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HOW WOULD YOU DESIGN YOUR GAME TO DESTROY/DEMEAN IT'S QUALITY FROM BECOMING A CLASSIC

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Obviously I don't mean intentionally making your game design worse.

Think of it like the opposite of my other thread "What would you do to increase the legacy of your game design?"

For those who might be confused as to what's wrong about having a game that's like a classic I refer to this quote by Mark Twain:

"A classic is something that everybody wants to have read and nobody wants to read."

Obviously Twain didn't mean for one to destroy their work and this doesn't apply to all videogames but with Rpg Maker games there's always a twofold problem:

-Make a great free rpg maker game and suddenly the audience considers it a standard rather than an outlier and it becomes so difficult for newbies to make and get their games judged correctly

-Make something so much of a classic and suddenly people end up tuning out to the name of the game. This is even more worrisome when it comes to famous indy developers. There's a rock band effect at first but then everyone sorts of tune out when they think it's made by that name. Instead of playing the games, they end up bookmarking it instead unless the developer manages to get past this hump or manages to deceive visitors

Of course for the great game developers, there's little reason for them to even consider this. After all, who the fuck cares what your audience thinks if you have the capability and the name recognition to always get and pierce through the art of your work for art's sake?

I see this as more of a problem for people who aren't so good. For example, since I'm totally new at everything from coding to scripting to understanding RpgMaker game, if I wanted to make a Rpg Maker game where the sprite is on horseback and has an animation to get down - I would have to request it, find a script for it or hope a humorous take of a player referencing to an invisible horse would come off as an intelligent metaphor rather than a lack of resources especially if I was aiming for a more serious type game.

This isn't to say that I should think I could make a classic game from my first game but that's the difficulty of this thread and it once again relies on game makers sharing their own experiences because it's so difficult to just chance upon this if you are a player. No sane game maker I assume would want to reveal the horridness of their game design until they reach a certain level of capability and they can put little clues in interviews or threads like what horrible mistakes they did to their games but it's such an easily ignored topic.

I wouldn't intentionally sabotage my game in the hopes (fear?) of it becoming a "classic". You'd have to be pretty naive or full of yourself to think, "oh hey this game is going to be a classic, better show some false humility and cripple part of my game!"

This is not something a normal person takes (or should take) into account when they are developing their game.

A more appropriate or relatable scenario would be "How do I deal with the notoriety of my name when I make my future games public?"

Like, Stephen King and his "Bachman Books", or the Coen Bros releasing the stinkpile that is Burn After Reading to absorb the blowback from their last film winning Best Picture the previous year.
Craze
why would i heal when i could equip a morningstar
15170
You seem to think that people can design or force the creation of a classic/legacy, I think? Like, I have no idea what you're saying because your posts are just some sort of fapping about having read some dictionaries and famous quotations about literature and trying to apply them to a small, niche community of game-related people who have better things to do than read articles about fucking sabotaging your own game.

I'm going to go with LockeZ here on "this is incomprehensible." It's also pointless and absurd.

I really hope that you feel so goddamn intelligent about this constant stream of terrible, overly lengthy and haughty posts so that my disapproval hurts your ego immensely and you stop mucking up RMN further.
I wasn't talking about sabotage that's why I said this:

Of course for the great game developers, there's little reason for them to even consider this. After all, who the fuck cares what your audience thinks if you have the capability and the name recognition to always get and pierce through the art of your work for art's sake?

The problem with notoriety is that: (and this is a major reason why I emphasized "great game developers" above)

1) How many actual rpg maker devs have names at all outside the rpg maker community? Hell even within the community does anyone really know the Stephen King of Rpg Maker games or the Jenna Jameson of rpg maker Sprites or the Zuckerberg of script making? ...and even if you do, how big are their actual skills? This isn't to demean the community but there's a huge hump between cult fanbase and mainstream fanbase

2) Even for the mainstream guys, this is vastly different for them each time and each arc of their lives. For example Stephen King and the Coen Brothers are so above the stratosphere, the comparisons can't even work as simplified analogies because even setting aside resources, the stuff like culture and timing and pleasing producers and the pressure of hitting it big blows any problem an rpg maker dev would have even for ones who are doing it professionally.

At the very maximum, at least based on my vastly limited idea of Hollywood, the closest thing to equate this to the film making industry is like producing a limited TV movie DVD where the game developer asks themselves which part they will include for the director's cut and which aren't with the reverse intention that you will show the director's cut in your game and the original version would be used as a padding point plot hub so that when people actually talk about it, they do so in two things.

Some reviewers would overly focus on the optional side quests that the game ends up looking better.

Some reviewers would overly focus on the main plot, even though they only love it thanks to the side quest, and the game ends up being talked as if it was an epic classic.

Even this isn't very good at being an analogy but I've seen hints of it being done in games such as the Final Fantasy series, the recent Mortal Kombat (although I haven't played it but the plot was said to be a copy of the horrible MK 2 movie but because of the model, the recent MK got praises for it's story), Infinity Engine games like Baldur's Gate 2/Throne of Bhaal/Planescape Torment and some of the indie games to see how this may be possible.

I consider this very poor analogy though because often times the examples are tantamount to just asking "What left-over stuff do you save up for to insert into the sequel?" where as the more subtle stuff like say comedy shows always having some straight guy as a lead to extend the length of a TV show by delaying character development or how some more plot oriented TV series are known for resetting the development of the characters or replacing a fired/released staff with a semi-clone but one played by a different actress are all removed from the topic because they appear as sabotage.

The worse part about that question is that the less we talk about a player not sabotaging the work and the less subtle the game designs are shared the more useless it becomes both due to the example becoming more specific that it can't apply to any other games and also because it's more politically correct and it is rarely that clean during the actual production process.

If all these simply feels like they jump all over the place, just look at your example and try to dissect it.

How can the strategy of absorbing the blowback apply to rpg maker game designers especially the newbie ones even when you chop it up?

How can releasing stinkpiles not come off as sabotage anyway to a game designer who has no name, little fanbase and a small chance of having their game hype go viral?

Then you add that they to have to deal with notoriety once they go public when (at least to my impression) rpg maker game designers gain notoriety because a public game they released, whether future or present, finally gained notoriety even after they have made several games. Even for guys like Stephen King, they weren't releasing instant hits and once they had that notoriety, it came first and foremost because he kept releasing great books which then gets made to the movie before the strategy a comparable analogical attempt of demeaning comes in but wrongly executed as most Hollywood producers tend to botch it up. King's movies then end up sabotaging themselves and the whole sequence becomes incomparable. Greatness of their magnitude brings too many layers to simply amount to much decent advice applicable to game design. Only rpg maker developers IMO can share a close enough account of such game designs.
Craze
why would i heal when i could equip a morningstar
15170
I really hope that you feel so goddamn intelligent about this constant stream of terrible, overly lengthy and haughty posts so that my disapproval hurts your ego immensely and you stop mucking up RMN further.


like seriously do you just have a word generator that spews this stuff out or do you actually sit down and type it all instead of putting that energy to good use
author=Craze
You seem to think that people can design or force the creation of a classic/legacy, I think? Like, I have no idea what you're saying because your posts are just some sort of fapping about having read some dictionaries and famous quotations about literature and trying to apply them to a small, niche community of game-related people who have better things to do than read articles about fucking sabotaging your own game.

I'm going to go with LockeZ here on "this is incomprehensible." It's also pointless and absurd.

I really hope that you feel so goddamn intelligent about this constant stream of terrible, overly lengthy and haughty posts so that my disapproval hurts your ego immensely and you stop mucking up RMN further.

I actually feel better believe it or not. Aside from part about Lockez and the rest, the statements you issued above actually made me feel relieved in the same way someone feels relieved that they had the opposite opinion of a bad judge.

First sentence alone, total opposite of what I mean unlike say someone who is wondering what I'm writing. It shows that you personally harbor ill will against me so much that instead of being confused by my words, you wrote the exact opposite of it and all you had to do was to reverse your entire post to get my premise but because deep down you yourself harbor high and mighty attitude towards others who make you feel bad, instead of weighing upon your own words and just flipping them around to understand mine, you end showing your own hypocrisy and you even fail at something like a basic grammar check when referencing to one quote and talking as if there were quotations. The best part was you bringing up literature as if you need to have read tons of literature to know someone like Mark Twain.

You even indirectly insulted the contents of kentona's post because that's what he was trying to convey when he wrote this:

trying to apply them to a small, niche community of game-related people who have better things to do than read articles about fucking sabotaging your own game. (with the exception that he was using movies of course)

...and my reply did the opposite of agreeing with that. You are the type of poster whom I'm glad I can't communicate well with because I worry that if you somehow got how close you are to understanding my threads, you'll just ruin it with your own high and mighty hypocritical contents that are guaranteed to not lead to anything helpful at all as far as contributing to the pursuit of better game design goes. This isn't to say you aren't a great game designer, I certainly know little about you, but you are the type to guarantee unhelpful posts but thank god you understood my writing. You understood it and reject it. Thank god. Hopefully that means I get less of your types in my thread from now on.
There is no reason to consider this.
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