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How come people don't explain their features? They just..

  • TFT
  • 09/20/2012 10:44 PM
  • 6403 views
*insert smithing mini feature because I hear it's cool w/o any reason*

I have been thinking things over, and trying to re-work my Tumblr page to give people a better understanding of how the game is represented, how does it feel, and what the game feels like in certain ways. I made kind of a crude image and I want to go over a few of these.

The point of this is, I'm trying to grasp certain aspects of game design and utilize these for my own project. So in a way, I feel if you like these games on some level, you might very much enjoy Rainbow Nightmare: Libra.




  • Transformers:The way the Transformers are represented in comic and tv series is more that they're robotic humanoid people. They have personalities, likes
    and hates, etc. That is really what I love about it, they're actual people but just happen to be robots. and they play on it a little, calling their eyeballs optics, etc-etc and they just happen to "transform" which has very little to do with Transformers.

    I write my characters like this in a sense, where I don't want a city full of BEEP BOP BOOP robots, they're just like people. I don't see people doing this very often, they'll minimize the idea of robotics. If it's in a game, it's always in a factory, and it's a small section. And 99% they are infact "beep bop boop" type. I haven't seen a game yet designed around machinery and robotic humanoids. DEY BLEED OILZ


  • Breath of Fire 2: This is more of a visual representation. I always like the bright pixel style to this game. I always felt like the BOF series in itself were terrible RPG's. I adore the graphical style, and the direction they take characters because they aren't usually humanoids, and they're interesting in that sense.

    You play BOF because of the animations and the bright visuals.


  • Mega Man:Mega Man is another example of utilizing games that are themed around robotics, and mechanical locations. MM series is one of my favorite game series ever, much like a lot of people. So references a lot of things from this, and trying to bring something close to MM through an RPG format. Not so much gameplay, but the spirit of the concept. Visual design basically.


  • FFX2 LOLUMAD??FFX2 has a great battle system. I had a lot of fun playing though it. The concept of utilizing classes and dancing between a bunch to maximize combat was incredibly refreshing. There were some crucial flaws with this system, but overall it was a fun experience. I want battles to have a strategic impact, but at the same time an enjoyable experience and not a pointless grind.


  • Battletoads:First off if you have not played this ancient relic, gofrurselfff!!!!!!!!!! Battletoads is, and in my opinion still one of the most interesting and enjoyable concepts in video game history, especially for the time. This game utilized many different styles, fighting, platforming, driving, under one theme and man was it incredible. That's what I want to do is bring different playstyles into one RPG format.


  • Contra:One of the best game series on the SNES/SEGA/NES of all time. This game series basically shoves down the concept of giant large bosses with patterns is a REQUIREMENT to make a game fucking rad down your throat. And, yes it's true, when you have a game series that has a giant FUCKING ROBOT RUNNING ON THE SIDE OF A TRAIN AND THEN STOPPING IT WITH ITS BARE HANDS! You know it's good.


  • FF6FF6 had a beautiful and amazing branching character system that, for some reason got left in the dust. Having the choice of picking specific character groups and having them branch to explore different places, meet different characters, etc was great. RN:Libra has character branching at the start after the tutorial, and you'll get to do something similar.


  • Wizard of Oz:Wizard of Oz and Return to Oz are two of my favorite movies. Um, The concept of grouping together with unlikely friends and obscure heroes is so appealing to me. And that is the reason I liked the movies so much. You group with a tin man, a scarecrow, lion, moosehead, chicken, etc.

    I love abstract grouping because of these movies. Characters teaming up most likely won't be normal "aged samurai w scar across face"


  • Metropolis:I should have put this first, but this is kind of the original concept design for the whole thing. If you haven't seen this movie, shut up, go download it because you just, have to watch it. I cannot even explain in words.


I mean, in a weird way it's sort of a list of features. But really, it's me kind of explaining why I have these features in place. So, to tl;dr

Features
-RPG that will focus around robots and machinery.
-Bright visual style.
-Robotically themed characters.
-Class dancing battle system.
-Different game mechanics on the fly /driving/platforming/exploration under one theme.
-Giant FRIKKIN BOSSES WITH TIMED PATTERNS!
-Branching character stories for you to choose from.
-Absurd cast.
-Game themed around robotics, humanity, scientific evolution and growth.

what dew? if you do not subscribe you do not like things like mega man or contra. how is tat possible????

Posts

Pages: 1
TFT
WHOA wow wow. two tails? that is a sexy idea...
445
yeah man, seriously. after i wrote this i started to think. how come people don't explain why they actually insert content into their games?

like, you will always see "ff materia system is in it because it's cool heh" and it's very very weird to hear this from people. it's like a robotic feature and they have absolutely no opinion or feelings on it. "i made a big sword because cloud does"

it scares me.
An idea isn't worth much until it is implemented, and, following that logic, the rationale for including an idea is worth less (to prospective players, anyway) ?
TFT
WHOA wow wow. two tails? that is a sexy idea...
445
^likes yuna
I was talking about this just the other day, in fact I was considering making a blog almost identical to this about my own current project because the list of influences, at least on my part, are both numerous and often really tangential and odd.

My angle was more along the lines of:

a) Borrow/steal/take inspiration from everywhere/anywhere to create something rich and multi-layered rather than a tired rehash exactly what everyone would expect from the type of game you're making.
b) Look to things beyond of the genre of game you're making/beyond games entirely for sources to draw from and work into something special and unique.

What I wasn't sure about though, was whether those efforts end up being picked up by players at all or if the creative allusions we make to existing things are meaningful in any way to anyone other than ourselves and/or other developers who're used to thinking in that way about making games.

Also this is a cool thing is this vein:
http://fc05.deviantart.net/fs71/f/2010/220/2/e/Influence_Map_Meme_by_fox_orian.png
Example of completed one:
http://1.bp.blogspot.com/_BTK3tnB_85k/THPo8Jg7MSI/AAAAAAAAA9M/yXssovBGVPE/s1600/influence_map_saskia.jpg
TFT
WHOA wow wow. two tails? that is a sexy idea...
445
i think people are probably scared to really think about it or admit they take inspiration from others. i think this is a line between totally lifting and just taking certain ideas and expanding them or creating them in your own personal image.

to be honest with you, when it comes to writing or scenario development i will turn to either books or movies as the medium, and more technical and some visual aspects from video games.

it's interesting to view other peoples ideas, but, like i said people do not share because it would just be various bleach scenes which isn't very inspirational.

Example of completed one:
http://1.bp.blogspot.com/_BTK3tnB_85k/THPo8Jg7MSI/AAAAAAAAA9M/yXssovBGVPE/s1600/influence_map_saskia.jpg

yeah, like, it's cool how it's just concepts and ideas plucked from the most obscure things. it's quite possible the reason for this is because rm design is less about artistic creation, and more about robotically copying a formula. who knows.
author=TFT
i think people are probably scared to really think about it or admit they take inspiration from others. i think this is a line between totally lifting and just taking certain ideas and expanding them or creating them in your own personal image.


While you're probably right, it's still super dumb for the simple reason that if you're making an rpg in rpgmaker you've already, knowingly or not, just lifted however much "jrpg heritage" (by which I mean your game is gonna be, to some degree, a "mod" of FF4, FF6, CT, DQ/DW whatever) and used it as the CORE OF YOUR GAME. To admit to borrowing from things for inspiration after that point is not exactly a huge leap to make. Short of making your own genre; you're already stealing.

author=TFT
to be honest with you, when it comes to writing or scenario development i will turn to either books or movies as the medium, and more technical and some visual aspects from video games.


Yeah games are are obviously the best place to look to for looking at effective ways of implementing technical and mechanic ideas but looking further afield and being able to bring something cool from outside of gaming into gaming a little is always a really fun thing to do.

it's interesting to view other peoples ideas, but, like i said people do not share because it would just be various bleach scenes which isn't very inspirational.

Example of completed one:
http://1.bp.blogspot.com/_BTK3tnB_85k/THPo8Jg7MSI/AAAAAAAAA9M/yXssovBGVPE/s1600/influence_map_saskia.jpg


yeah, like, it's cool how it's just concepts and ideas plucked from the most obscure things. it's quite possible the reason for this is because rm design is less about artistic creation, and more about robotically copying a formula. who knows.


Which totally baffles me because the single most fun, engaging and interesting part of making games is the opportunity for, I dunno what to call it... Idea synthesis?

Taking bits and pieces of things, themes, notions, images, sounds, ideas. Changing them, twisting them around, making connections, seeing how it can fit together to create something greater than the sum of its parts. Without that there's literally nothing there.

But... I could probably hazard a pretty good guess as to why people might not go as far as they could. It probably firstly requires a wide range of things you've experienced to draw from and good memory of things you've seen/heard/read/etc and the ability to figure out why what was cool was cool and why what sucked was bad. Also a weird sense of conviction in your own taste and intuitions to guide you to interesting combinations of ideas plus a willingness to try things that might spectacularly miss the mark; to be a little hit-or-miss rather than sticking to a tried and tested formula that is both safe and boring. In short a lot of people probably don't want to nerd out so much about it.
Ciel
an aristocrat of rpgmaker culture
367
because people have no idea why they put x y and z into their 'games'. they aren't thinking about that or anything else because cognitive function is beyond them. it's time to add my poison status effect and make sure attack command damage variance is between 3-12
YDS
member of the bull moose party
2516
author=Ciel
because people have no idea why they put x y and z into their 'games'. they aren't thinking about that or anything else because cognitive function is beyond them. it's time to add my poison status effect and make sure attack command damage variance is between 3-12

too deep for you maggot
I... LOVE your list of inspirations.
Kinda feel the same. (same robotic themed setting and custom graphic)
how come people don't explain why they actually insert content into their games?


I never thought of explaining why I insert content and nobody has ever really asked me. If someone asks I will answer but like, I would be surprised if the majority of people care. I know I don't, and often times spotting a reference I know in a game if a fun moment.

Sometimes my ideas come from nothing, sometimes real life events, sometimes games, sometimes from magical dimensions only attainable though smoking. If they are well implemented it doesn't really matter and it's independent on your liking of a product with a single similar element.

I'll admit it's fun to make an image like you did, finding games that your game has commonality with. I might do this myself someday. It does provide a more detailed view of the game than raw features alone. However, I would argue that it doesn't have much bearing of whether or not they will like your game.

I think that I share this opinion:

author=NewBlack
What I wasn't sure about though, was whether those efforts end up being picked up by players at all or if the creative allusions we make to existing things are meaningful in any way to anyone other than ourselves and/or other developers who're used to thinking in that way about making games.


...what he said.

like, you will always see "ff materia system is in it because it's cool heh" and it's very very weird to hear this from people. it's like a robotic feature and they have absolutely no opinion or feelings on it. "i made a big sword because cloud does"


It seems to me like if a person uses a character with a big sword you'll always hear "lol your ripping off Cloud". Your game has underground slums? It's obviously Midgar. Oh, so you can equip skills that level up when you use them? I know Materia when I see it. Games are still compared to FF7 after all these years and any little similarity is called out as a rip off and unoriginal.

If you actually did a survey of every person who made a game with a big sword character and they truthfully admitted to basing it directly from Cloud, I could agree.

Sometimes it is a rip-off, yes. Sometimes they simply thought of the same thing without any changes. The best use of it would be to alter it and supplement using other aspects of your game. Kudos to he/she who does that.

it's interesting to view other peoples ideas, but, like i said people do not share because it would just be various bleach scenes which isn't very inspirational.


Do you really believe this? Or is it just a jab? and define the word "people". On a scale of 1 to 10, 10 being everyone, how many people is this?

because people have no idea why they put x y and z into their 'games'. they aren't thinking about that or anything else because cognitive function is beyond them. it's time to add my poison status effect and make sure attack command damage variance is between 3-12


Who are you asking these questions to?

You know, sometimes things just work. Like having a poison status effect and having some variance on attacks. Do you look at new cars and think "the designs are so uninspiring because they keep using windshields and round tires"? It doesn't always require insane thought and redesign of every element to make a good game. Do you expect everyone to make mind-bending cut-of-the-edge pushing-the-envelope games? There will always be a cesspool of crappy games, a murky pool of mediocre games, and a sparkling spring of awesomeness. With some other pools in between.

What your saying is coming of as a little elitist because in most cases the problem is that the person doesn't know any better, is not creative, or doesn't have the same mindset as you.

What your doing is very creative and cool and I like it but why do you have to look down upon people who are not doing the same thing? Is that your version of "tough education"? "Learn to do what I do, stupid" xD Nice blog, though.
Well, I think that if you ask most people they'll be more than happy to tell you about their influences, except maybe if they're beginners; they haven't experienced enough yet to start branching out their own ideas... But in general, I don't think people actively try to conceal it like if it were some crime. Maybe they just don't consider it relevant enough to go out of their ways and blog about it.

...Maybe there needs to be a change in attitude around this subject so people start to rationalize their influences more deeply, and talk about them more openly, but this is true for all sides for the argument. There needs to be a change of attitude regarding how we judge other people's work. - I've seen it. Some people can be overly cynical about this. If you talk about your influences, then your work is generic and/or derivative and you're thief. If you don't, you're thief too but this time is worse because you're trying to hide it/deny it.
_
Bottom line, we should approach these issues as objectively as we can, and not just as a way to undermine other people's work. ;)
Ciel
an aristocrat of rpgmaker culture
367
author=Link_2112
You know, sometimes things just work. Like having a poison status effect and having some variance on attacks. Do you look at new cars and think "the designs are so uninspiring because they keep using windshields and round tires"?

lol

if your mind is still at a level where it perceives these garbage design elements as indispensable components of a game, to such a degree that you would be willing to compare them to windshields and wheels on a car, you're exactly the kind of person i was describing. zero capacity for critical thought
author=Ciel
if your mind is still at a level where it perceives these garbage design elements as indispensable components of a game


I didn't mean that those 2 things are "indispensable components". Only that:

It doesn't always require insane thought and redesign of every element to make a good game.


Having a poison status effect does not equal "zero capacity for critical thought". It's a legitimate game mechanic that can be used well. Any kind of game mechanic can be used well, but the problem is that a lot of bad games can't manage to do that. And if they can't make simple things work, they sure as hell won't be on the cutting edge of innovation. Yet you expect everyone to be innovators.

The rest of a game can show this "critical thinking", while still having a poison status effect, and still be good.

Also, you didn't say who you have been asking about where their inspiration comes from. You seem like an expert so you must have asked all the "people" you speak of.
Ciel
an aristocrat of rpgmaker culture
367
the issue wasn't whether it's possible to implement poison in a compelling way. (it's not possible for damage variance) that isn't even the discussion or the point. are we reading the same internet web page?? the point is that (99% of) people put in the same dumb bad awful garbage implementation of the same dumb bad awful garbage concept over and over because their brains don't work. if required i could rephrase this a couple dozen more times so everyone knows precisely what we are talking about here.
Craze
why would i heal when i could equip a morningstar
15170
I like this, and the following conversation, but it is early in the morning for me and so I cannot form a coherent response to it all beyond "I LIKE THIS."

(Possibly my least favorite thing about RM* devs is their stupid "LOOK I PUT A SCRIPT IN" ~~~~features~~~~~ lists. I like a good features list, like a good back-of-the-box deal, but y -yeah, nothing I'm saying hasn't been brought up so GOOD NIGHT. i like this)
author=Ciel
the issue wasn't whether it's possible to implement poison in a compelling way. (it's not possible for damage variance) that isn't even the discussion or the point. are we reading the same internet web page?? the point is that (99% of) people put in the same dumb bad awful garbage implementation of the same dumb bad awful garbage concept over and over because their brains don't work. if required i could rephrase this a couple dozen more times so everyone knows precisely what we are talking about here.


My point wasn't about implementing poison and it was hardly the focus of my post. But you chose that one thing out of everything I said. You say it's not possible for variance to be good because for some reason you are opposed to the idea. That is your opinion and I don't imagine it's shared by all. Certainly not 99%.

I get your point and I say your numbers and reasons are BS.

99%? I doubt it.
Because their brains don't work. Not always the case.

I'm not arguing the point that there is a lot of crap and often time there isn't any meaningful inspiration, but you seem to fail at grasping the role of the entire spectrum of ability in people. The games are a reflection of the person and their ability.

You only see the value in high-end games made by people who know what they are doing cause they are pro. Yet you continue to condemn the new and in-experienced users and call them idiots because they don't know much about good game design. Maybe they are just copy pasting shit into their game because they don't know what works and want to find out. How many experienced users have awful first games? Plenty. Possibly 99% :o

If that user has any creative bones in their body, the subsequent games will be better and they will develop their skill. You are expecting lots of gems from the RM scene, where it's mostly designers in the early stages of their careers. The good games on this site come from experienced users, the great games are from experienced users with some sort of creative talent/or a team. The rest are just naive kids and people with limited capacity for game making skills. It's like any other hobby/profession/thing in life.

Like fuck, not everybody starts at level 75. That's all I'm trying to say.
How come people don't explain their features?
I guess It seems a bit redundant,mainly when they take the average user's POV too much into account.

I mean sure, if you want to go through the trouble of writing your life story regarding how you ended/came up with X feature, all the influences and the sum of experiences which lead to that moment, that's fine, but it feels more like a...
Cool story bro.
Kind of thing, specially for the average reader.

Mainly when it comes to them clicking your game's profile and giving it the 10 seconds glance. i.e skimming through text, going straight for the screenshots, and deciding to download it or move on.

So yeah I think that's why some people don't bother.
That, and it doesn't even cross the mind of most others to do so (Be it lack of vision, experience,lack of whatever, you name it).
I really don't think it's a "Should always do it" or "Shouldn't do it" kind of thing. Ideally, I guess developers should, but there's just way too many variables for this kind of stuff.(And whether some of them are marks of a good/bad dev, while directly connected to the matter, it is unrelated to my point, so I won't drift into that).

Personally I would do it, I mean, who doesn't want to generate some interest in their features, specially when they bothered to think outside the box?
Even if they're treated as random facts, explaining how the concept of "X" feature came to be, is fun for me write about, and someone might find it interesting.

But yeah. I can also see why many don't do it.lol.
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