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LENGTH OF GAMES, NUMBER OF CHARACTERS, AND VARIOUS OTHER THINGS!

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So, I'll just copy/paste a reply I got on a thread elsewhere (no names included). I will say that I do agree with this person's points, though some I have to wonder about. This is gonna be a big wall of text here. Yes, it will involve some stuff about my game, but this isn't about my game in general.

I didn't read the whole thread, but if you want my 2cc, try making a decent 6 hour quest, focus on few characters and plots instead of an overly ambitious 20 hour long beast that will be delayed for 4 years and you'll probably quit out of frustration. I'm seeing way too many characters in that screenshot already.

It's easier to gather feedback on a small game, learn from it and expand on it in a sequel. Never leave an aspect of the game depend on a person alone, place deadlines and enforce them. Even if people aren't ready make them show you what they got thus far. If someone's not contributing drop him from the project entirely and always have replacements.
Finishing sprites should be your priority right now, get a different artist asap or the project will die, doesn't matter if the styles clash, you may not even end up using every sprites in this project.

Hint: If you don't want to use FF6 monsters try Bahamut Lagoon, FF1&2 GBA, the SaGa series all had the same style, try the many remakes of Lunar, the SNES has lots of obscure rpgs for that matter, watch some let's plays on youtube and rip them.
Use the youkais from genius of sapheiros, screw art consistency as long they fit well.
Forget fancy status effects, the nice touches and palette cycles, no one is gonna play this for graphics, go with default rtp ones. Look at the Mugen community if you need some hit sparks, lasers, explosions and sounds.

Demos are pointless as this is not a commercial product you're trying to sell, I'd rather have little engine tests, like a small dungeon or a coliseum thing where I can test out the battle mechanics. Think of debug rooms, that makes it easier to point out what's wrong with your battle system.
RPG demos are usually 3 hour long and end up being all text and no game. Work on your game.

And please just finish this motherfucker. Even if everyone ends up hating it at least you'll have done more than 98% of all RPG Maker devs. Getting a project done, no matter how small is always more satisfying.
You can always go back to the art and fix it later, think of touhou mother, the first version wasn't too easy on the eyes, neither did Labyrinth of Touhou but later on they went back to it and improved their art. Think of embodiment of scarlet devil and how much ZUN improved from that to Imperishable Night.
Changing RPG Maker sprites is pretty straight forward, it'll be easier to find voluntary spriters once this thing gets done. Get the game finished first, no one wants to see their art go to waste on a dead project.



So I do agree that starting with a huge project is kinda silly and all, but I also kinda think that if the person has the willpower (and the time in my case...) to do such a thing, they should be able to do so. I mean yes, starting with a smaller project and then working up on it is ideal, but I just don't think that a small project would fit with a story that's meant to fit with a longer project.

And on that note, I also do agree that there should be a limit to how many characters are playable (yes, in mine there's a grand total of 53 playables, but only 24-28 are fully playable. Still a lot, but I don't think the game would work the same in terms of story if I didn't have all of them, savvy?), but at the same time, as I already stated, it just depends on how they fit into the story and whatnot.

And on the topic of demos, do you think demos are pointless or not? I don't think they are per say, as they help get feedback on the game up to the point that you're at and whatnot (plus having bugs fixed and stuff is pretty nice no?). Plus, it's one of the only ways to really GET the game out there no?

And on the topic of debug rooms and such as the user mentioned (I already use one in my game which I left open for players to have fun in), do you think they should be accessible and/or made as the user said or not?
slash
APATHY IS FOR COWARDS
4158
Willpower is something you have to build; it's a skill, just like anything else. Some people have the willpower to finish a big game as their first project, but that likely means they built the discipline to do that somewhere else. I can't think of a reason why anyone SHOULDN'T start their first project small.

Only add new characters if they bring something to the gameplay and story. Filler is no one's friend, your players can smell it and you'll hate making it.

Demos are great, and everyone should make them. Games are an interactive medium - screenshots or even gameplay videos don't really cut it as promo tools. They're good for a quick overview, but the meat of a game is in the gameplay.

Debug rooms can be fun, but don't just throw 'em in because they're there. If it doesn't make sense for your game to have a debug room (like most RPGs) you probably shouldn't add it.

In the end, it's up to you.
My project was not small when I started out. Before I even bought RPG MakerXP I had this all encompassing game with all these different ideas and whatnot, but I decided that before I made the all encompassing game I would first make a game that was strictly according to the template of XP, but even that game isn't small. Only the graphics and some of the music were imported. Everything else was according to the template. I know I made some gaphaws with that first game, but that's what learning is all about. But even those who was to do big on their first games need to draw some necessary lines.
I'm going to agree with the poster you quoted. Most developers who start with big projects end up not completing them. That's why I often suggest new developers to start with smaller projects. That being said, there's also nothing wrong with working on a big project, as long as you don't let it overwhelm you.

Like I said in another topic about having many characters. I don't think it's a problem, but only a certain amount of those should actually be "important" story characters. After that you can add as many extra characters as you want. Once again though, having more characters adds more work, so you must be careful not to let it overwhelm you.

Demos are great, because they can make you work on certain parts more at times since you want to finish these parts for the demo. Same thing for a trailer. Just don't fall in the demo trap where you release a demo and then never work beyond that demo.

Debug rooms... Well I have nothing against them, but I like it if they are hard to find. Like a super secret part of the game that you might only find the second time you play.
author=Xenomic
So I do agree that starting with a huge project is kinda silly and all, but I also kinda think that if the person has the willpower (and the time in my case...) to do such a thing, they should be able to do so. I mean yes, starting with a smaller project and then working up on it is ideal, but I just don't think that a small project would fit with a story that's meant to fit with a longer project.


Then don't use that story for now. Put it on hold. Make a few small games, and then come back to your big project.

The other piece of advice that I'd give is that you should probably know when to say "enough is enough" with regards to a set of concepts. I've shelved several games which began as "small project to get me started"-type games, only for me to think "You know, I'd really like to explore this aspect a bit more...", and suddenly they're no longer small projects. Think of a small concept that you'll be willing to keep as a small concept.
I sometimes wish I had read the advise about taking on a smaller project. I did get overwhelmed. I made my city maps too large, and placed too many demands on them. For that reason, I chose to forgo other features that I had wanted to play with, and I'm glad I did. What I was doing was too demanding, and would have knocked out a lot from me. As it was I was glad when I drew some specific lines and stuck to them like glue. After my over experience, I also would say start little even though I didn't.
author=Muninn
Then don't use that story for now. Put it on hold. Make a few small games, and then come back to your big project.

The other piece of advice that I'd give is that you should probably know when to say "enough is enough" with regards to a set of concepts. I've shelved several games which began as "small project to get me started"-type games, only for me to think "You know, I'd really like to explore this aspect a bit more...", and suddenly they're no longer small projects. Think of a small concept that you'll be willing to keep as a small concept.



The problem is that's not how I work at all in anything. Generally once I start something, I stick to it until it's finished (much like how I am with LPs and games. Once I start it, I generally don't switch between games or LPs until I fully finish THAT LP or game. It's the same way with my RPG Maker game. I had 2 at one point, but forgoe'd one of them for the current one that I've been working on for 3 years, mainly because I HAD all of the ideas and whatnot back then. I KNOW I can do this project, and while sometimes I don't LIKE working on it (but really, that's because mostly of boring coding work...I'm sure NOBODY likes to sit there coding the same thing for 4 hours straight), I've already decided that I'm going to see it through to the end one way or another. Just how I am I guess ^^;

Of course, the "enough is enough" idea is something I should take into consideration maybe right now. I've been coming up with more and more ideas for abilities and such, and really, I should save those for later. The main problem I have is that I know that if I try to put something in LATER, that's just going to require MORE work than if I did it now. For instance, right now doing Weapon Bless, and I've had people say wait until you're fully done with the game to put it in. But if I did that, then I'd have ALL of the weapons in the game to deal with instead of a few, which is arguably worse to deal with (especially when you have to copy/paste one weapon 10 times...and there's a LOT of weapons in the game at that). None of my concepts stay small...this project of mine DID start out small and HAD a set story (the game would've been just as long anyways). It's just that the more I worked on it, the more ideas I get and the more I put stuff in. ^^;


author=Julev
I'm going to agree with the poster you quoted. Most developers who start with big projects end up not completing them. That's why I often suggest new developers to start with smaller projects. That being said, there's also nothing wrong with working on a big project, as long as you don't let it overwhelm you.

Like I said in another topic about having many characters. I don't think it's a problem, but only a certain amount of those should actually be "important" story characters. After that you can add as many extra characters as you want. Once again though, having more characters adds more work, so you must be careful not to let it overwhelm you.

Demos are great, because they can make you work on certain parts more at times since you want to finish these parts for the demo. Same thing for a trailer. Just don't fall in the demo trap where you release a demo and then never work beyond that demo.

Debug rooms... Well I have nothing against them, but I like it if they are hard to find. Like a super secret part of the game that you might only find the second time you play.



I think for testing purposes debugs should be left open for beta testers and such. Probably a password or something given just to them for them to access it or something, I dunno. Sorta reminds me of how FFIV has that Developer's Room (not much of a debug room I suppose, but something the same nonetheless right?).


I'm actually confused as to why the original poster there thinks that a demo/beta would be bad to release for this type of game. I mean, how else would that person be able to get feedback and such on the game if they don't put it out there for people to try, savvy?
Good Luck. I did it...tediously, but I did do it.
Well my games usually are of 15-20 hours
iddalai
RPG Maker 2k/2k3 for life, baby!!
1194
Hey Xenomic, I'm gonna paste something I said to a fellow maker:

Since it's the first game you make it's really important that you don't think too big. It can get out of hand if you think too epic. You should aim for completion, the knowledge you build from completing this game will be one of the ground bases for your future projects.

Notepad (or other free text editor) is your friend! Keep a file for bosses (including status, weakness, item drop and skills), treasures (location and content), items (all items in the game, descriptions, prices), skills/magics (who uses them, descriptions, MP cost), characters (heroes description, status, skills), villains/NPC (descriptions).

The above should be done only after you've done the basic plot and the test game to make sure you understand what is possible for you to create.

Now this is only a suggestion, but a good setup for a small first test game is 3 towns and 3 dungeons, 3 types of enemies in each dungeon plus 3 bosses, 4 playing characters, 3 types of weapons/armour/accessories for each playing character. Towns should always have 1 item shop, 1 inn, 1 weapon/armour shop, 2 NPC houses, at least 4 NPC walking around with small messages (one text box long). First dungeon has 1 map (make it simple i.e.: ignore the graphics, it's just an example, 2 treasures, little room to get lost in, a way in, a way out ), second dungeon 2 maps, third 3 maps. Keep it simple!


I think everyone should start small to learn the basics. You can always go back to your current project afterwards. Think about it, in basketball do players start by training a 3 points shoot (which is more difficult) or a 2 points shoot?
I've got to agree with several of the above posters. Short games can be really good for you. Hell, one of my games, Fenrir, can be beaten in 2 hours by some, and games I've made for contest entries (Beyond the Gate for example) are also rather short, and it's good practice.

28 characters sounds like too many. Not just for you, but for the player. In most games, I like to have my core team of 3 or 4 characters, and I rarely switch. I hate when games force me to use the characters that don't form that core, because unless EXP is shared, they're underlevelled and I don't use them because I don't like them! It also causes issues in making sure there are no throw away characters or a character for the sake of a character. It's going to be alot harder for a player to care about 28 people all at once. Hell, I don't even keep that many friends because it's impractical IRL, nevermind virtually.

It also poses the question of how you'll balance all of these characters and ensure there aren't any duplicates, anyone who's essentially performing the same tole, and it also begs the question of how the player is supposed to pick the right team for each situation when they won't know these 28 as intimately and thoroughly as say, a group of 9.
@iddalai: I actually DID something like that to an extent when I first started messing with RPG Maker 2k3, just to get the feel for it and whatnot (this being a super ancient project that WAS going to be a crossover game, but considering that well...it's a crossover game and there's plenty of those as it is...I felt the current one I'm working on was a much better choice). If it matters any at all (which it PROBABLY doesn't...), I DID start out with RPG Maker and RPG Maker 2 (PSX and PS2 respectively...yes I actually DID some things in there, and made a complete game in the original RPG Maker...in about 1 1/2 years. Wish I had a keyboard back then though ;_; ), so I had SOME prior knowledge about what I was doing at least with that (granted, it's much different than 2k3, but a lot of the concepts are the same).


@Sam: The only problem with dropping characters at this point (do forgive the late replying to this, just noticed this topic had posts just now), is that I'm already far enough in the story that dropping them would really hurt the story (I already had a set idea for the story involving all of these characters from pretty much the get-go. Most of the ideas I've implemented actually were from the get-go, though I will admit quite a few things, especially of late, were added in to add more flavor to the game). I've been doing a fairly good job of balancing them for the most part (all in all, there's probably only 2 playables that most people will not use at all because they're much harder to use than others, same deal with 2 optionals but that's mainly due to their gimmicks).
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
You don't have to drop characters from the story just because you're dropping them from the party. They can be temporary characters, or NPCs.
I suppose I COULD (though I already have about 30 temporaries that are needed to tell the story...). It's a tricky thing to deal with, that's for sure...
iddalai
RPG Maker 2k/2k3 for life, baby!!
1194
I also think that's too many characters, but it's your game, if "rules" like those weren't broken than games would all be the same. It might work.

All I can say is go for it! Good luck, hope you make the game you want to ;)
About all I can do at this point in time lol. I already committed myself to this for over 3 year for 50% of the full game, might as well go all the way eh? ^^;
lol @ 53 characters. I'm sure they all have personalities, unique combat skills, lots of background info, etc.. I'm sure the player forms an emotional connection with all of them.

Smaller projects is good advice. I've been working on my project since 2006. Such a mistake.
author=LDanarkos
lol @ 53 characters. I'm sure they all have personalities, unique combat skills, lots of background info, etc.. I'm sure the player forms an emotional connection with all of them.

Smaller projects is good advice. I've been working on my project since 2006. Such a mistake.

I see exactly what you're saying. My game will have a total of 14 characters. Not all of which are important to the story, but still they have to have some personality. A lot of people get sucked into the "because I can factor" by that I mean this. People will just throw a whole bunch of characters in the game cause it sounds cool and fun.

Then you think "oh shit, I put to many characters in here. How will this character fit in with this one and will that mess up the relationship with this character" It just becomes a cluster fuck of confusion and the game will likely get canceled.

EDIT: You don't want people getting bored with your characters. To me, character interaction is right up there with story as the most important part of an RPG.
Woah, this came back from nowhere o_O

I think I've done a decent job at establishing personalities and all of that with each of them (keep in mind, half of them are only temporary characters anyways, but even they have their own personalities, combat skills, etc. Just that their combat skills are less refined as the permanent/optional characters). Sure, SOME of them are just THERE, but that's something I intend on fixing up anyways (well, it was going to happen anyways...just gonna take a bit to GET there seeing as I'm still doing coding business and need to do a lot of mapping).

I intend to see this game through up until the very end, regardless of how long it takes though! Just...gonna take a bit because of all of the mapping I have to do. That's the longest part for me since I hate doing it (coding and story stuff, I don't really mind and that goes relatively quickly for me. Mapping I just don't know what I want to do half the time, and now with the integration of puzzles in the beta5 dungeons, that's gonna be even more confusing for me! I might even need help on the puzzles themselves to make them unique and whatnot ;_; )
author=Xenomic
Woah, this came back from nowhere o_O

I think I've done a decent job at establishing personalities and all of that with each of them (keep in mind, half of them are only temporary characters anyways, but even they have their own personalities, combat skills, etc. Just that their combat skills are less refined as the permanent/optional characters). Sure, SOME of them are just THERE, but that's something I intend on fixing up anyways (well, it was going to happen anyways...just gonna take a bit to GET there seeing as I'm still doing coding business and need to do a lot of mapping).

I intend to see this game through up until the very end, regardless of how long it takes though! Just...gonna take a bit because of all of the mapping I have to do. That's the longest part for me since I hate doing it (coding and story stuff, I don't really mind and that goes relatively quickly for me. Mapping I just don't know what I want to do half the time, and now with the integration of puzzles in the beta5 dungeons, that's gonna be even more confusing for me! I might even need help on the puzzles themselves to make them unique and whatnot ;_; )


more power to you bro. I have been making games since way back in 2000. ALL of my games of ever worked on have been big projects. Only ever finished 2 games, out of about 20 plus. So, just a fair warning. Don't over work yourself.
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