Immerse yourself into a deep, online, multi-player RPG without drowning in the theme-park MMO grind! Read more
This project's funding goal was not reached on August 31, 2012.
About this project
Be a mover and shaker in this online world, in as little as 30-60 minutes per week. Become an unstoppable force and weave webs of intrigue while being part of the ongoing story. Work with others, to build a lasting legacy for yourselves, and make your enemies tremble when they hear that your minions are nearby... This is Shadows of Legacy!
Follow us at www.legacygameworks.com
It's Your Shared World Sandbox
You will be one of the movers and shakers in the newly emancipated kingdom of Keveil. As a player, your first task will be to decide what setting your character was born into. Was she a slave or peasant, born into a family of simple townsfolk or perhaps some noble house? Maybe he was raised in a roaming clan far from normal civilization? That choice will lead to possible life events that are sometimes based on existing game lore. Those life events will eventually lead her to where he or she is now.
This new history will automatically be integrated as part of the world's lore for other players to discover, and you may start the game with defined enemies and allies. We want you and the other players to feel like you belong in it from the very beginning of game-play.
It's Your Open Ended Story
This is not a game with a strict linear story or stereotypical factions and plots. Pieces of it have been determined, but there is always room for modification as players will ultimately decide to do the unexpected. For instance, your domain might follow "Progressive" principals like that of the setting Farewell to Fear and be at odds with many of the traditionalists around them. That is acceptable and, in fact, encouraged. Who knows; perhaps your domain's story will change the entire social structure of our shared world. We hope you will push the limits to unknown ends.
We Want to Play Something Better
"Immerse yourself into a deep, multi-player online RPG without drowning in the MMO GRIND.”
Most people are familiar with MMOs today. Companies spend millions to produce the next WoW killer, and for the most part the story ends up the same. People flock to buy the game and sign up for subscriptions. Then after about 90 days or less there is a huge decline, in the subscription base. The problems are sometimes an overly hyped, buggy game, but some think the problem is a lot more fundamental. Some players, including myself, believe it's because we have been playing a variation of EverQuest for the last 11 years.
SoL is not your typical MMO, and some wouldn't even classify it as one. That is OK with us. To be clear, SoL is a turn-based game. You enter your commands to your minions each day, and when the results are reported back the following day, one week has passed in the game world for every player. This game is geared toward us folks who no longer have 10-40 hours a week to spend gaming. If you are looking for a game to sink hours into each and every day, then SoL would be a supplement to your habit. Pathfinder Online might then be your way to go, as they are geared for longer play sessions and also get the Theme-Park vs. Sandbox MMO mentality
Make no mistake, SoL is not a casual game. It is designed for deep immersion, into the fantasy experience, yet allowing us time to take care of our other responsibilities, as well. One of our early goals was to keep this game’s gameplay a low maintenance endeavor. After character & domain creation, the total time you spend on playing the game should be under 30-60 minutes per week. Now that does not mean you can't spend hours plotting strategies with your allies, to bring your enemies to their knees, or add time checking out some of the in-game lore. We leave all that up to you.
It's Macro-Managed for Realism's Sake
In my all so humble (but correct) opinion, macro-managed games are more realistic than all the micro-managed strategy games that are so popular today. You are a leader of a domain. That domain is full of individuals. Each one has his or her own personality, beliefs, and loyalties. When you send a follower out, you are not watching their every move, as if you were some god. You tell them to do this or that, and then you must wait to see what happens. This builds anticipation and sometimes anxiety, as you worry if your secret correspondence might have fallen into the wrong hands.
Your character is not omniscient, and we don't want to make another top down game that makes minor use of fog-of-war. We want to push the limits so that each event and detail is seen differently based on what your domain can know. Knowledge is distributed across the world faster in populated areas and then slower and more embellished in the backwater towns. We want to create a world that feels real, and we hope you appreciate it as much as we enjoy building it.
It Really is a Role-Playing Game
I started playing table-top role playing games (D&D, Shadow Run, Vampire, GURPS, etc...) before there was an Internet, and when people started claiming they were playing RPGs online I was excited at first. Then when I saw what was passing for RPGs, I was very disappointed. Some may scoff at this, but I hold to the statement that though such games as EverQuest, WoW and many other MMOs claim to be RPGs, they truly do not hold the necessary characteristics. Other gamers have actually confirmed this by creating specific role playing servers.
When Kickstarter asked me what type of game we were making, I wanted to type in "Hybrid RPG" rather than "Video Game". I just hope you read this far to see what we have in mind. We are attempting to build a true role-playing game where people interact with one another as their characters, much more in line with the table-top role-playing games of old. It is true that without the hardcore programming this game would not be scalable to the extent we are trying for, and because of that scalability we are not able to give total freedom in action choices. But we are being diligent to try and balance those aspects out.
We want to build the best Indie, multi-player RPG game the industry has ever seen. And we need you to do it! Initially, financial help is needed to get this thing off the ground in a timely fashion, and at the heart of it all, without you, this world doesn't exist! With you, this game comes to life! A community is built! We are dreaming HUGE with SoL, and plain and simple, we are severely limited unless we can get you all involved. The more people involved the more amazing the world becomes. Ultimately resulting in the most immersive RPG game play to be had! THIS is our dream!
Yes, those rulers with a primary or secondary aspect type of Martial will maintain and command armies, but not in a typical micro-managed combat system. You will give commands to minions who are leaders of units and those minions based on their loyalty to you will hopefully attempt to do your bidding. You will not know of your minions success or failure until something is reported back to you. Your proximity to the conflict and those you have “watching” it will have a huge impact on what you know about the outcome.
It will be very prudent as a Martial domain ruler, to work with other domain types. For instance if you are working with an Underground domain, they can focus on gathering the most up-to-date information while you are primarily focusing on your war strategy.
Yes, there will be ways to increase one’s position and by doing so perhaps decrease another’s. Landed domains primarily maintain, improve and protect the lands and the people of them. Because the primary society in SoL is Feudalism, land equals resources. You can add to your land as long as the people of the land believe you have the right to do so, and/or are allies with others who are powerful enough to keep it under control. Religious domains can help or hinder other domain rulers, as they are masters at controlling public opinion. Economic domains focus on turning resources into wealth. Without them the resources the land produces are limited in their potential.
Power comes from your assets (forts, spies, armies, farms, mills, camps, etc.) and the relationships you have with your allies and your vassals. One domain ruler, no matter how many assets she controls, can only do so much by herself (please see “Will there be leadership/fealty between players?”).
There will be voluntary and perhaps player compelled fealty between players as well as NPCs (non-playing characters). We have not worked out all the details on this yet and have a lot of questions ourselves as to the exact game mechanics. One thing we are sure of is “Swearing Fealty” will not force a player to follow that pledge. SoL is a game that will allow for scheming and plotting. There is always a chance an ally might turn his back on you when called upon... Tell us what you would like to see happen regarding this.
We are not 100% sure on this yet, but there has been discussions about being able to queue up actions. The problem with queuing up actions is that the resolutions of turns prior to those actions might make those actions irrelevant or perhaps even dangerous. As with all of this we are looking for a lot of input from the community so keep posting comments.
The first 1K goes back to Kickstarter and the rest will help me supplement the money I’ll be paying to short term contractors for 4 months of work. I would really like to bring in professional artists and designers to give the gameplay experience some UI/UX love as well. I have commitments from three (and now perhaps one more) experienced developers who are willing to work for way less than Jr. Dev rates as a favor to me to get this thing off the ground. I’m also using this 10K limit as a “Proof of Market”, meaning I will know beyond a shadow of a doubt that others want to see this game be built and they are willing to prove it with actual dollar amounts. If I can’t reach the 10K limit in one month's time it will force me to rethink the viability of the game before investing a ton more of my life (Time, Energy, and More Money) into it.
- (36 days)