base.
Majesty 1 was broadly speaking a better game than Maj2. (Maj1, to be sure, had it's share of flaws, but well, just read down a bit.)I'm not really sure what "proper" sequel means, because I personally like Majesty 2 but haven't played Majesty 1. (Although I've read that Majesty 1 had randomly generated maps, while Majesty 2 does not.)
But if you are looking for a "fantasy kingdom sim" to potential reach a wider audience, my vote is for the sequel to have gameplay elements similar to the Tropico series. Idunno, I just think it would be fun to rule as a morally-questionable king enacting ridiculous edicts in a fantasy realm while trying to keep various factions happy. Or at least content enough not to storm my castle with pitchforks.
Actually, I was thinking that X-Com might not be the worst example to look to, and least on the military/questing/adventuring side of things. While I wouldn't advocate having direct control over your hero-companions, the idea of having a playable-sovereign venturing forth to slay monsters in the company of AI-controlled team-mates has plenty of industry precedent. Set it during the time of King Sydrian, and you might have a nice setting justification for it.Or MOBA game set in Majesty universe...
No, please, no, don't go this way...
By way of example, while I certainly like the idea of having a playable sovereign character from a game-mechanical perspective (and there might be a couple of pieces of old cyberlore concept art which suggest this was an idea thrown around), on reflection there's also the risk that focusing on the player-character as the primary feature of gameplay will lead to demands for a first-person perspective in terms of graphics. This could lead to much heavier demands on rendering quality, texture resolution, SFX and the like, and therefore a much larger minimum budget for art/engine licensing.
Why must everything be first-person? What's wrong with top-down or isometric?
Also, I've yet to see first person sword combat that didn't suck horribly.
Please don't misunderstand- I have no personal problem with the idea of a playable main character in a top-down/isometric perspective. What worries me is that, from a marketing perspective, if you give top billing to the main character (possibly with cover mechanics, as strawzombie suggests) as a game feature, then there will be the idea that a first-person view will be easier to produce nice IGN-ready screenshots for. It seems to have happened with X-Com: Enemy Unknown. *shrugs* I dunno, maybe I'm worrying too much, given that Paradox can self-market and usually seem to be more understanding about these things.