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Nox Archaist first hit my radar in April 2016, when developer Mark Lemmert emailed me about contributing content for Juiced.GS. Mark has since written three articles about the behind-the-scenes development of this game and recruited me to contribute a unique issue of Juiced.GS available exclusively to Kickstarter backers.
Nox Archaist and games like it are important to me, as I grew up playing the games that inspired it, like The Magic Candle and Ultima III: Exodus. While I love the narrative of modern RPGs, they're often more linear, with a definitive route from the beginning to the ending. By contrast, games like Ultima offered an open world in which I could discover towns haphazardly, receive clues that wouldn't make sense until much later, and marvel with my friends at the different places, people, and monsters we were each encountering in our unique journeys.
I greatly look forward to exploring this realm! (And on my Apple ][)
— Richard Garriott (@RichardGarriott) September 17, 2017
Game design has come a long way in the thirty years since, and it's possible to recreate those early experiences while still applying everything we've learned in the intervening decades about elegant user interfaces, character progression, and more. While Nox Archaist isn't the first game to recently promise the best of both worlds, it seems likely to be the first to hit market.
The Nox Archaist crowdfunding campaign is seeking $43,078, which is ambitious by itself but modest compared to Unknown Realm, a similar RPG whose Kickstarter received $126,343 earlier this year. Nox Archaist's campaign started off strong, with donors making an average pledge of $109 each — no doubt enticed by getting in-game towns and artifacts named after them. The campaign currently stands at 41% funded — and 78% of projects that raised more than 20% of their goal are successfully funded. But without continued momentum, the Kicktraq prediction for this campaign is not favorable.
If this Kickstarter does not succeed, then per the platform's all-or-nothing nature, 6502 Workshop will receive none of the pledged funds. But I'm hopeful, even if that happens, that the game itself will nonetheless be a success — whether it seeks additional funding via a more flexible platform, such as Indiegogo, or simply proceeds as an exclusively homebrew effort. The Apple II needs games like Nox Archaist.