Yeah, which is why I want side-scrolling for combat, but for building a town and traveling on the world map, a pseudo 3d view (or even a 3d-view) is superior. See Total War or Heroes of M&M
It's just that, I don't see how AVWW could ever have any pull on the masses. It has no feature where you would say "that is totally awesomely unique" and that means you have literally 0 hope to draw in people who don't like SHMUPS because while it is a platformer in a sense, with a story (barely) at the core it is a complex side-scrolling shooter. And imo a game in that kind of genre has nearly no chance nowadays, I mean, no chance to break-through into the million sales.
This is mainly why I think that if the Kickstarter fails, AI War new expansion and then NEW GAME would be the better choice. AVWW is there, and it is what it is. Changing the graphics has as much chance not to draw in a single new customer as it has to draw in a million. The thing is, if Arcengames has other ideas to pursue maybe that should be done instead. Because unlike AI War which is always a different experience, AVWW is essentially always the same so an addon would need to add so much new content that it likely becomes prohibitively expensive. Particularly if the Kickstarter succeeds.
That's the thing though..... not every game is gonna be one of those. And.... not everyone wants one of those. Normally I like strategy games, for instance, but I find the total war games to be a bit dull, and frankly a bit strange. There's the actual "RTS-ish" combat, but then you've got this..... funky management bit that is what you're doing when you ARENT in combat. And it's like.... cant I just skip this? Why is this in here? They're good, popular games, but they always seemed to me like they were never sure what genre they wanted to be in. Feels like 2 games squashed together, and they also *always* feel like each seperate half would be better off by themselves..... that's the impression I get, anyway. If AVWW was like that, I'd have lost interest 2 hours in. I bought the game for procedurally-generated Metroid-vania style action, with some (light) management on the side. I think it does these things well, though I also think the management stuff isnt finished yet. If the light management though were to turn into heavy-handed strategy complete with politics and economics and blah de blah, I'd be just done with it, and back to just Minecraft and DF.
I know I dont speak for the whole, but usually when a developer starts really obsessing over "reaching to the masses", this is when I start to lose interest (and no, I dont think that the art-change idea for this game is that, I just mean in general). THE game that comes to mind with this: Miner Wars. It's been in development for AWHILE. Why? Because they've been UTTERLY OBSESSED with the graphical engine for a freaking year (and originally, it was supposed to have released..... about a year ago). Because they see so many people that think graphics are everything (or something). The game originally looked interesting..... alot of gameplay ideas that I thought might be kinda neat. And then...... nothing. For a year. Because graphics. My interest in the game isnt just dead, it was brutally murdered with a flaming pickaxe and then thrown into the sun. THE reason, the central reason, I focus on indie games is BECAUSE most of them dont try to reach to the masses. They make the games THEY bloody well want to make. If it only draws a niche crowd? Then so be it. If something like Minecraft happens? Hey, that's great. And note with Minecraft: Notch didn't design that to pander to the masses. He made the game that *he* wanted to make..... and he happened to stumble upon a very winning set of ideas (and heck, when he finally got tired of it, he didn't hesitate for even a moment to hand it over to Jeb and go work on something completely seperate). I've always had alot of respect for him for this.
It's really easy to blame the market for not buying the game. It's less easy to figure out how the game could be better in ways that might attract people.
I'll say that among other things, the game is perhaps still lacking in bubble-popping. That is the big problem, and really? At the end of the day, most of the AAA stuff is about bubble-popping and lowering barriers to that bubble-popping. Graphics? They're a big part of bubble-popping, too, as is sound (after all, the reason you pop the bubbles in the first place is the fun pop!).
The UI is also something I've heard singled out as offputting, and it's definitely a bit raw. That's part of the presentation (and it's the first thing the player sees) and could probably do with refinement.
Don't be too quick to write off the gaming market when the game itself is far from perfect.
......what in the world is "bubble popping"?
Though I'm not entirely sure I want to know. I absolutely and completely DESPISE most AAA games (and this is after actually TRYING them, mind you!), so anything that's a major aspect of most would likely just irritate me....
And the reason I tend to speak against the gaming market as often as I do is because of how unholy boring/bland it's become. Just how many more super-ultra-grimdark-gritty-brown shooters do we NEED? It'd be one thing if more of them were honestly creative and different..... like Borderlands' combination of FPS with Diablo loot and RPG elements.... but the vast majority (AKA, nearly all of them) are just clones of some other super-ultra-grimdark-gritty-brown shooter. That genre is just one example, but it's certainly the most prominent. Indie games, I find good because the developers will, you know, TRY new things, and be creative, and they dont think that graphics and cutscenes substitute for good gameplay (usually).
That though, is a whole other (10 page) rant, so I'll stop here.
I'd like to reassert a few opinions here to bring the discussion back down to earth:
NetHack is a complicated game. Dwarf Fortress is a very complicated game indeed. AVWW does not require much knowledge to master, even with the esoteric citybuilding. There is little strategy behind AVWW, because progress is ultimately multi-linear without opportunity costs. I can describe a foolproof method to 'win' AVWW very easily - complete missions and build structures until you gain the resources to defeat enough lieutenants so that the overlord on every continent is beatable. You can use this same method for every single continent without fail, and your just reward is another continent with bigger numbers (and possibly a few more unlocked hazards).
I dont think AVWW is SUPPOSED to be hyper complicated though (and the devs can correct me if I'm wrong on this one....). Metroid-vania games, and shmups.... the two things it appears to draw nearly all of it's inspiration from..... rarely are. And complicated can turn players off just as much as "simple" can..... there are SO many players for instance that might really like DF, and will actually say so..... but wont actually TRY it because they immediately assume they cannot handle it. Nethack, and the entire Roguelike genre, are very similar. I love the hell outta Roguelikes, but I know full well it's a very niche genre, and I also know full well that pretty much everyone I know ISNT gonna want to play those. That's fine, though.
The difference between AVWW and Minecraft/Terraria is also pretty obvious - AVWW is not a sandbox. Up until the citybuilding update, you have little control over the world whatsoever - and unlike in Minecraft or Terraria, where completing a personal project of great effort leads to you wanting to show off and people getting impressed, I can think of no reasons to show my AVWW game to my friends. Additionally, it's just transient - even with the citybuilding (if that for some surreal reason was something I was proud of and wanted to show off), the presence of the next continent eliminates any attachment to the previous one.
I have to wonder if this might actually be an issue..... some players thinking they're getting a full sandbox game, because they hear "procedurally generated"..... with games like Minecraft being so big, they may associate that with those, instead of with things like Roguelikes (which were doing it WAY before Minecraft..... and there's also just MORE of those than "sandbox" games).
And I apologize if I should sound a bit snappy here or, more likely, am not entirely making sense. I kinda blanked out and started thinking about food partway into that, so I kinda lost track of just where in the world I was going with it.