Actually, all of the above seems very astute:
1) Yes, a dungeon-crawler RPG set in a procedurally-generated world will not have the originality of the first Rogue. And that's why we call them "roguelikes" -- as tribute to that wonderful idea of random generation for replayability! The fact of the matter is that we could have very easily made the same game (more or less) and called it "Dank Dungeons" or something; it would have the same fantasy setting, creatures, and D&D-based gameplay, and would be procedurally generated... so would that be better than using the word "Rogue" anywhere in the title or publicity? We felt that it would actually be
more of a rip-off/disingenuous to do so, because we would be pretending like what we are doing is completely original... when it isn't. We owe it all to Toy, Wichmann, et al. some 35 years ago. (and, in fact, we have tried to reach out to them via email, even before Kickstarter campaign and any production, to see if they would like to be on-board this project in any capacity, but unable to reach them so far)
2) The observation that it is still probably too "early" for wide acceptance, and that VR as an industry, is probably too young is also pretty spot-on, I think. This Kickstarter was, in part, an experiment to gauge that -- to see both interest and how widespread adoption (or planned near-term adoption) of VR games is. To that degree, we are seeing a lot of interest (hundreds of likes and followers on Facebook in the past 5 days)
3) While the "concept" of the game is not original, the fantasy rogue-like clone aspect was really meant to propel something that
is brand new: virtual reality and the particulars related to it. This project actually began not because we were looking to make a Rogue clone or even a roguelike at all, but because we are developing an interactive suit that lends itself naturally to immersive gestural and full-body interactions (swinging a sword, archery, etc.) and thought a fantasy setting would be perfect to showcase that. Once we realized how simple it would be to go from there to a full-fledged experience if we kept it simple (ie. original Rogue or similar), it was a no-brainer to take that next step. [PS. That VR jacket/harness and its capabilities will be revealed soon...] Even without the jacket, there are certain ways in which VR creates new ways of thinking about interaction and game design, much like Rogue brought new ways of thinking about graphics and graphical gameplay all those years ago. There are constraints, limitations, and opportunities that are unique. For example, the way you move around the world has to change even from FPS-style gameplay (Facebook/Oculus didn't seem to get the memo on this -- they are building thumbstick controllers, and moving like that via controller is a completely motion-sickness-inducing experience. And I don't get motion sickness easily); it is a whole new world, and while the concept and setting of our game are a complete tribute to Rogue, the bigger tribute is recognizing how to move things forward in exciting new directions when they present themselves.
The setting, monsters, potions, etc. are irrelevant; the main "content" that Rogue contributed was procedural design, and in that regard, every procedural and roguelike game has "taken" their content. And it's a great thing. Likewise, the new thing we hope our project contributes to the world of gaming is a showcase of how to effectively have a natural, intuitive, user-friendly interface to interact with a VR fantasy RPG world.
4) We are going to continue the process, at least to the point of first-level demo so people can get the full experience (yes, it would have been preferable to have the demo out before the Kickstarter, but starting the Kickstarter was a no-risk scenario. If we fail, what did we lose? A couple of hours of time for posting the content and spreading the word?) The Kickstarter was a multi-purpose endeavor, and raising funds (sadly, we are seeing a lot of developers lowering their standards to settle for paltry, poverty-level funding because that's all Kickstarters manage to make these days...) was only part of that. Many purposes were: (a) get the word out / build publicity; (b) gauge public interest; (c) set deadlines and accountability for ourselves (really, for me; we are a microstudio and I am the developer, the other person is more for business and HR etc); (d) if we get the funding, then great, it becomes a priority and ensures we can meet the deadline and make it happen
As such, it may "fail" as a Kickstarter but failure is just a stepping stone to success. If failure were a problem, software wouldn't exist because everybody would throw in the towel at the first bug. (has anybody here made bug-free software on the first try? I know I haven't.)
The main thing to remember is: This isn't a cash-grab. It isn't a get-rich-quick scheme. It isn't a way to stab the original creators of Rogue in the back. It is a labor of love centered around a tribute to a game that was one of my earliest PC gaming memories and one of the first moments I realized I wanted to -- and actually could -- program the computer to do what I wanted it to (I was 8 years old, and decided to start programming in BASIC on a 286 DOS machine at that time.)
The Kickstarter may or may not fail (we are slowly building momentum, and there's no telling when that will become critical. Probably no sooner than we can get a real demo out
) We may or may not re-boot it at a later date (like, after VR comes out for the public, esp. all three of the majors: Oculus, Steam, Sony. Hint: We probably will), but we can promise you this: VR is an amazing way to experience the world of Rogue (which, after all, was an attempt on its own to get the user to have to rely
less on their imaginations and provide a more graphical experience for the time), and I promise you that if you haven't tried it yet, you should.