10th March 2013, 7:48 PM
Here's another game to add to your list:
http://www.kickstarter.com/projects/2112...-adventure
It's from the people who did the recent remakes of King's Quest 1-3 and Quest for Glory 2. They've also done their own adventure called Al Emmo and the Dutchman's mine, which was a pretty good game. King's Quest 2 in particular was overhauled massively by them so most of the puzzles and a huge portion of the story were their own creation. I'm pretty confident in their new project.
World of Wander... That's disappointing but really I can understand the problem there. The big key to having a creation tool that catches attention is to show it in action. It is one thing to say "here, you can make your own levels", it is another thing entirely to make one that any casual player can easily pick up and use, with "building block" style trigger code where people just "snap in" behaviors and linked objects through drag and drop, rather than having to actually code it themselves using whatever language the developer set up for things. Mind you, include THAT too for the die hards, but for casual gamers? Make it as easy as using photoshop, and with a tutorial if at all possible.
That is why LittleBigPlanet took off like it did. This game seems like a low res version of that one, so yeah, people may have wanted to skip on it.
http://www.kickstarter.com/projects/2112...-adventure
It's from the people who did the recent remakes of King's Quest 1-3 and Quest for Glory 2. They've also done their own adventure called Al Emmo and the Dutchman's mine, which was a pretty good game. King's Quest 2 in particular was overhauled massively by them so most of the puzzles and a huge portion of the story were their own creation. I'm pretty confident in their new project.
World of Wander... That's disappointing but really I can understand the problem there. The big key to having a creation tool that catches attention is to show it in action. It is one thing to say "here, you can make your own levels", it is another thing entirely to make one that any casual player can easily pick up and use, with "building block" style trigger code where people just "snap in" behaviors and linked objects through drag and drop, rather than having to actually code it themselves using whatever language the developer set up for things. Mind you, include THAT too for the die hards, but for casual gamers? Make it as easy as using photoshop, and with a tutorial if at all possible.
That is why LittleBigPlanet took off like it did. This game seems like a low res version of that one, so yeah, people may have wanted to skip on it.
"On two occasions, I have been asked [by members of Parliament], 'Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?' I am not able to rightly apprehend the kind of confusion of ideas that could provoke such a question." ~ Charles Babbage (1791-1871)