Some people just love to talk even when they have absolutely no idea what they're talking about, I guess.
*Sigh*
Guess who is takling.
Okay, let's all put our metaphorical swords away and have a nice civil discussion. No need to be rude. Please remember that you are communicating through text as well, which means what you might not consider rude can come across as rude due to a lack of ability to discern facial expressions, body language, tone, and other factors.
Best of all, we will give you credit for improving the writing and if its such a massive improvement, there is always the chance that you could work with us.
I am in no way game related at all in the creation process. I am just a gamer. Maybe even a casual gamer.
But you might have heard of the problem, that programmers often write stuff that "they" understand and then they are baffled, when "users" don't get it. Basically every software has it, even accounting software where data suddenly shows up sorted in a way that only makes sense for the programmers.
It's really an interestig topic to pass the things on your feet on to someone else. If I would have any say in the creation of AI: War 2, I would have probably made a study of my target audience. Which game do they want? What niche is currently open?
The "Excel-Like-Overcomplex-RTS-Niche" obviously is smaller than expected.
I don't really know exactly why a major deal wasn't possible. But then, the views of the creators are a different one. They want to code and have a relaxed lifestyle instead of being the pushover of a major I guess.
Exactly. If our users don't understand the software, then they can change it to something that they do understand, and we can put that in the base game, making it a win-win for everyone involved. You understand what the mechanic does, and we get more sales because people understand the mechanic better, and you get credit for it (Which you can put on a resume, and that always looks nice).
The problem with that line of thinking is AI War 2 can't be a puzzle game or something different than an RTS. Then it isn't AI War 2. It becomes Tidalis 2, or AVWW 3, or New Game 1, which are all harder sells. It is much easier to push AI War 2 as AI War Classic, but improved in X,Y,Z ways, since AIWC is a known variable.
That being said, could we do a study of our target audience and figure out the genre they would prefer? Almost certainly. We just thought that AI War 2, in its full expanded form, was what everyone wanted. And what we found is this: A lot of people want that. But we can't reach many other people, so we don't know what they would want. If we could reach every existing owner of AI War Classic, I think the kickstarter would have been funded a long time ago.
How exactly was the vision for AI War 2 "too small"? We haven't even hit a third of the funding we need, so I think it was, if anything, too big. If we made the game bigger, the cost would go up. Companies like Blizzard have very large amounts of staff and more money than all of Arcen's games have ever made, combined, before anything is deducted from that total. And that is just the budget for a single game.