The words of confidence are much appreciated, Flatfingers. Having made a couple of successful genre-bending games, and having failed to make at least one genre-bending game (Alden Ridge just never could mesh its elements), I'm feeling really confident about what we'll be able to deliver.
Of course, the big risk is that people will have something different in mind than what we actually deliver, because the degree to which we're focusing on each element from each genre you touched on (and some we haven't mentioned yet) may vary from what people expect. But we're trying to be clear up front about what the design is like -- as much as we can be, given many things are still in work -- and so hopefully that will mitigate that.
To be honest, as Keith and I are putting in more and more of these subsystems, they just feel so natural together that it seems like an obvious combination. That's how it was for me with AI War, as well -- after a while of being steeped in the game all day every day, the genre mashup stops seeming like a novelty, and it just seems like the sensible way that this game should be designed. Of
course this and that element go together, etc.
So I remember being really surprised when AI War came out and reviewers talked about what a unique blend of genres it was; I had long-since forgotten by that point. Reading post mortems of other games, I think that's really common for developers that innovate -- implementation takes long enough that the novelty has worn off by the time release day comes, so the developers wind up with a big case of "this is new to you? Well, it's old news to
me by now."
The way I look at it is this: you can either copy what other people have done, or you can do something new. This game is not a superset of all the genres you mentioned, any more than AI War is a superset of its genres. As an RTS game AI War is mostly complete, but it's a very incomplete 4X game if you look at it just as that. The tower defense aspects are incredibly slim compared to that genre. And as a grand strategy game it's also incomplete. But what it does do is take
elements from all those genres, and piece them together in a completely new way.
That's more or less the case here, too. The core genre is action-adventure, like a Zelda game -- in terms of that genre, AVWW is mostly complete as a game. In terms of an RPG AVWW is fairly lightweight; as a simulation game, it's not exactly hardcore; as a tactics game, it's also not as robust as a lot of games in those genres. But what it will do, and to some extent does already, is pull our favorite bits out of those other genres, and combine them into an action-RPG in a way that nobody else has ever done. That leads to an experience that is not a superset of any of those genres, but is a distinct experience all to its own.
I think that any time a new sub-genre is created, that happens. That same pattern applies to tower defense games as compared to strategy games, kart racers as compared to racing games, arena shooters as compared to the larger FPS genre, and so on. At the moment, we're actually looking really good on scope and schedule, knock on wood. Best guess is beta in the last week of July or so, but we'll see -- that's very much a soft date.