It has come to my attention that most of the viewers of my game are male. I completely expected this. From looking at the YouTube video it breaks down as such...
Male, 35-44 years
Male, 25-34 years
Male, 45-54 years
Now unlike many of my other games I created for the Nintendo market, QuestLord doesn't really allow the player to specify if they want to be male or female. In fact it completely skips that. However there is nothing to say that your character you create IS female or male. That is completely up to the player. The only thing you see of your player are your arms, and unless you expect a female character to have pink painted finger nails, it is purely up to the player's imagination. I rather like this idea as it allows for more of the blanks to be filled in by the player for what they want out of my fantasy game.
As for the story, I have always admired fantasy genres that have strong female characters and even females that really do not progress the story in an adversarial way.
I believe it creates a more balanced world and brings a higher level of interest to the story. Many females are present in the fantasy that I watch and read from various roles of good to evil, timid to ferocious. I believe that having a well balanced cross section just advances the story further.
QuestLord will definitely show this in the story and non player characters that you meet. The story advances through a series of Quests given to you by male and female alike.
Small sampling of the female characters, from warrior, enchantress to barmaid.
My current work is about escapism, not social statements. QuestLord is very loosely based on norse and nomadic mythos and modern day fantasy. Do I think having females in prominent rolls will broaden my demographic to include more female fans? I don't really think so, but if it helps female players enjoy my game more then I will be very happy. Was that the point? Not at all.
From Life, Death and Resurrection, the role of females in QuestLord is inescapable.
Typical Warning:***possible QuestLord 1 Spoilers, enjoy them! ***So back when the game came out, I think on a TouchArcade forum I was going on about the secret of the Rabbit. What happened to that?!
I don't talk much about the rabbit.
Well basically I put it in and then had another update to do. When that update was done, I realized that I had left out the rabbit and had worked on an early pre-rabbit-developed code base. :(
It was really broken secret code, so i did have versions planned for that one.
After you get the carrot from the Palace (a place that sadly no longer exists) you do like in most QuestLord secrets and you drop the item someplace in Kyre in front of trees and the trees in front of you animate so a bunny comes out. :D If you have the amulet of Tanjee you can talk to the animal and get healed.
I hope I didn't make anyone feel baited, my reaction would be "pfft...gufaw... not at all!" In fact in the tileset on everyone's game there are still vestige…
First let me start by wishing all of you the best holiday with your friends, family or by yourself.
I missed Christmas release, and therefore I missed 2012 release. Too bad. But I don't care about the Christmas sales. If I cared anything about money I would be working in some studio making average run of the mil apps... Or any other game industry job where I would be making 50,000x the money and doing 1/10th the amount of work! (which on many late night weekends, believe me sounds really nice)
And I definitely don't care about complaints that I am taking too long. Holy hangrenades, It's only been 5 months since I announced the game... Since when did the game industry turn into popcorn turn-around. Especially since it's going to be cheaper than a cup of coffee. Relax. Wait.
For all the game reviewers out there who might be disapointed that they ran with a story for a game that missed the date a few times... uh.. don't know what to say about that only…