PREFERENCE IN RPGMAKER GAMES
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As I've been working on my project. I've often wondered to myself what players usaully look for in games period. But seeing as most Rpgmaker projects are overlooked. I'm
curious as to what hooks you into an rpgmaker project, and keeps you hooked.
~Sion
curious as to what hooks you into an rpgmaker project, and keeps you hooked.
~Sion
What hooks me into projects are basically games like my own or if they have some kind of flashy or active action to it. A weird and possibly pretentious/egotistical/vain thing to say I'm sure, I don't mean it that way. But that's really what I've come to realize during my time in the community. Most of the games that I actually like are usually similar in style or execution to my own. Or they have some kind of active or flashy element to it.
Anything else, I usually find that I get bored very quickly. That would explain why I just can't like DQ-like games no matter how hard I try to give them a chance.
Anything else, I usually find that I get bored very quickly. That would explain why I just can't like DQ-like games no matter how hard I try to give them a chance.
Good writing / dialogue will keep me playing for more than five minutes. As soon as I see cheesy dialogue for an extended period of time, I close the game. I have no patience for a bad script, but I'm a sucker for well developed characters. After that, the map layout makes or breaks it for me. I like seeing a clear path to follow and I hate large empty spots. If I have to travel through a poorly made field without any clear direction, I close the game. Once I'm content with those criteria, I usually finish the game or demo.
Small filesize, no RTP requirement and a default setting to windowed mode are the things that make me consider a rpgmaker game.
Short and to the point gameplay and some nice action is what keeps me going at least for a while.
I don't know what could possibly keep me playing more than an hour though. It'd have to be something really spectacular.
Short and to the point gameplay and some nice action is what keeps me going at least for a while.
I don't know what could possibly keep me playing more than an hour though. It'd have to be something really spectacular.
author=Skie Fortress link=topic=1076.msg15357#msg15357 date=1210226096Theres nothing wrong with liking your own game Skie, I think the idea behind Rpgmaker is create something you want/like.
What hooks me into projects are basically games like my own or if they have some kind of flashy or active action to it. A weird and possibly pretentious/egotistical/vain thing to say I'm sure, I don't mean it that way.
Something that draws me in to an Rpgmaker game is professionalism in them, like you can tell the author truly put his all into his game, and characters that are interesting or just the characters interaction with each other like Tarin and Luce in Gens 2 haha. Also seeing a world that someone has created is something I enjoy.
I am generally interested in games that strive to defy the conventions and fads that define an RPGMaker game. Something that "feels" a little different from every other game (there are a variety of ways to do this).
This attitude is troubling. While most homebrew games probably aren't very good and maybe you *shouldn't* play them for very long, approaching games with the attitude well gosh there's no way I'll play THIS for more than an hour means that you probably won't be offering very many people your advice and support.
author=Shinan link=topic=1076.msg15380#msg15380 date=1210233556
I don't know what could possibly keep me playing more than an hour though. It'd have to be something really spectacular.
This attitude is troubling. While most homebrew games probably aren't very good and maybe you *shouldn't* play them for very long, approaching games with the attitude well gosh there's no way I'll play THIS for more than an hour means that you probably won't be offering very many people your advice and support.
As many others, I look for a well written script. There's nothing worse to me than terrible dialog and poor character development. Next would be general presentation and overall feel of the game. If the game seems like it was lovingly crafted, polished with time and effort, and some type of customization, I'll usually give it a serious go since the creator apparently did themselves. The third major thing I usually look for in RM games would be mapping. Honestly, I don't care what chipset/tileset you use, as long as you use it well.
Those are probably the big 3 I immediately look at when considering whether or not to play a RM game. =D
Those are probably the big 3 I immediately look at when considering whether or not to play a RM game. =D
The learning curve for a battle system can really affect whether or not I continue playing a game. Ara Fell was absolutely ridiculous! In an amateur game, you DEFINITELY do not want to test your player's patience. In other words, make sure your players do not have to level grind, yet maintain a level of challenge at the same time. I think the games that exemplifies this well would most likely be Demon Legacy or Legend of the Philosopher's Stone.
Secondly, cheesy dialog, as everyone before me sad, can easily turn off your players. Though graphics can be a big issue as well. You cannot imagine how close I was to turning off Love and War because I thought it looked so lame. Despite the fact that it was well-written I almost deleted a gem for that.
Secondly, cheesy dialog, as everyone before me sad, can easily turn off your players. Though graphics can be a big issue as well. You cannot imagine how close I was to turning off Love and War because I thought it looked so lame. Despite the fact that it was well-written I almost deleted a gem for that.
Gameplay. If a game doesn't have decent gameplay, why is it a game? Secondary; characters; not having intriguing characters is problematic, but MIGHT be saved by either point one or point three, which is story. If the story is good enough, it might save the game after a while, but it's kinda hard to hook someone by the story or plot. A well-made intro might do this, but if there isn't anything to back the story up well into the game, then bah
I think it's the overall impression and a little bit of everything that plays in. I mean, I can actually tolerate next to anything graphically and musically.. well, let's just say, speaker volume exists for a reason :) (even though not hearing anything at all sucks big time and could possibly make me not play the game after all).
I think it's the overall impression and a little bit of everything that plays in. I mean, I can actually tolerate next to anything graphically and musically.. well, let's just say, speaker volume exists for a reason :) (even though not hearing anything at all sucks big time and could possibly make me not play the game after all).
Basically of all games made by indie gamers, Rise of the Third Power caught my attention the longest.
The intro was short and sweet.
Even though his music wasn't original, it was used quite well.
Even though the first dungeon was a nightmare, it introduced a battle and skill tree system that was easy to learn and neat.
The storyline was simple and engaging.
The text was brief and high quality.
And probably most of all: There was nothing that screamed this is a crappy indie game.
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Things that make me immediately quit:
-Challenge level of the first few battles being way too high
-Absolutely no creativity in the progression and loot systems
-Long, cryptic, lore-heavy text
-Excessive violence with no point
-Crappy use of crappy music
-Glaring inconsistencies in graphics used
-having no idea what I'm doing when gameplay begins
The intro was short and sweet.
Even though his music wasn't original, it was used quite well.
Even though the first dungeon was a nightmare, it introduced a battle and skill tree system that was easy to learn and neat.
The storyline was simple and engaging.
The text was brief and high quality.
And probably most of all: There was nothing that screamed this is a crappy indie game.
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Things that make me immediately quit:
-Challenge level of the first few battles being way too high
-Absolutely no creativity in the progression and loot systems
-Long, cryptic, lore-heavy text
-Excessive violence with no point
-Crappy use of crappy music
-Glaring inconsistencies in graphics used
-having no idea what I'm doing when gameplay begins
author=harmonic link=topic=1076.msg15442#msg15442 date=1210265087QFT!
Things that make me immediately quit:
-having no idea what I'm doing when gameplay begins
If I have no idea what the hell I'm supposed to do right away, I say fuck it.
author=kentona link=topic=1076.msg15449#msg15449 date=1210266466author=harmonic link=topic=1076.msg15442#msg15442 date=1210265087QFT!
Things that make me immediately quit:
-having no idea what I'm doing when gameplay begins
If I have no idea what the hell I'm supposed to do right away, I say fuck it.
Which is why I think gameplay >>>> storyline. The storyline serves the gameplay.
I would probably love a game that started with the hero reading a letter from a damsel in distress "I'm in the dungeon to the north, save me" then gameplay begins.
author=brandonabley link=topic=1076.msg15404#msg15404 date=1210258119I'm not so sure what's so troubling about it. I come in expecting nearly any game to suck. If it's good I get a pleasant surprise. I find it a lot more pleasant than being disappointed all the time. (It's also true that this is the attitude I have towards most RPGmaker games because I just don't like the default JRPG gameplay)author=Shinan link=topic=1076.msg15380#msg15380 date=1210233556This attitude is troubling. While most homebrew games probably aren't very good and maybe you *shouldn't* play them for very long, approaching games with the attitude well gosh there's no way I'll play THIS for more than an hour means that you probably won't be offering very many people your advice and support.
I don't know what could possibly keep me playing more than an hour though. It'd have to be something really spectacular.
Dwarf Fortress though. Dwarf Fortress was spectacular.
I'm beginning to understand now. This has helped me tremendously.
A lot of your views are similar to my own. Definitely going
to be taking all of this, to better my skills as an indie
developer.
~Sion
A lot of your views are similar to my own. Definitely going
to be taking all of this, to better my skills as an indie
developer.
~Sion
I find that if I am having fun, even if the story or gameplay suck, I am more likely to keep with it.
Case in point: I like both Love & War and Legacies of Dondoran. Love & War has a well-done story with neat characters but very uninspired gameplay. Legacies of Dondoran has a fun menu and battles, but has a lackluster story. People endlessly argue about the merits of gameplay vs story on these and other boards, but in reality it's all about what people find entertaining and what they value - 'fun factor', so to speak. I personally find that a game with a good story and bad gameplay can be entertaining, and vice versa, but others will not.
Keeping that in mind, I am finding the rm2k3 battle system more and more unappealing so my standards are becoming progressively higher. If the game is having trouble with this and the story is bad, it goes right into my trash folder.
Ideally, though, the game is good at both. Then we wouldn't need to worry about it. =)
Case in point: I like both Love & War and Legacies of Dondoran. Love & War has a well-done story with neat characters but very uninspired gameplay. Legacies of Dondoran has a fun menu and battles, but has a lackluster story. People endlessly argue about the merits of gameplay vs story on these and other boards, but in reality it's all about what people find entertaining and what they value - 'fun factor', so to speak. I personally find that a game with a good story and bad gameplay can be entertaining, and vice versa, but others will not.
Keeping that in mind, I am finding the rm2k3 battle system more and more unappealing so my standards are becoming progressively higher. If the game is having trouble with this and the story is bad, it goes right into my trash folder.
Ideally, though, the game is good at both. Then we wouldn't need to worry about it. =)
Pretty girls are neat too.
Even in 320 240 resolution, you can make pretty girls. Pixelated representations of pretty girls. Therefore, sex sells! But only if it's used well. Obviously gratuitious sexual content is really dumb.
Even in 320 240 resolution, you can make pretty girls. Pixelated representations of pretty girls. Therefore, sex sells! But only if it's used well. Obviously gratuitious sexual content is really dumb.
I honestly don't give a shit. Whatever looks fun; I approach everything with an open mind. Hasn't failed me yet.
author=harmonic link=topic=1076.msg15627#msg15627 date=1210372686
Pretty girls are neat too.
I disagree!























