Logistically, what's so difficult about making a souls-like RPG?

I haven’t seen a single one on Roblox except for Derelict and some aspects of Shadovia, both games being massive for the genre. Both only slowed down since RPGS need constant updates. As a scripter, I don’t really see whats hard besides modelling and scripting.

Client-side hitreg for both NPCS and Players as a start, a timestamp system on the server for netcode and security, and then iframes, which should be easy since remotes are sent ordered.

For maintaining the game, an OOP system to make it so you only need very basic scripting knowledge to make new NPCS and areas, simple enough that you can read the documentation on the game (made by a scripter) to make attacks and new NPCS

Instead, most the RPG games I see are bandit beaters. Some good bandit beaters can exist, but why are no developer studios taking up the prospect of these types of soulslike RPG games?

Maybe I’m just armchairing, so even I’ll try making a soulslike RPG demo, completely by myself

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I think its a mix of
1: Games don’t just need maintenance, but also innovation and change once in a while, to maintain a happy player-base
2: Laziness and greed, 1/10th the effort for still good profit ain’t that bad.

The more quality you put into a product the greater people will expect from you, meaning you’ll have to work your butt off to keep the players enjoying your game day in and day out, this includes making and updating systems and features, changing things around and finding new balances, adding and removing major features once in a while, not just maintaining and adding NPCs.

Humans are just lazy. Bandit beaters are way easier to make than a souls-like, and a lot of people are more focused on the money than the joy they can bring, or the quality they can create.

If you think you can make one, and you want to, I’d say go for it. Make a game that beats most other games, that pulls their player-base away and build competition. Competition breeds innovation and development.

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I feel like the combat system, and world-building is the problematic part.

I have yet to see a game that has both.

Arcane Odyssey has the best story I’ve seen, but I haven’t seen a sound combat system yet.

I would say making the enemies smart (I hate pathfinding). Also just making the game a good quality and have smooth controls and keeping the difficulty well balanced.

If you make a really good game, you’ll make really good money, since more people will want to play that game for longer,

But in the short term, yes, bandit beaters are unfortunately more profitable