ON INTERACTIVE EPICS
an introduction to my opinion of a good game
Gou- 01/03/2010 12:24 AM
- 4060 views
Instead of going over to the forums and saying, "hi i are new herr," forcing you all to greet me with excitement and kindness before any of you are aware of the three thousand reasons that could exist for you to hate me, I thought I would write an article about what I think makes a good game. I'm not providing this as advice as much as I'm hoping to find some like-minded people and potential colleagues.
Lots of people fall one way or the other on the dichotomy of gameplay and storyline, and I frankly think that both are so important that it is an injustice to your project to half-ass either. Can I say that here?
The finest games I have ever played - the ones that really stuck with me - are the ones with engrossing plots, dynamic characters, and finely-honed mechanics. I personally will not suffer any of the three to be lacking.
- Plot
Interesting plots must be unique; I think everybody agrees here. But I think they also have to be meaningful. They can be wildly imaginative and abstract but if the player can't follow the action or relate to the events, who cares? RPG's by now are a legitimate form of literary expression. They should have meaning, depth and messages. In workshopping, one of the most common questions I hear is, "what are you trying to say with this?" If you can't answer that, you'd better head back to the drawing board.
- Characters
Your characters should be real people that inhabit your head. You should think about them often. Things should happen in the real world that remind you of them. They should make you laugh, and you should feel their pain. Not a single character should be created that doesn't have at least one interesting thing to say. Characters should also be motivated. Being completely evil or completely good is lame. I think most people would agree.
Characters also need to be dynamic and have interesting relationships. A game's storyline takes place over a good chunk of time and during what must be a very important part in the main character's life - he or she should not remain the same in any game, ever, from beginning to end. What we're documenting by the very idea of making a game worth playing is a change in someone's life worth seeing. That said, I'd say some things about dialogue but I think Solitayre already handled that subject pretty well.
-Mechanics
A game engine should bring something unique to the idea of game engines. I have no patience for rip-offs and cookie-cutter engines. Innovation is tantamount in this category. I personally lean towards a great amount of customization. I also prefer systems where use breeds improvement (i.e. use a skill, that skill gets better). Is there a name for this sort of system? I'd call it Lamarckian.
I also prefer turn-based combat; but this, more so than anything else I've written, is just opinion.
I appreciate when game designers have gone to great length to attribute to the player the joy (or burden) of character design, within some constraints. I'll never forget my initial excitement over the grand skill webs of Final Fantasy X, nor my disappointment when I realized that it really reduces all of the characters to empty shells.
All that being said I'd love to hear anybody's thoughts, agreeably or otherwise.
And hello. I'm Gou.
Lots of people fall one way or the other on the dichotomy of gameplay and storyline, and I frankly think that both are so important that it is an injustice to your project to half-ass either. Can I say that here?
The finest games I have ever played - the ones that really stuck with me - are the ones with engrossing plots, dynamic characters, and finely-honed mechanics. I personally will not suffer any of the three to be lacking.
- Plot
Interesting plots must be unique; I think everybody agrees here. But I think they also have to be meaningful. They can be wildly imaginative and abstract but if the player can't follow the action or relate to the events, who cares? RPG's by now are a legitimate form of literary expression. They should have meaning, depth and messages. In workshopping, one of the most common questions I hear is, "what are you trying to say with this?" If you can't answer that, you'd better head back to the drawing board.
- Characters
Your characters should be real people that inhabit your head. You should think about them often. Things should happen in the real world that remind you of them. They should make you laugh, and you should feel their pain. Not a single character should be created that doesn't have at least one interesting thing to say. Characters should also be motivated. Being completely evil or completely good is lame. I think most people would agree.
Characters also need to be dynamic and have interesting relationships. A game's storyline takes place over a good chunk of time and during what must be a very important part in the main character's life - he or she should not remain the same in any game, ever, from beginning to end. What we're documenting by the very idea of making a game worth playing is a change in someone's life worth seeing. That said, I'd say some things about dialogue but I think Solitayre already handled that subject pretty well.
-Mechanics
A game engine should bring something unique to the idea of game engines. I have no patience for rip-offs and cookie-cutter engines. Innovation is tantamount in this category. I personally lean towards a great amount of customization. I also prefer systems where use breeds improvement (i.e. use a skill, that skill gets better). Is there a name for this sort of system? I'd call it Lamarckian.
I also prefer turn-based combat; but this, more so than anything else I've written, is just opinion.
I appreciate when game designers have gone to great length to attribute to the player the joy (or burden) of character design, within some constraints. I'll never forget my initial excitement over the grand skill webs of Final Fantasy X, nor my disappointment when I realized that it really reduces all of the characters to empty shells.
All that being said I'd love to hear anybody's thoughts, agreeably or otherwise.
And hello. I'm Gou.
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That would be tougher than all the others put together. Graphics some ppl swear by hand-drawn stuff, while others feel unless you're a great artist, you shouldn't use other than the RTP stuff. I happen to like Love and War's drawings, but some people say they're not so good. Music is dependent on the scene and tone of the event, and even though you want epic style music, if the game is actually not so hot, it's an epic fail, so to speak, made that much worse by over the top music.
Umm, you ended most sentences with I think everybody agrees here or such-and-such has already written about it. What are YOU saying here?
All I see here is a general message... Like a pep assembly. I think most people understand this, but don't put it to practice. So, I think the real reason is planning. Some people don't put a weeks worth of thought into their game.
I have seen games here go along the lines: "I played such and such game, and now I feel like mimicking it"... Or, "I saw such and such movie and feel like blending it with... umm.... FF! yeah!"
Originality and planning need to be dealt with deliberately and with passion.
All I see here is a general message... Like a pep assembly. I think most people understand this, but don't put it to practice. So, I think the real reason is planning. Some people don't put a weeks worth of thought into their game.
I have seen games here go along the lines: "I played such and such game, and now I feel like mimicking it"... Or, "I saw such and such movie and feel like blending it with... umm.... FF! yeah!"
Originality and planning need to be dealt with deliberately and with passion.
You're 100% right to say that my original message didn't really say much Radnen. I sort of did that on purpose. I danced around bushes because I was entering a new community. I'm the outsider here, I need some time to get a feel for what's going on.
You're also 100% right about deliberation and passion - that applies in any art. Too many people think their art is easy, or take their own talent for granted. Talent is the potential for greatness; technique is the method.
The most important thing I think I meant to say with the original article is that I have a fevered commitment to quality.
You're also 100% right about deliberation and passion - that applies in any art. Too many people think their art is easy, or take their own talent for granted. Talent is the potential for greatness; technique is the method.
The most important thing I think I meant to say with the original article is that I have a fevered commitment to quality.
Your complaint against FFX seems to be more a personal grudge than a flaw in its design. Many people (myself included) like the occasional "empty shell" type of growth. Plus, I got through most of the game before I even started to move any characters onto another's path, so unless you went out of your way to grind them up, it shouldn't have been an issue.
In response to your main point, I'd like to say that most people will forgive a lackluster story for awesome battle mechanics, or overlook vanilla characters for an epic world and story to explore. That's not to say the focus should be on any one category over the other two, but I think to expect all three areas to be flawless, especially in a free RPG Maker game, is a bit much.
Otherwise, you had some decent points that most people probably already knew.
In response to your main point, I'd like to say that most people will forgive a lackluster story for awesome battle mechanics, or overlook vanilla characters for an epic world and story to explore. That's not to say the focus should be on any one category over the other two, but I think to expect all three areas to be flawless, especially in a free RPG Maker game, is a bit much.
Otherwise, you had some decent points that most people probably already knew.
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