Not much progress over the last few days, for a couple of reasons (busy with other things one day, a little bit consumed with Saru Saru DS another), but I have been doing a bit of research and design, and today I wrote quite a bit of content for the new market area–it’s quickly becoming one of my favourite areas in the game, with some fun NPCs–one in particular, an old soldier whose basic function is to give the player information about various weapons and damage types, quickly transformed from what was essentially an exposition device into probably my favourite ‘character’ in the game so far, with his old war stories and surprising pathos. Another new NPC forms the basis of something I really want to do with this game–a character who starts young and naive and bright, and who players will gradually see grow and develop as the game progresses year by year. Eventually having to let these characters die isn’t something I’m looking forward to, but it’s a part of things.
The more I work on this, the more the feeling grows in me–or rather, the question: “Why does nothing like this exist?”. It’s not a terribly original idea, an online multiplayer game with a timeline, with characters (both PC and NPC) that age and a gameworld that grows and changes. Perhaps more importantly, individual actions that contribute to community goals. I’m sure people have had this idea–or one very similar–before me. Maybe it’s that it seems too ambitious for a single amateur (or small group of amateurs) to do, while being too … what’s the word … unviable maybe, as a commercial venture. Not that I’ve ever thought of it like that–never “This is an idea I could sell!”, rather “I’d really like to see something like this, I wonder if other people would, too?”. Of course, web-based games need money to run and I don’t have a lot, so ideally I’d like to get enough in donations to keep the game running, but I’m never going to charge people to play–and you’ll never need to donate to play, either. (With that said I do enjoy things like KoL’s Items-of-the-Month, but if I did implement something like that it would probably be mostly cosmetic or involve game mechanics or content that were fun and new rather than things that gave donators an advantage over non-donators.) I don’t have any dreams or expectations of it being a huge success either–if it eventually becomes a fun distraction for, say, a thousand people I’d be more than happy. Actually, I’d be happy if a dozen ‘regulars’ played and enjoyed it and everyone else in the world ignored it entirely, to be quite honest. Just so that I had justification to continue working on it and to create new content (and update the old).
As well as that, as far as ambition goes, I’m very aware of not expecting too much or getting beyond myself … and yet the more I work on this project the less ambitious it seems–already a lot of features I’d noted down as being ‘pipe dreams’ or ‘completely unrealistic but fun to think about’ are seeming more and more achievable … web-programming isn’t nearly as difficult or scary as I thought it would be, vague worries I had near the start of the project about running out of ‘content ideas’ have proven to be completely unfounded (if anything I have too many ideas for content, and that’s before any kind of player input), and most of all it’s fun and satisfying to work on something like this–on every part of it, actually, be it research or design or coding or writing, it’s all fun in different ways.
In any case, for now, I’ll just keep working on it, doing a little at a time, until it’s in a playable state (well, technically it’s playable now, but you know what I mean).