“We were definitely on the left side of that curve,” Dee said, laughing. “It wasn’t until December of 2013, after months of development, that we realized, ‘Oh no.’ It was our first game. We thought we could do it, but we found out later it was totally impossible. If you look at the Kickstarter pitch for ‘Stonehearth,’ it’s something like a ‘sandbox RTS, RPG, city-builder.’ Well, it turns out that’s actually a lot of different genres, and games, and as you work on a game, you get a better sense of what works and what doesn’t, and you have to change it to accommodate that.”Īs an example, Dee points to the blueprint’s original conception of character classes, which split them into two different types – passive, who pilot themselves according to occasional input, and active, who rely entirely on the player’s direct control, similar to a unit in a strategy game.
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