Sydney's World started out as a way to teach my daughter how to make her own game using RPG maker. As the game developed, I got attached to it, and realized it would make a great first RPG for kids, as well as those who like retro-RPG's.
As a father, my priority was to make the game interesting, funny, and to sublty add good decision making skills while immersing my child in meaningful quests in her own world. As a gamer, I wanted to introduce children to RPG's reminicent of my own first RPG's (Final Fantasy II and Phantasy Star 2). As a writer, I felt it imperative to craft a storyline that would interest parents as well as children. As an educator, I recognized that a computer game format would inspire children to create worlds of their own, and could also be an interactive platform to develop reading skills
Sydney's world was designed to be a child's first role playing game. They will enjoy exploring a new world without the usual RPG elements that could be cumbersome to a younger player: equipping/unequipping armor, weapons, and items, buying and selling potions, spells, etc., frequent "game overs" from countless battles, pointless side-quests to get sufficient XP and gold merely to access the next area, and worst of all, lame dialog that kids click to skip as fast as they can.
Retro-RPG gamers can expect an enjoyable storyline, light on combat, heavy on dialog. About five hours for an experienced gamer.
For more information, including a detailed look at the educational reading components, please visit
SydneysWorld1.com.