Tropical Adventure Game Maker Source: Game Maker Studio by Chris Roberts article Tropical Adventures game makers are known for their varied, high-tech, open-ended, and challenging gameplay.
In a recent interview with Polygon, the game makers’ lead designer, Chris Roberts, discussed the nature of the genre and what he’s learned over the years.
Roberts says that his childhood gaming days were spent exploring the open world of Ultima Online and Ultima IV, and he has been playing games ever since.
He says that, as a kid, he was a “huge fan” of the game Minecraft, which was released on PC in 2007.
He went on to create a popular Minecraft game, Star Control, in 2010, which is considered by many to be one of the greatest games of all time.
As a teenager, Roberts was inspired to create his own game.
He wanted to create an action-packed game that could be played in any setting, including the jungle and the desert, he told Polygon.
“I was fascinated by the idea of the adventure game and how different the gameplay would be from the standard turn-based strategy games,” he said.
“You would have the option to create custom levels, with your own goals and objectives.
The game would be a challenge, and if you managed to do it, you could have a lot of fun.”
This would be followed by the “real-time strategy” genre, which became the template for many other games in the genre.
The player would need to navigate the game world using the mouse, and they could explore a vast world filled with monsters, enemies, traps, and more.
The player would be able to interact with other players by using items and equipment in the world, which were available at certain times of day and at certain locations.
Roberts told Polygons that he didn’t want to create “another World of Warcraft” type of game, which he felt was lacking in elements like depth.
“That would be too complicated, too linear, and too repetitive.
Instead, I wanted a real-time, real-world game where the player would have an unlimited amount of freedom, because we’re in this sandbox, and we’re going to do whatever we want,” he told the publication.
“There’s no limit to the amount of adventures you can have, or the types of creatures you can encounter.”
While Roberts wanted to make a game that was accessible to anyone, he didn`t want to make something that he would have to pay for.
He also didn’t have the budget to make the game for himself.
“If I had a million dollars, I would probably have to take it all off Kickstarter and just make a different game,” he explained.
The developers are not expecting to make much money off their Kickstarter campaign.
“We’re just not going to have any money to pay people, and that’s okay,” Roberts said.
“So we’ll probably go out and get a couple million dollars from the Kickstarter,” he continued.
“But that doesn’t mean we’ll be making it for free.
I’m going to need to pay someone to make it, and I’m not going for a free-to-play model either.”
When asked if the game will be priced differently, Roberts said that it will be based on the size of the community and the number of people who are interested in the game.
“It will be in a similar range to what we have in Minecraft, but we’re not going after a million people.
We’re going after people that want to play it.”
He also told Polygram that the studio would focus on the genre, as opposed to the current “casual shooter” style of games.
“We’re going in the opposite direction,” Roberts explained.
“The casual shooter genre is kind of dying out, but it’s not going away.
So the casual shooter is the next step for us.
We are not going out and trying to make more casual shooters, we’re just going in that direction.”
The developers are looking to make games that can be played for free, which will allow them to build the brand and maintain the quality of the experience they have been building for years.
“What we really want to do is build games that people will be willing to pay $60 for,” Roberts told Polygraph.
“For example, there’s a game called the game called Star Control where you can build your own character, and you get to do all sorts of crazy things, and there’s going to be a ton of fun.
But the way we make these games is with the community that you get.
If we make a great game and people like it, it’s because they are part of the team.”