![]() Unfortunately, complications would soon arise after the Alpha release. Fans could only eagerly anticipate the next update, waiting to see what else was in store. With such massive support, and plenty of space to improve, it looked like the next indie hit had truly arrived. There's basically endless content to explore." "We emphasize the exploration part because of the huge procedural world. "I think loot finding is one of the most addictive aspects of an RPG, so we included a lot of different items," he added. Also group gameplay is really interesting with varying classes. In my opinion it adds so much to the replay value of a game. "I really like having completely separate classes, each with a different gameplay. > "I'm a big World of Warcraft fan, also Diablo and Secret of Mana were big influences," he said. But it showed plenty of promise for an alpha build, and was clearly far more than just another Minecraft clone or generic RPG despite the lead developer’s inspirations. Obviously not everyone was impressed, with many criticizing the lack of depth and challenge after the first dozen or so hours. Guides were quickly written to help out new players, Youtube coverage gained millions of views, it was a near sensation as many took to the game’s fun combat and exploration. And while not the smoothest of launches, partly thanks to a DDOS attack on the game’s servers during its initial release, people would quickly flock to explore the blocky world Wollay created with glee. When the alpha build was suddenly released in July for $20, many were ecstatic to finally get their hands on a game with years of buildup. Later inclusion of a full fledged multiplayer mode, and the depth of the world and monsters the player would be able to explore and conquer, only further drove hype through the roof. Though a deal between him and Notch ultimately didn’t come to fruition, his progress and unique vision continued to generate substantial support for what looked like the next smash indie project. The game’s increasing popularity even led to the developer being offered a position at Mojang for his talents. What started out as something to work on in Wollay’s free time looked like it was becoming so much more. More focus was placed on fighting monsters, learning the ins and outs of the simple combat system to defeat enemies while traversing the massive world. Despite its blocky exterior, Cube World played much more like an Action RPG, with exploration and quests rewarding players with new skills in their chosen class and better equipment. ![]() By 2012, he had already garnered a strong fanbase, and it was clear this was far more than just some attempt at recreating the burgeoning success of Minecraft. Soon, the creator would make his own website for the game, and his Youtube channel quickly amassed a solid viewership as the project progressed rapidly in scope and complexity. Initially, he pitched the title as a sort of hobby project, but awareness would only grow over the next few years as Cube World became much bigger than what most probably imagined. It was clear Minecraft was his main inspiration, promising a procedurally generated world that the player could explore to their heart’s content while slaying monsters and delving into dungeons. Initially, announced on the TIGsource forums, it already began catching headlines a few weeks in as Wolfram (or Wollay as he’s more commonly referred to) would explain his vision for the game. And despite its ambition and scope initially launching the game to internet stardom, Cube World has become synonymous with disappointment and development hell throughout its eight year (and counting) history.Ĭube World first began development in June 2011, created by a developer by the name of Wolfram von Funck along with his wife, Sarah. Of course, the indie scene is also no stranger to failed and underwhelming projects. From platformers like Super Meat Boy to experimental projects like Braid, it became easier than ever for independent creators to enter the industry as it entered the new decade. But by the early 2010s, the indie scene began to blossom as new titles independently created and published by developers garnered enormous success. Video games, in case you don’t know, are pretty complicated to make.
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