Game Development Reference
Web Game Developer Profiles: Kingdom of
Loathing, Nitrome, and Desktop Tower De-
In This Chapter
• Taking lessons from Kingdom of Loathing, the indie cult RPG
• Knowing what to do when users “change” your game
• Learning from Desktop Tower Defense—including what its developer learned the hard way
• Preparing for your game's future success
• Turning hit web games into a hit web game factory, the Nitrome Way
This chapter draws from lessons learned by three web developers who launched successful games. The first
developer managed to find success from relatively low user numbers, showing that it is possible to create a prof-
itable game despite a small user base. This chapter also introduces you to a developer who did just the opposite.
He attracted extremely large numbers of users, but failed to capitalize on that popularity. To your benefit, he has
some hard-earned lessons to share so that you won't repeat these same mistakes. Speaking of which, we'll also
talk with a developer who capitalized on the success of his first few hits by becoming a hit-generating factory.
Learning from Kingdom of Loathing, the
Indie Cult RPG
A deliriously wacky, free-to-play, turn-based Indie RPG that's also a parody of RPGs, where players choose char-
acter classes like Seal Clubber instead of warrior, Kingdom of Loathing launched in 2003 and is illustrated with
stick figures (see Figure 9-1 ). Soon after its launch, the game steadily gained a cult following.