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MARDEK - A Re-release AND a Remake??
5 years ago - Edited 5 years ago2,802 words
A couple of months ago, ∞ I talked about remaking MARDEK, but wanted to make changes and was met with resistance ∞. More recently, ∞ I talked about rereleasing my old Flash games exactly as they are ∞, including MARDEK. I've also recently ∞ talked about money struggles ∞, and I'm aware that trying to make money from novel indie games is like trying to scale a mountain. MARDEK remains my one taste of minor fame, though it wasn't profitable, and remasters and remakes certainly have their appeal. So I've been returning to this again, wondering this time: what if I were to do a faithful re-release AND a remake?

I spent yesterday playing through and making code tweaks to Clarence's Big Chance, one of my old games, then writing a review/commentary blog post about it. The game and the post are ready to be added to this site now, but first I want to talk about something else since I'm assuming it'll be more interesting anyway.

When I started returning to these old games a few days ago, I felt anxious, suffocated, generally unpleasant. I don't want to live in the past; I want to move on, make new things! I was also aware that they were from a very different time in my life, and that the there might be a whole lot to cringe and feel embarrassed about.

There were definitely some things in CBC that made me cringe, or which clash with the values I have now that I'm older - or which modern culture has since developed - but overall I was surprised by how much fun I had spending a few hours with it. It's fairly straightforward, uncomplicated; it's not trying to make any grand points, or to last in the player's life beyond the experience itself. And that kind of 'meaningless' fun isn't without value. Perhaps there's been a bit of a shift in how I perceive games design thanks to this.

A rerelease of MARDEK is obviously more appealing to people than any of my other games, so I've definitely been planning to do that sooner rather than later. I previously mentioned issues with it being made in AS2, though. I've got an old version of Flash thanks to one of the commenters, but I haven't actually tried it yet. If it doesn't work for whatever reason, I've been giving some thought to recoding the thing in AS3 to make that re-release possible, daunting as that is.

But then that takes me down the same mental path I was on starting with ∞ this post about three months ago ∞. "If I'm recoding it, I might as well IMPROVE it in the process!" There are a bunch of things I'd like to change, do differently, and I talked about a few in those other posts, but was put off the idea when people were resistant to anything other than a completely faithful reproduction of the original.

I do understand that, to a degree. MARDEK might not objectively be a remarkable game worth dedicated development, at least not now in my life and the world's culture, but some people remember it fondly from their childhood, so they'd want to return to it mainly to revisit fond old memories. So the closer it is to how it was when those memories were formed, the more effectively they'd be revisiting them.

Honestly, at this point I'd like to leave MARDEK in the past, and work on Belief, which I'm quite happy with and interested in. But I'm also worrying all the time about money, and how I've not exactly made any from what I'm doing now. Sindrel Song is unlikely to make me anything much at all, and promoting an entirely new project like Belief would probably be just as difficult and financially unsuccessful.

So I suppose I need to be pragmatic, at least until I can get on my feet financially. I need to delay my passion projects and make something that might have a higher chance of selling. I must have said this before, and it's what motivated the MARDEK remake I talked about previously, but then I was put off by people's resistance to any reimagining. Since then I've been talking about re-releasing a bunch of old games, making regular content in some form, whatever, but everything seems unlikely to generate much of an income for me any time soon.

MARDEK, at least, seems like something that might earn at least something, even if it might not be as much as the hardcore fans assume. Or maybe I'll be amazed at exactly how willing people are to return to and pay for it?

So I'm back here again, thinking about how to do that without annoying people or trapping myself into an unbearable creative prison. And here's what I'm thinking at the moment:

What if I were to release the old chapters on Steam exactly as they are, unaltered (except for maybe minor things like removing sponsor branding), and to also do a remake, set in the Alora Fane world, which makes use of all the mental and skill development I've had in the years since the original release?

Could the old fans be upset by this, if the exact experience they remember is right there for them? Would they resist a remake anyway? Would new people be interested in a remade MARDEK?

I suppose I'd have to think and talk and listen to people about it - like in the previous posts - to understand what it is that people would want, what would appeal to the audience. I need to silence the part of me that's driven to make games to suit my preferences, and focus more completely on making something for other people.



I have some ideas floating around in my head about how I'd approach a remake, which I'll blurt out here:

I'd want to do it in 3D, using what I've already built for Belief, so the graphics would look like this (I'd probably use these base models for the characters):





It might be interesting to try to make at least one of the MARDEK characters in that style in the coming days, to see how they'd look.

I know people have expressed interest in 2D for its particular charm, but 3D just presents a whole lot more possibilities, like using the same models for the field, battles, and conversations, giving them emotive expressions and animations, etc. The only reason I didn't use this originally was because it wasn't a possibility.

I want to set it in the Alora Fane world, since it'd be pointless to have set up all this Alora Fane stuff only to use a far less developed setting which can't interconnect with other games. This would mean changes like YALORT becoming the Aolmna, Solaar would be a sindrel, etc.

I'd want to make it a kind of combination of MARDEK and Taming Dreams, since the latter was planned as a remake of MARDEK anyway, and I spent an enormous amount of time thinking about how I'd better handle the characters.

There was heavy resistance to the 'non-violence' thing though, which is fair enough, so I wouldn't be going in that direction. I tried to address this in ∞ this post ∞ with a system that used weapons, but they represented ~altering the light and darkness in people's hearts~ or something, and I feel it lost some of the straightforward accessibility that might have been largely responsible for MARDEK's appeal. It did however separate physical attacks and 'sentimancy' in a 'brawn vs brains' way, meaning that physical attacks were straightforward and basic, but sentimancy required more thought, made use of runes, etc; this meant you could either force or think your way to victory. Sentimancy in that concept also led to converting your opponents, like in Belief, if you filled a separate Rapport bar.

I'm thinking of using a similar kind of separation. Characters would have weapons, which they could use for blood-spilling physical attacks in a familiar violent way. Miasmon are physically manifest anyway, so this is effective for getting rid of them. There'd be no talk about 'overcoming your inner issues made manifest!' or any of that. This would involve depleting a standard HP bar; nothing complicated or potentially irritating there. But there could be a separate rapport bar, and runes, and sentimancy which makes use of those runes to fill that bar. Filling it would 'tame' the opponent, but they wouldn't convert; miasmon would disappear, human enemies would surrender. This gives players the choice about whether to be a psychological pacifist, or a straightforward warrior.

From what I gather, one of Undertale's most remarkable and appreciated aspects was its potential for pacifism; it even used that in the tagline, didn't it? So you can't tell me there's no interest in such things.

Sentimancy could be renamed to something more suggestive of psychic skill (kind of like MOTHER's Psi), and lore-wise it'd be explained as 'manipulating the consciousness that makes up the universe' rather than ~empathetically understanding~ which might be regarded as 'sissy'.

Characters would have sentiments instead of elements (or maybe they're called 'elements', and the term 'sentiments' could be reserved for what I've been calling the 'social sentiments', which Belief uses). These would be Courage, Fear, etc, since they'd be representing the fabric of reality in exactly the same way that MARDEK's elements were. They'd be used for resistances/weaknesses for both physical and sentimancy skills.

Physical attacks wouldn't just be the basic Attack command. You'd be able to use more varied skills to affect HP too, so it's not as if the magic equivalent would have a bunch of interesting stuff while the alternative is prohibitively boring. Like the planned system in ∞ this post ∞, the reaction system would be included, but expanded.

I've even been wondering whether to give characters two distinct levels, for their sentimancy and their fighting. Kind of like a dual class in D&D.

But I don't want to overcomplicate things. I'd like to streamline a lot of stuff that was very granular in MARDEK, though I'm also aware that the Sonny remake got mixed reviews because it was perceived as having 'less content' than the original Flash games. So I wouldn't want people to feel like things were missing.

Game design takes time, and it's iterative; these ideas will need to be built upon before I could arrive at something that works best. These are just some starting ideas, based on what I've talked about in the previous posts about a MARDEK remake. I literally started thinking about this again while lying in bed last night, so it's not as if I've done any focused planning or experimentation.



Belief presents a bit of a snag to this idea though. I really like a lot of ideas I've come up with for Belief, and I find the encounter system compelling, intellectually stimulating, and fun. It's something I want to share with the world! But I don't know how it'd tie into this.

It was originally planned as a sort-of MARDEK remake anyway, though all the characters were renamed and most of the plot was drastically different. I really liked Rohoph being Dharma, Mardek becoming Blight, all the stuff about trying to convince the world to believe in the god in his head, the idea of a 'devil' being 'Jesus'... So many fascinating ideas there.

But it'd not exactly be a MARDEK remake if all the characters had different names, would it? And if I were focusing on this belief-based encounter system, I couldn't have the simple dungeon romping that probably makes the originals familiar and accessible.

I've been wondering whether Belief could be a prequel to this MARDEK remake, with Lileah eventually giving birth to Mardek rather than to Blight. Mardek would be Dharma's son, meaning that Enki would need to be dropped, and what about Mardek's Lucen horns and skin colour? Ehhh...

Or maybe Belief could be set decades or centuries earlier, and Dharma and Rohoph are separate Lucen? Hmm.

It's tricky, and I'm not sure what to do.

I mean, it's easy to think "sure, I'll return to this thing that might make me money!", but story matters a lot to me, and I don't want to make something that's just exploitative, without narrative value or interest. There are more interesting stories that could be told using ingredients inspired by the originals, but I do remember people saying things like "but they weren't the characters we grew up with!"...

I'll need to give it some thought.



I know I'm going in circles. But I feel there have been some changes since the last time I brought this up.

One is the realisation that the old MARDEK files weren't as lost as I once thought, and returning to and remastering my old games isn't as daunting a prospect as I thought. That changes a lot.

Another is the intention to release both the originals as they are and to do a remake with changes. Surely that should appease people who are interested in an experience exactly like they remember?

I'm more willing to try Kickstarter now than I was before. I'd definitely go down that path with a MARDEK remake, so then I could (hopefully!) get some money before I even start, or at least gauge interest. If it failed, at least I'd know there wasn't as much interest as the hardcore fans might like to believe, and I could scrap the idea and just get back to Belief rather than spending the majority of the year of it and getting nothing at the end. I feel that something familiar like a remake of a fondly-remembered old game would have a higher chance of success than a completely novel project like Belief.

The hope after that would be that MARDEK could help re-establish me as a developer, after which I could turn my attention towards more original projects.

I wouldn't want to spend years making eight huge chapters though. People previously pointed out that that'd be completely overwhelming for players anyway. I also don't want to set myself the goal of remaking all three original chapters before releasing anything, because that's ridiculous.

So maybe I could - as I talked about in the other posts - start by remaking the first two chapters as an initial combined chapter. The chapter 3 events could either be split up, or streamlined; I'm inclined towards the latter, then making a final chapter which ties everything up rather than rambling aimlessly for years, which was essentially the plan with Belief. I could combine ideas from the original MARDEK, Taming Dreams, and Belief to end up with something that feels complete without overstaying its welcome.



I know I keep going around in circles with this, returning to the idea then being put off and changing my mind. I think releasing both the originals and doing a remake might be a solution to the biggest points of contention last time, since people who want exactly what they remember will be getting exactly that, while people open to a new take on the familiar would be getting that too, but what do you think?

I'm not willing to devote years of my life to making MARDEK 4, 5, 6, 7, and 8 using an ancient style I've long since grown beyond, and which only a handful of people might want anyway, but I am willing to make MARDEK 1, 2, 3 and maybe 4 using new skills and ideas set in the Alora Fane world - and maybe with a different title - incorporating ideas that might appeal to newcomers rather than just serving the nostalgia of an existing, long-since-dwindled audience. I suppose the challenge will (continue to) be finding a way to do that which is intriguing rather than sacrilegious.

It's worth remembering that very few people who play games play them through to completion, as you can see by looking at achievement statistics. An enormous chunk of people who played MARDEK 3 never made it out of the Sun Temple.

As before, I'm curious to hear thoughts about this. Perhaps this time we can work something out that'll work for everyone?



EDIT: I just slogged through all the relevant old blog posts about this, and a lot of what I said here is almost exactly what I said in those. I suppose it's still worth repeating though to show what I'm planning to stick with from all that thinking and writing about it before.

29 COMMENTS

TheJop32~5Y
Using Kickstarter to make a MARDEK remake seems like a good idea, especially since you can use it instead of a Steam release to see how many players are interested, as you said. I can help promote it on various flash sites if you decide to go this way. The original game obviously has more mainstream appeal, but I hope you can make a sustainable income creating games that you believe are more interesting and have a message. Undertale did go against expectations and do well in a similar vein.

The original MARDEK will be preserved even after Flash no longer works on browsers though, so there is not as much incentive to release it exactly as it is now. Plus releasing it will somewhat renew interest in the series and add to the people asking for MARDEK 4 constantly, which you probably wouldn't enjoy.
2
Tobias 1115~5Y
My hope is to use a remake as a bridge between my old work and my newer ideas. It'd incorporate bits of both, to familiarise people with those ideas without putting them off completely.

Regarding re-releasing the originals, I'm aware of the risks of people pestering me about a sequel (or downvoting it because I'm not going to make one), but honestly I'm primarily thinking about money there. Several people have expressed interest in having it in their Steam libraries - I suppose that feels more 'official' than just downloading an swf from some Flash archive - and said they'd happily pay for just that. Since I'm struggling to make money from anything, it seems like it'd be worth a shot.

I'd make it as clear as I could that the re-release was to show the originals alongside the remake, rather than an intention to continue with them, but I know that'd just make some people say "well I can see the originals are better!!", or whatever, or they'd demand I stick with those anyway. Hopefully they'll be a minority.

I don't think there's an ideal way for me to make everyone happy and make some money from this old, once-popular project, but this solution is the best I've come up with to make something for everyone (including money for me), even if it's not making everything for everyone.
1
TheJop32~5Y
Okay, good luck in that case!
1
Dingding32167~5Y
I like what you're planning with the remake! Seems to solve a lot of the previous complications about accessibility and things like that while striking a good balance with what you want to do and what other people want, as a starting point for your other projects. If you do end up with a new version of MARDEK, you'd be free to essentially come up with another new story for Belief (and similarities could just be an *overdone trope* sort of parody, or even a reference to MARDEK without being a faithful copy of the story but with different names.

Having two distinct levels for sentimancy and physical "fighting" makes logical sense, though maybe there could be an overarching "player level/ ratio" comparing how much you used one or the other that made it more useful to specialise, which would be transferred across characters to simplify things?

I'm honestly not sure what the people who want a faithful MARDEK re-release want from it, as the old ones are technically still accessible.
1
Tobias 1115~5Y
From reading these comments and thinking about it a bit, I suppose I'm seeing a MARDEK remake as a bridge between my old work and my new ideas. Something that incorporates aspects of both, to introduce some of the concepts (sentiments, runes, Alora Fane, etc) without going full-on like Taming Dreams did. Belief is very much in the 'new ideas' category, but I'd like for it to tie into this new (probably renamed?) MARDEK remake, since I feel that'd give way more motivation to look into it.

Originally I planned to make Belief a standalone game with Lileah as the protagonist, then if it did well, I'd make a series of three more that followed Blight, Lacuna, and Flaymh. I didn't really have many ideas for Blight's three chapters though, beyond the protagonist designs, and what I did have was so heavily based on MARDEK's planned and existing story that I could just slot the MARDEK Remake in place of that.

So Belief could just be a single game, starring Lileah, which would be released as a prequel to the MARDEK Remake. If Belief's mechanics were popular and more appealing than the MARDEK Remake's, I could always incorporate them more into later chapters. I could release the first MARDEK Remake Chapter, then Belief, then more of MARDEK, maybe? I'll have to think about it, see how it goes.

I'm not entirely sure what people who want a completely faithful 'remake' want, but I suppose it's no different to people wanting the remakes of Link's Awakening or Spyro or whatever to be essentially the same as what they remember, except for graphics. It's interesting what people are receptive to changes with, and what they'd prefer to be the same.
1
purplerabbits148~5Y
Sounds like you got a compromise that should maximize the nostalgia factor while still giving you the satisfaction of improving what you can improve.

I am a bit cautious because I don't want you to burn out, but it seems you have put some thought into this.

That's the fun about being an adult, when you got bills to pay, you can't do all the fun stuff you want QuQ

For myself, I use the project I want to work on as a reward for getting though sections of a project I don't want to do.

For Belief and MARDEK, maybe the easiest solution would be to have them as separate continuities, kinda like how comic books have separate continuities for their stories. I think the movie "Spiderman : Into the Spider-verse" is a good example of what I mean.

Maybe you remember my excitement for the "reveal under the hood," I am still down for the idea of ROHOPH. So with the different continuities, ROHOPH and Belief would be in one continuity, so that way you would not be constrained by the characters and events in MARDEK.

If you do get to the conclusion of whichever MARDEK iteration you decide to go, maybe label it MARDEK 8 just as a way to show it's the last chapter even though it doesn't follow numeric numbering. Or it is a way of showing the condensed version of 4-8.

I also finished all my applications so I finally have time to watch the Belief demo and play Pokemon Let's go and Sword & Shield.

For the Belief demo, I have to say I got a chuckle out of the dummy lines. xD And looks pretty good so far, it looks interesting with how it'll play out. I can absolutely see this becoming a puzzle game with loads of funny silly encounters xD

I remember back when you mentioned in a blog about nostalgia and that sparked up the MARDEK remake. I remeber you mention annoyance for how Let's Go is essentially Gen 1 remade for like the 3rd time. After playing a bit I think that part of the reason comes from the appeal to kids and that it makes a good game to experiment with for new features. In Let's go you have pokemon actually wandering in the wild for the first time in a main game series. That idea worked well and will probably be brought back for the rest of the series. I think that Game Freak learned that, if they put in new features, they need to have a good base so that people will be able to use those new features. For example, the X & Y games were probably the least well received games. There were a bunch of new features, but the game's plot was subpar so those features didn't get used. Since each game needs to make money for the company to survive, it would make sense for them to use the base of a successful game in order to experiment with new features and improve on old stuff. With the base of a successful game they get to make a profit while seeing how well new stuff is received.

Tangent Aside, and back to the blog. I am all for going 3D graphics. As much as I prefer the 2D graphics, I am all too aware just how many frames of animation are needed for 2D pixel animation. With the scope of remaking MARDEK, the art assets may just push development for another few years x-x
1
Tobias 1115~5Y
I've no intention of returning to the continuity or world of the old MARDEK games! Those are a thing of the past now. A rerelease would leave them untouched, but would be explicitly stated to be released for nostalgia's sake, with no plans to continue them, while a remake would be essentially what I described for the "ROHOPH" thing, where the 'GdM' are the Magisterium, etc, though I'm wondering whether to replace names or go with something more faithful to the structure and cast of the original MARDEK if not all its plot elements and mechanics. I'll have to brainstorm some things.

That's an interesting point about Pokemon Let's Go being used to experiment with features, and it's probably accurate. From what I remember, there were a lot of previously established mechanics omitted, like held items or abilities, plus of course all but the bland original Pokemon, and I wondered whether that meant they were going to be discarded permanently. Perhaps that was the plan, at least with the mechanics, but it was poorly-received, or maybe they just didn't bother adding too much since they wanted to test the basics first? I wonder.

Perhaps I could see a MARDEK remake in a similar way, to serve as a test for what people might like in future games. Having both a standard violence combat system and a 'magic' system built on sentiments and runes seems like a nice bridge between my old work and new work...

Though I wonder whether people would be resistant because it's different to the old and familiar, which wasn't really the case with Let's Go, which in many ways was more faithful to the original Gen I by omitting those features...

It's annoying that MARDEK's so huge, though. I wish it was just a short standalone story I could completely remaster in a few weeks. OH WELL.

What I need to do next (I'll start this tomorrow) is build a working demo, perhaps of MARDEK 1's initial fantasy sequence. Maybe that'd get more attention than the Belief demo video, hmm. I'm glad you found something of interest in that, by the way!
1
bluefunday6~5Y
I think you should release new games! I greatly enjoyed playing Sindrel Song and would be excited to see what you come up with! Some people will always expect nostalgia trip, but the past is the past sadly. I personally think that your new works show potential, instead of something that you dislike making.
2
DetroitLolcat7~5Y
I like the ideas presented in this thread a lot. MARDEK was one of my favorite RPGs as a teenager, and easily the best *mere Flash game* I've ever played. It's heartening to see that remaking the game, while still daunting, is not the impossible task it seemed last time it was brought up on your blog.

I saw you touch on "accessibility" in your post. I definitely agree that accessibility was a major selling point of MARDEK. The game - particularly the third chapter - had a smart, compelling story with an extremely dynamic cast of characters. The battle system was something most players are familiar with. As such, an average player could pick up and start enjoying the game easily. While that's easy to write off as "lowest common denominator", it's a lot more than that. The relatively simplistic battle/inventory/control system allowed the player to devote more attention to what made MARDEK a truly great series - the worldbuilding, story, and characters. And the miasma system - showing that the monsters weren't sentient creatures for the most part - put a distinctly Tobias spin on it all.

In fact, by making the battle system more traditional, you let your audience focus more on the story you want to tell. The way you're talking about expanding physical skills to match that of elemancy/sentimancy/whatever you go with seems great too. It really does seem like the ideas presented in this thread are a great happy medium between the original MARDEK and the ideas that had a mixed reception in the previous threads.

Setting the game in the Alora Fane world makes perfect sense: while the Figverse from ten years ago was far more fleshed-out than I would have expected, it's pretty clear you're passionate about Alora Fane. Not to mention all of the cool races and species that exist in AF. It will be exciting to see sindrels in MARDEK after Sindrel Song releases too!

The idea of a re-release *and* a remake seems odd to me, however. It seems like it could fatigue prospective players, no? You were talking about how making 8 MARDEK games, as was the original plan back in 2007, would be unwieldy and excessive. But releasing all of the originals (probably a 50 hour game in total) along with a remake of the exact same game seems like it would run into the same "overstaying its welcome" category. I can't imagine there are very many players who want to play a 50 hour game and its remake back-to-back?

I'm not sure about this. On one hand, a re-release of the original games would placate a lot of people in a short time frame. On the other hand, releasing original, unedited MARDEK in 2020 and then MARDEK Remastered (TM) in 2021 seems fatiguing. It's a tough call, and best of luck with making it.
2
Tobias 1115~5Y
That's an important point, about the simple, familiar mechanics allowing more people to get into the game and enjoy the other aspects. I'll have to be careful with whatever I do to not make it obscure; I'll be relying on feedback for that, and I'll try to be sure I have something that's accessible without being too cookie-cutter before I make the majority of the content.

A number of people have told me that they'd love for the original MARDEK games to be available on Steam, unchanged, so there's definitely an audience for that, even if it wouldn't be large. By releasing both, I wouldn't be expecting anyone to play them both in their entirety! It's more like... a remake would be what I want to make now, but the originals would be there to reference any changes for the curious, or to appease the people who are resistant to the changes. "Don't like the changes in the remake? Well, here's the game exactly as you remember it."

I suspect the releases of recent remasters like Link's Awakening and Spyro made a lot of people return to the old games in some form - perhaps after completion - just to see the differences. I wondered whether it might have been a good idea for them to include emulated versions of the originals in the remakes, actually, for this reason. I'd want to release the original MARDEK as a separate thing though just in the hope I might get a bit of money for it, struggling as I am with that.
0
NewXmad5~5Y
I don't have a lot to say other than, whatever project you do decide to focus on (re-masters,re-make of mardek, new game after Sindrel etc.) I look forward to them.
2
MontyCallay101~5Y
It's interesting that it took you truly re-examining the positives of your old work to really consider this – funny how *arbitrary* our judgements can end up being at times.

But regarding your concrete ideas, I'd say it feels like a much more natural direction than most of what you presented in the past – the idea that "violence" and "taming/sentimancy" could be entirely separate categories, of which players wouldn't have to deal with the other, is one that I think would really help in terms of accessibility. Though how would that affect the story? It seems that your choice should at least have some impact in that regard, but having that choice feel meaningful might be difficult to do. Undertale had some major changes in the story depending on what you did (with a pacifist run being required after a "regular" run in order to unlock the "true ending") and there was clearly a lot of thought put into how that would affect the story.

Uploading the old MARDEK games in addition in a mostly unchanged state is probably your best option as well. I also think that the way you describe trying to blend the MARDEK story with the Alora Fane world for the remake would be a good approach – I'm particularly excited about the idea of Belief as a prequel! Since you already seem to have done a lot of groundwork with your 3D engine, it would make a lot of sense to re-use that. I for one do not have any issue with the change from 2D to 3D in general. The only thing that I wonder about is removing granularity – I'm curious as to what exactly you mean – though I think that as long as you pull off the major story beats and gameplay mechanics, fans will be satisfied, especially since you could make and add further content later on if you wanted. I found myself liking a lot of the granular stuff in the old MARDEK though (min-maxing stats and resistances, grinding to make potions/gear, etc.), since that added especially to the replay value of the game. I'm not sure exactly how compelling that would be to me as an adult who now has less free time, though. But surely that's something you can further narrow down with backers and beta-testers if it comes that far.

Honestly, by now I've more than come to terms with the idea of a MARDEK remake set in the Alora Fane universe (though that Solaar would be remade as a Sindrel really won me over) and I think you have a good idea by now of the compromises you would need to make in order to make it feel appealing rather than esoteric.

Honestly, I think if you did do something like this, you'd have more than decent chances of pulling off a successful Kickstarter. You have shown in the past that you *can* make games (most importantly, good ones!), you have a compelling personal story to share, and you very much have a unique skillset. If you made a demo for the game and put in the time to run a strong campaign, I see no reason why you couldn't pull in enough money in order to accomplish something with this. People having pre-ordered the game might also help as a motivating factor. This isn't your only chance or option, of course – but it's certainly not a bad idea!

Most of all, I think it's great that you're thinking about how to challenge yourself with this and work on your weaknesses – you have so many wonderful skills, it would be a shame if you never overcame your anxiety to share them with the world. You're not bad with communication, since you do communicate openly on your blog and you do a good job of it – so I have no doubt you'd be able to communicate well with your backers – but you might have to consider how precisely to use that to your advantage by reaching out to journalists etc.

I'm sure you'll be able to refine these ideas further in the next few days/weeks! You're really getting close to something good with this!
2
cathulion1~5Y
So there's an idea I really came to like by Muha games (or is it Mucha I keep mixing it up), they realesed a game Thea: the awakening, which had a price tag mind you, but then added a coffee for coders dlc. A 5$ dlc that gives you nothing by itself and is just a nod with a tip to the developers.

This by itself might sound weird/greedy but then they also added 3 other dlcs: a full blown expansion, multiplayer (2people co-op but hey) and a story pack.
Also a dedicated editor for people to make their own events, items, anything.
All for free.

Frankly, considering the amount of hours I spent playing Mardek, I'd definitely be more than willing to pay some for it. Knowing not everyone is like me tho, a free re-realese with the option to pay some should work nicely. Plus help you tide over while remake is being done.
2
Slowbro1~5Y
First of all, just want to say I love this idea of releasing both the old and new versions!

For the new version specifically (and future games), have you considered developing for the Nintendo Switch as well? I know lots of indie games are on there (Undertale, Celeste, Hollow Knight just to name a few popular ones), so it does seem possible and a way to potentially reach new people, plus rpg's are perfect for a handheld.

No clue how difficult it is to develop for switch simultaneously with regular PC development, so this idea might not even be worth it. Something I think should be considered though!
1
HolyPenguin96~5Y
This seems like a great idea! Personally, I'd be massively interested in both the original MARDEK being available on Steam, and the new re-imagining (and Belief, and whatever else you make).

But this seems like a perfect solution for those who lean one way or the other - surely now no-one can have any complaints!
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MysteriousMan3~5Y
The biggest move you need to do is a appealing game, with new graphics. You had made a perfect job creating a rich, huge and well developed universe in a flash game without any financial help, and I think a new vision of MARDEK (made in 3D) would bring old players back and would interest people that don't know the game.

Besides, you don't need to do changes in the story, because the game also has a great immersion and were pretty open to theories. I had the feeling that I was interacting with unique characteres, and all of them had a great backstory and were memorable.

If you change Rohoph's story, this will move the entire story to another direction, because HE is the reason of most of the events of the games. And don't forget Rohoph has a lot of mystery and backstory potential, THIS is essential to make the players be curious.

About the gameplay, I dislike the sentimancy mechanic. It has nothing to do with MARDEK, and it would create a strange mix of violence with something emotional. IMO you should just modernize the gameplay, make bosses more epic and unique, and don't force the player to master skills with a boring system. When I was playing the game a few days ago, I felt it was pretty boring and slow to have ALL skills, reactions and passives mastered to get strong in fights.

tl;dr: Just modernize the game and don't make drastic changes, I'm sure it will be a masterpiece. And please, continue the story, this game has huge potential. We all know that you have talent in what you do. Just keep strong and don't give up.
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Mikeguy4~5Y
Sure, go for it. Re-releasing the old MARDEK could definitely make some buck banking on nostalgia, and I think re-releasing Taming Dreams along with it wouldn't be a bad idea either. I genuinely loved that reboot, and was sad to see you didn't continue working on it.

Being quite a sucker for reboots, I will never object to seeing you take another go at it. It always fascinates me to see people re-tell the same story, noticing how tiny details change, how some plotlines get refined, merged together or divorced from each other, all that jazz. Contrasting Governance de Magi with MARDEK with Taming Dreams was pure joy for me.

I do want to remark though, as you explore how you'll integrate MARDEK into what you're working on now - I will miss the old setting. While I quite liked what you did with it in Taming Dreams, I've always been a big fan of the type of sci-fi+fantasy mix that the original series featured, and it was what I missed the most in your recent works. But oh well, that's just me.

On a somewhat related note, I would like to ask a question if you don't mind - if it has been asked before, within achieved, browsable past, please tell me so, I'll try to dig it up myself - but seeing how interconnected your worlds are, how you often strive to preserve some sort of overarching setting and continuity between different stories told with in, I'm curious if the plot of your old unfinished Deliverance game had some relationship to the story of MARDEK, and if you carried any bits of it over to your future settings and stories and reboots.
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Tobias 1115~5Y
I didn't deliberately interconnect any of my earlier projects at all, since I planned them so poorly (or in many cases, not at all, just making things up as I went along with no regard for a wider world). Having such a different mentality about that now is why I want to restart the MARDEK story, but with a planned and detailed world from the start rather than one that forms as I go on.

I liked the sci-fi + fantasy blend too, and that's something I'll be returning to this time around, sort of. In MARDEK, the GdM were aliens from another planet, while in Taming Dreams they were spiritual gods. In whatever I call the remake, they're from one of the other 'petals' of Alora Fane - which are worlds separated by dimensional barriers rather than the void of space - which is way more technologically advanced, and they use that technology to travel between the petals. So the start would involve finding a crashed craft again. Probably.

It's a blend of science and spirituality though, as the technological race also uses spiritual inquiry to better understand their universe, combining meditation and mechanisation in a way I find particularly interesting.

I'm glad to hear from someone who actually LIKES remakes though!! It feels like essentially everyone else who speaks up is against them...
1
Mikeguy4~5Y
I have to shamefully admit that when you were originally working on them, and when you released the first chapters, I too were not to keen on them. Or rather, I would insist on nitpicking them, hating the differences for being different, and blowing any minor flaw out of proportion, simply because I was so emotionally tied to the old ones. You know, I would play the thing to 100% completion in one sitting without even checking the time, declare "ohhhh, I hated it! It is all wrong! Now let me play it again just to see how bad it is again! Harumpf!"

It took me some time to reflect on both the old and the new series and realize how much I really enjoyed the new mechanics, how into the new/refined character dynamics I were, and that the flaws I previously thought RUINED EVERYTHING FOREVERâ„¢ weren't worth much more than a chuckle or an eye-roll.

By the time I embraced the reboot, you were seemingly working on more chapters, but I reckon that all the negativity has by then turned you off, and so those never materialized. I really regret my behavior both for the stress it must have brought you, and for the selfish reason that it never got me more chapters.
Similarly to how people tend to regularly ask for you to release any work-in-progress stuff you had of MARDEK 4, I would definitely not mind reading/seeing what you had planned for the future of TD.
1
Prezi1~5Y
Hey Toby,

it's been a while since my last comment, so i'm glad I can write again :)
First of all the idea of remaking and remastering (well, sort of) the game sounds nice!
Why don't you ever consider to continue the actual MARDEK series, but in a way that is acceptable for both parties the hardcore fans and yourself? You could change the dialogues and the individual characters and even the story a bit. Of course, in a way so it still matches to the ongoing story. Is that not an option? Idk, I'm not so smart as you or your community but I think you put yourself under too much pressure because of how "big" of a success Mardek was. And you always root back to a remake, continuation or something like that to let your fans dreams live on.
Would'nt a remake that pleases both you and the community be the best solution to this? Of course, you had to make compromises and probably couldn't do everything as you wish. But I think it would make you happier at the end.

Well, whatever. Maybe my inner wish to play another chapter of the MARDEK series is just pushing me to write this. Or maybe it could really help you to get over this whole MARDEK topic?
What's your opinion about this?
0
codyfun12329~5Y
Something that's bothered me in RPG games is when players were presented with the option to specialize characters in physical or magical combat, but anyone who tried to do both at once would end up being a master of none, and the option would be suboptimal in the end. I don't think MARDEK suffered from this, for several reasons which I won't go into because this was just a segue for the next paragraph.

I agree with the others that the ludonarrative impact of a separation in violence and argument is quite compelling. However, I was curious about the mechanical significance of such a divide. I think it would be interesting to have interactions such as opening with sentimancy to reduce the physical threat of an opponent, or lowering their HP making it easier to make them surrender.

Though, thinking about it, it's actually rather immoral to exploit the feelings of people to beat them up more easily. It might be better to restrict such things to explicitly being a feature of a few skills, such as a punch that's just used to vent anger or get somebody's attention.
1
Brilliand1~5Y
The thing that worries me about a remake is that you'd be spending time and effort on telling the part of the story that you've already told. I'm not likely to care very much about the part of the remake that revises the story told by Mardek 1, 2, and 3; I want to see the rest of the story.

How about making the "rest" of the story in your new style, and simply declaring that the old and new parts go together even though they don't quite match? Penny Arcade's "Rainslick" series did it; Rainslick 1&2 bear little or no resemblance to Rainslick 3&4, and there are plenty of people who will hate one half of the series and love the other half, but the story's all there and that's the important thing.
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Tobias 1115~5Y
The story's 'inspired by' the original, but it's different enough that it'd feel fresh. Old events have different outcomes, and old connections between characters are revised.
0
Azure08951~5Y
So I am a fan of the old games and while I did keep tabs a a few years back when a reboot was planned I did not have much of hope of seeing the light of day. (your reputation speaks for itself sorry.) I am glad to see this being a thing again and I hope it goes all the way this time. as ill be real I would totally buy the Og versions for steam but I would not mind trying the new ones just to see what is changed and what is new. Life is hell and following your old blog and the start of this one I know you have been thru hell over and over. so as a long time fan keep on pushing forward and i look forward to the new games.
1
blueb4ry1~5Y

Hello! As a preface after reading this post I just wanted to point out one thing embarassing that I did playing Mardek 3 the Keystones.

I admit I made it through the Sun Temple just fine. But I got lost and totally didn't know where to go. Then I found myself backtracking and replaying the game to see if I missed something.

Replaying the game nearly a decade later made me realize how stupid I was as a kid who couldn't distinguish the goal.

I thought you weren't supposed to leave the temple lol. I skipped through the dialogue a bit and missed that very important point and I was stubborn enough to decide: "NO I refuse to look at a walkthrough."

Well stories aside I wanted to share what appealed to me about Mardek, hopefully giving you a different and interesting perspective on how it influenced me.

The game set in a magic and medieval fantasy like many RPGs. But I loved the tone set. Mardek and Deugan felt like poor village children dreaming big and unafraid. They charge headfirst into adventures around town before, years later, joining the royal guard to follow in the footsteps of their hero social fox.
(Actually it was funny for me on a retrospective playthrough of Mardek because I thought u inadvertently predicted the rise of Toby Fox the Undertale Dev. I took it originally as a sort of parody of a hero based on the idea of a social media hero which some people kinda equate to Toby). The pair joining the Royal Guard was a very interesting dynamic immediately as we understand everyone's motivations but Deugan and Mardek are like those whispering friends looking out for each other.

I realize this post is getting long so I'm going to start summarizing
The growth and development of these characters always intrigued me.
The optimistic visuals with the slightly pessimistic and rose-colored perspective of the game intrigued me and I was engrossed in it's development.
The only sort of cliffhangers I was left on was Donovan's and Sharla's development which I felt could have had their own segment before reconvening with the party in Mardek 2 letting us play all the pairs routes up to Muriance's battle.
Little things like that I felt would have aided in making the characters more interesting.
Still I find your game enchanting and excited to hear your updates and reports.

A fan of your work
- Blueb4ry
1
Tobias 1115~5Y
Thanks for sharing your thoughts! It's valuable to me to hear the bits that spoke to people like this, so then I can know what to focus on for this reimagining. I should make sure what you need to do is clearer, for one thing! There were a lot of things in MARDEK 3 that weren't exactly intuitive and pretty much required a walkthrough, which isn't great design!

Interesting that you mention Toby Fox. I'm envious of his success these days and haven't played Undertale yet because of it; his ideas seemed so similar to what I was trying to make (after MARDEK), though they were enormously more successful. I've done a lot of wondering about why it did as well as it did. Is he known as a "Social Media Hero", then? Meaning he's really active on that, or something? That'd definitely explain how people found out about the game in the first place, which is always the hardest part. Popularity takes you far.
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