MAX MCGEE'S PROFILE

Max McGee
with sorrow down past the fence
9159
I CAN'T NOT MAKE GAMES.

I have enough lockerspace to hold an episode of Friends.

"We'll make a toast to absent friends and better days,
To remembering and being remembered as brave
And not as a bunch of whining jerks!

Don't lose your nerve.
Do not go straight
You must testify
(or I'm going to come to your house and punch you in the mouth)
cause CLOWNS MUST STAND."

- TW/IFS, "All The World Is A Stage Dive"
Iron Gaia
As the only human awake on board a space station controlled by an insane AI with delusions of deification, you must unravel the mystery of your own identity and discover: "What is the Iron Gaia?"

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Persistence

ourneyman sounds like "the epic game" a lot of newbie guys post as game ideas on the forums, and some replies (including mine) are "too ambitious, don't do it". When I saw you making it, I thought "at least he knows what's he's got himself into". Maybe! :D


I don't know, man. A simple game about crafting? Five dungeons, five towns, with the all the maps of all of them already made for me? That's not too epic, compared to the intricate storylines and enormous world maps of many (over-reaching) RPG Maker games.

author=thatbennyguy
Stuff from Derek Yu's article "Finishing a Game" (http://makegames.tumblr.com/post/1136623767/finishing-a-game):

"A lot of game-making is tedious and downright unfun. It’s not play, it’s work (and this is why you should choke out ANYONE when they joke about you “playing games all day”)."

"You’ll also realize that a lot of this boring stuff is what makes the game feel complete! A nice title screen, for example, does wonders to make a game feel legitimate."

"Feeling stuck? Push forward. Start working on the next level, the next enemy, the next whatever. Not only is it helpful for motivational purposes, but you want to get a sense for how your whole game will play out"

"now you’re forced to decide what is really important to your game, and what you could cut. The fact is, if we all had unlimited resources and unlimited time, we’d all make the same crappy, meandering everything game and there’d be no reason to play at all."

"IF YOU DO QUIT, SCALE DOWN, NOT UP"


Yeah, I already know all that stuff, being one of the very few guys around here that's made several finished games, but knowing and doing are two different stories.

It's Hot

Well in the normal game, the hero does get +1 Lvl to a starting skill, and some basic starting equipment; some partial leather armor, an iron dagger, potions, and so on. It's a lot more than the "nothing" you start with in easygame.

Working on this now, btw. I should have something substantial for testers in a few weeks to a few months depending on the rate of progress.

Advancement

Indeed I did.

I have alchemy, ShortStar. It's even mentioned in this post.

I'm going against any lockpicking/burglary for now. Gordon's not a thief...at least in any of his current incarnations.

In need of elf sprites

Make your game 100% better, use dwarves instead, and your game will go from suck to awesome.

(No I don't have dwarf sprites either; I just hate elves. That said, you REALLY do not need to be a master pixelsmith to extend some fucking ears.)

Demo Release?

I thought this over and I think I am against releasing it, for what it's worth. Ultimately, though, it's your decision. We probably won't have another release ready for some time, so I can see the motive to get feedback now.

SSP Trailer!

This is edit: COMPLETELY ABSOLUTELY FUCKING /edit amazing. <3

Discouragement

Jude to be absolutely clear I have absolutely no problem with you or your game or with anyone for liking it.

(What I was saying and ALL I was saying is that you are unqualified to tell me to "get over" having everything I've made constantly, savagely attacked from all sides when nothing remotely like that has ever happened to you and you have no real idea how you'd really react if it did. Also I don't think that "nobody cares if you're sad" is a nice thing to say, or a nice attitude to have. Above and beyond being not nice, I would call such an attitude completely destructive to this community.)

Discouragement

Ooh, look, another page, how about that!

Quoting things three times definitely makes them more valid and true. : )

Discouragement

and everybody's game is great because they worked hard on it and not because of its quality

Close, but no.

In a better RMN, everyone's game is treated with BASIC RESPECT AND COURTESY because they worked hard on it.

I am done here. I want everyone who reads this to think hard about whether the bolded text would really be so bad a change.

Discouragement

author=Max McGee
To elaborate, then, at Deckiller's request.

1) Versalia believes that an environment of tough love, in which reviewers and critics of games are encouraged to be as harsh and critical as possible, and game developers are fully expected to meekly accept that kind of treatment. His goal is for such an environment to create a crucible in which stronger games can be forged due to the increased heat and pressure. He believes that any developer who objects to such treatment should be struck down, that they are a "pantywaist" who can't take the heat, that they should learn to sublimate their feelings and eagerly and meekly accept the feedback and criticism of everyone operating under the default assumption that their critics are right, and they are wrong. That they are students, and that their critics are teachers. He believes that this humility should be enforced as harshly as possible until receptive submission becomes the dominant attitude, the socially reinforced pose of creator: to take a whipping, and to learn from it.

2) I prefer a future in which the critics and reviewers of games are better encouraged to be positive and constructive, to be receptive and open to joy. To look for good things to say about games, and to, if they have bad things to say, make sure that the criticism is given constructively. The burden of a positive feedback giving experience would be more on the giver of the feedback than of the receiver. The creative process is an innately fragile thing, it should be handled delicately. I believe in this non-crucible theory for two reasons. One, I am immensely grateful to everyone who makes RPG Maker games, and I have immense respect for them. The truth is that even if their game is awful--and that I don't think my own games should be considered bad by any reasonable standard is really irrelevant here--the following things are true. a) That they spent an enormous amount of time and effort on it. b) That they're giving away a game to us to play, for free! For both of these reasons, I think that the process and attitude of giving feedback should be treated with more courtesy and respect by the givers of feedback. The makers of games are doing us a favor by making them, I firmly believe that--not the other way around. We aren't doing them a favor by playing them. Two is that I believe that an environment where no matter what the developers of games are treated with more respect and kindness will result in the community producing more and better games. More, because less people will quit due to fractured motivation. Better, because developers will be more likely to valid feedback if it's phrased constructively. I think that if we make this place more comfortable, by lowering the acidity and the pressure, we can nurture the construction of more better games and more pleasant discourse about them.

Versalia believes in a world where everyone would agree my reaction was totally unacceptable.

I believe in a world where everyone would agree that his actions were totally unacceptable.


I really feel that this is an acceptable, unbiased assessment of the situation. I certainly went as far as I could to make Versalia's opinion sound appealing, trying hard not to make it sound like a straw man argument. I think these are my final comments, explaining my understanding of the situation.