Greed Monger: An Update
Jebus. I’ve never seen any project spew forth so many Kickstarter updates as the folks over at Greed Monger have been doing. Make no mistake, the constant communication is certainly welcome. KS has always been a place where people tend to question the involvement of the project owners: whether backers will be kept in the loop, or whether the project will go to ground with very few milestones announced, so it’s nice to see the GM team keeping the channels open.
So what’s in these updates? Most of them I haven’t been keeping up with, which is in-line with my M.O. in regards to unreleased products. I do most of my learning once the game is available to me, but I’ve been checking out some of the highlights this time, and have listed them here:
- They’re putting up screenshots. 99% are certainly a “work in progress”, but it’s proof that there’s something tangible there. They have screens of weather, day and night, some building placeholders, and most recently, early UI designs. I like the UI, despite some calling it “MMO derivative”.
- The parcel sizes were originally 20×20, but they’ve since updated them to 40×40. For some folks who have funded enough to get two parcels, that’s 80×40. They posted an image of what the original parcel sizes looked like for comparison purposes.
- There was a lot of updates regarding upper-tier pledges. At $2000, you could get a castle! I suppose that’s great for the “monocle and top-hat” set, but for us regular folks…meh.
- But we get horses!
- Since the GM team benefits from land sales, and since abandoned land returns to their control after a time, they posted an initial explanation about how that works. This is important, because someone will invariably pay for land, lose interest (and therefor, their land), and will return some day expecting to find it as they left it. QQing ensues.
- As their haul increased, they hired two new folks to help out with development duties.
- They put up an update about potentially renaming the game. I’m not a fan of the name “Greed Monger”, partly because I feel that it sounds redundant, and more importantly because I feel that it gives the impression that the entire point of the game is to OWN ALL THE THINGS! Sandbox games, to me, are about the player experience within the game, not about phat lewt hoarding.
- And last but certainly not least, this morning’s update mentions building…building. Some games offer housing, but they’re really restrictive, limiting you to “hooks” that serve as pedestals that you can build on. Apparently, GM will have an in-game blueprint tool that allows players to design their buildings using parts like walls, stairs, etc., based on skill and available resources.
This isn’t a comprehensive retread of their updates, which are available on their KS page, but again, it’s nice to see so many updates, with notable progress showing.
My interest in this project has grown accordingly. Other projects that I’ve backed that have had fewer updates have more or less fallen off my radar. I’m sure I’ll be surprised when I get either A) an update, or B) the project delivered, but I really don’t know where those projects stand. GM’s stream of consciousness updates are helping to maintain my interest, even though I’m not really diving deep into each and every one.