WHAT WOULD MAKE AN RM2K3 GAME BE GREAT AT BEING ITSELF?
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THIS THREAD IS RM2k3 ONLY. DO NOT COMMENT ON RM2K, RMXP, RMVX. DO NOT EVEN THINK ABOUT GAMEMAKER OR SPHERE OR ika OR VERGE OR FURY^2 OR OR OR OR.
So, people always try to make an rm2k3 game that BREAKS LIMITS or EXCEEDS EXPECTATIONS. They use ripped graphics most of the time and most people use the DBS with some sort of little tweak. Gameplay usually revolves around collecting little shiny things (seriously. play any rm2k3 game and there will be shiny things on the ground) while exploring dungeons that may or may not have a fog overlay.
We've ranted and raved about that long enough, however. AMATEUR GAME DESIGNERS SUCK IF THEY AREN'T CREATIVE and all that aside... how do make an rpgmaker2k3 game that is really, really, really at being an rm2k3 game? In other words, an rm2k3 game that knows that it's an rm2k3 game.
Examples of this mindset are the rm2k game Three the Hard Way (normally impossible-to-get chests that instant-kill you if you cheat to get them) and basically any humor game. TTHW doesn't really cut it any more and is rm2k anyway (I'm looking for lots of discussion about battles as well as exploration, here), and humor games tend to be not-so-great 50-80% of the time.
How do you open up RM2k3 and make a game that is really great at being an rm2k3 game; that is fun and interesting, yet knows that it's made a somewhat awkward program?
So, people always try to make an rm2k3 game that BREAKS LIMITS or EXCEEDS EXPECTATIONS. They use ripped graphics most of the time and most people use the DBS with some sort of little tweak. Gameplay usually revolves around collecting little shiny things (seriously. play any rm2k3 game and there will be shiny things on the ground) while exploring dungeons that may or may not have a fog overlay.
We've ranted and raved about that long enough, however. AMATEUR GAME DESIGNERS SUCK IF THEY AREN'T CREATIVE and all that aside... how do make an rpgmaker2k3 game that is really, really, really at being an rm2k3 game? In other words, an rm2k3 game that knows that it's an rm2k3 game.
Examples of this mindset are the rm2k game Three the Hard Way (normally impossible-to-get chests that instant-kill you if you cheat to get them) and basically any humor game. TTHW doesn't really cut it any more and is rm2k anyway (I'm looking for lots of discussion about battles as well as exploration, here), and humor games tend to be not-so-great 50-80% of the time.
How do you open up RM2k3 and make a game that is really great at being an rm2k3 game; that is fun and interesting, yet knows that it's made a somewhat awkward program?
Interesting topic, but it might be a difficult concept for some people.
A good comparison to what Craze is describing: in movie editing, when making a 'cut' (to a new image) we can make it blend seamlessly, or we can draw attention to the cut with things...with cross-fading, for a shitty example.
Things that would make us think, "hey this is an rm2k3 game" would be: cameos (from Cloud to Alex the generic hero), jokes related to out-of-game events, pop culture references, dying (now we have to reload!) and common tilesets (RTP, Mac&Blue, Rudra Rips). Unintentional and bad things exist for this too: consistent spelling/grammar errors, ACTUAL errors (aka. crashing), passability issues, obvious map design errors and overlay overuse/darkening the screen so it is practically black. Including shitty art of your characters rarely helps, too (I'm looking at you and you're crappy softcore elf porn, Indinera).
The Sword and the Fish is a good example of what Craze is talking about, and it largely succeeds, but it is also an rm2k game.
A good comparison to what Craze is describing: in movie editing, when making a 'cut' (to a new image) we can make it blend seamlessly, or we can draw attention to the cut with things...with cross-fading, for a shitty example.
Things that would make us think, "hey this is an rm2k3 game" would be: cameos (from Cloud to Alex the generic hero), jokes related to out-of-game events, pop culture references, dying (now we have to reload!) and common tilesets (RTP, Mac&Blue, Rudra Rips). Unintentional and bad things exist for this too: consistent spelling/grammar errors, ACTUAL errors (aka. crashing), passability issues, obvious map design errors and overlay overuse/darkening the screen so it is practically black. Including shitty art of your characters rarely helps, too (I'm looking at you and you're crappy softcore elf porn, Indinera).
The Sword and the Fish is a good example of what Craze is talking about, and it largely succeeds, but it is also an rm2k game.
Utilising elements from such webcomic classics as RPGWorld and VGCats you can easily produce a list of series 'staples' that self parody within a story. For example a hero obsessed with level grinding, the breaking of the fourth wall to speak directly to the player, and jokes based around the game disc skipping, etc.
Any true Rm2k3 game would star Alex (Zack's a loser).
I wouldn't mind seeing a quality game made entirely from the RTP, or at last RTP edits. Ripped stuff wouldn't seem right for THE RPG MAKER 2003 GAME. Or if not RTP then something like Mac&Blue or whatever its called.
I wouldn't mind seeing a quality game made entirely from the RTP, or at last RTP edits. Ripped stuff wouldn't seem right for THE RPG MAKER 2003 GAME. Or if not RTP then something like Mac&Blue or whatever its called.
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