You're a legend Walter, but there are millions of games available to play now. The days when a title circulated around university PDP-10s are gone. The dynamics of virality are very different.
I can't think of a single independent success story that involved someone doing careful market research and engineering a product. There's a reason only big companies take that approach.
It is a common problem to look at what successes do, and ignore what failures don't. See the Watson selection task[0]
'virality' is a very ... particular thing to be clinging to. many things 'go viral' then fall off a cliff.
Everyone wants to be the guy who wrote Flappy Bird in a weekend, and then wound up making so much money so fast that it actually scared him.
There can be only one!
Anyhow, glad you liked it! I still regularly get email about Empire 40 years later.
what experience is that? you seem to suggest something which seems unlikely; there are a bunch of second order effects involved with making a game you're interested in.
That is on the 2nd part of the presentation, because he had some issues initially.
EDIT: Here is the Empire demo, https://www.youtube.com/watch?v=vjaKFTHQSxQ&index=4
Many of the games by ABA Games/Kenta Cho (Torus Trooper being the one I played the most, a long time ago) are all written in D, as is his BulletML library that is used in most of his games.
1. Something you'd *love* to play
2. Prototype: are you right?
3. is it feasible (for you) to make?
4. is it worth it?
Maybe it's not necessary to articulate it, just some idea or sense is enough to move toward it.The key though is that I have a steady job so I have the free time to work on it without worrying about funding.
And there are those unlucky ones who always find what they need done by others... :(