Posted on Monday, 10 November 2014 by Jack Darwin
I really wanted to like Myth.
I loved the idea of the game. A “DM-free” dungeon crawler that uses procedural rules to determine how enemy mobs spawn and behave without needing a dedicated player to control the baddies. It seemed great on paper. A fully co-op game where everyone can be a hero and work together to “beat the game”. The art was cool, the classes unique, the models were detailed and creative. The Kickstarter made almost a million dollars despite its modest $40,000 goal. Everything seemed to be in place for a big hit. So why didn’t it work?
The problem is, they designed it like a video game. (more…)
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