TUTORIAL: MAKE A GOOD GAME.
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Let the mastah of puppatz tell you how to make good game.
Item and Skill Names:
When you make skill, should it be Cure, Blizzard or Fire? No! That's old! (Expect if you're making FF Fan game) That sounds now so boring so give more interesting names
like, Hellfire of Efreet(Ifrit), Wrath of Shiva and God's Touch, it should be something like that or you can use Latin names.
Items too.... Bronze Sword, Iron Hammer, Steel Shield, Fire Scroll blah, same boring generic shit.
Sword of Courage, Burning Blade, Gaia Maul, Scroll of Hellfire, Armor of Ocean and Aeolus' Shield. That sounds good. Remember always this when making skills and items!
The plotline:
Plot should be good, Don't copy it from Final Fantasy X (Expect if you're making remake) Also, stay out from cliches, two or three cliches aren't bad but...
when there comes many and more and more... Then player thinks 'Hmm. This is almost same like that and that and....' So remember. Nine crystal legends and crystal shattering are old crap. Make a good plot. If it's done in 5 minutes, it's crappy,
Mostly.
Music:
Why everyone takes music from Chrono Trigger, Final Fantasy and Breath of Fire?
Why not to take music from Terranigma which is good game but many don't play it.
Or why don't make your own music with for example, Midi Maker?
Think which music fits for every map and scene. If you take some music from music
artists like Nightwish, it sounds stupid in fantasy RPG expect if year is about 1980-2000 and hero listens it from CD Player.
That's it. I hope this helps beginners or more experienced.
Item and Skill Names:
When you make skill, should it be Cure, Blizzard or Fire? No! That's old! (Expect if you're making FF Fan game) That sounds now so boring so give more interesting names
like, Hellfire of Efreet(Ifrit), Wrath of Shiva and God's Touch, it should be something like that or you can use Latin names.
Items too.... Bronze Sword, Iron Hammer, Steel Shield, Fire Scroll blah, same boring generic shit.
Sword of Courage, Burning Blade, Gaia Maul, Scroll of Hellfire, Armor of Ocean and Aeolus' Shield. That sounds good. Remember always this when making skills and items!
The plotline:
Plot should be good, Don't copy it from Final Fantasy X (Expect if you're making remake) Also, stay out from cliches, two or three cliches aren't bad but...
when there comes many and more and more... Then player thinks 'Hmm. This is almost same like that and that and....' So remember. Nine crystal legends and crystal shattering are old crap. Make a good plot. If it's done in 5 minutes, it's crappy,
Mostly.
Music:
Why everyone takes music from Chrono Trigger, Final Fantasy and Breath of Fire?
Why not to take music from Terranigma which is good game but many don't play it.
Or why don't make your own music with for example, Midi Maker?
Think which music fits for every map and scene. If you take some music from music
artists like Nightwish, it sounds stupid in fantasy RPG expect if year is about 1980-2000 and hero listens it from CD Player.
That's it. I hope this helps beginners or more experienced.
Sadly aesthetics do not solely make a good game. I understand what you are getting at however in order to make a good game, you first need 1) Creativity and 2) Desire. With those two things also comes 3) Guidance as well as 4) Experience. You can not simply create a good game without these four factors. Regardless of Music, Weapon Name, Spell Names and such these don't make a game. 1. Creativity: An original story, perhaps utilizing allusions to history or a common story, 2. Desire: When you set out to make a a game you should set out to make the "Best Game" you can make. Of course there are times in which you make games to obtain experience, but I don't believe if you say "Oh well, my name may not be the best, but it will be ok", your game will come out. You need to have a positive mind set, and stay focused despite competition from others. This brings us to 3: Guidance. How do you expect to make a game, if you have never played a game? In order to make a good game, you need to test the waters so to speak. Test out acouple of games, get some ideas, get inspired. Take the good and bad qualities of games that you have played and learn from these. Lastly 4: Experience, trust me this is where it hits home. Without Experience it is hard for you to know, what really is a "good" game. After 4 Attempts at RMGame. Over and Over again, making new worlds, stories, and characters. I think i have finally gotten it right with The Last Bible. In order to make a good game you have to try and try again. The more games you make, the more experience you get with the source, as well as the more experience you get with creation. Now that does not go to say that there are not those who can make it with 1 or 2 Games under their belt. But in my experience in creation failure only helps and never hopes. Sure Aesthetics are excellent, however they don't make a game. They along with Creativity, Desire, Guidance, and Experience will make a good game.
I don't see anything wrong with a generic story (everything beens done once already) Some people can't come up with a good plot yet have areas that they handle well. That doesn't make them a bad designer, as long as the characters are handled well and you can tell them apart. I don't see how item names should come into it either, but I do like to see people put more effort than Wooden Sword, Iron Sword, Bronze Sword, Silver Sword, Gold Sword, Mythril Sword etc.
I basically back up everything Ashramaru said, but theres no reason why your first game can't be good even without experience as well (by good, just stick to your standards).
I basically back up everything Ashramaru said, but theres no reason why your first game can't be good even without experience as well (by good, just stick to your standards).
LWG: Lmao you Avatar.
Anyways I've played games with the lamest and most generic Weapon Names, you don't play a game because the Sword has a badass name, you play it because of development, and as LWG said even your first game can be good. But we all have different standards of good, but good point bro.
Anyways I've played games with the lamest and most generic Weapon Names, you don't play a game because the Sword has a badass name, you play it because of development, and as LWG said even your first game can be good. But we all have different standards of good, but good point bro.
Nightowl: Is your real name Uwe Boll?
Either way, you have good intentions, but your ideas are extremely superficial.
Either way, you have good intentions, but your ideas are extremely superficial.
I would have to agree. I actually like the 'standard' item and spell names because I know immediately what they do. Also, Terranigma is terrible, sorry :)
This isn't really a tutorial, since it offers no useful advice. This isn't about making a good game either, because the stuff you talk about has nothing to do with a 'game' being 'good'. Based on this, your ideas on what makes a game good are, in fact, pretty lame, and I wouldn't expect much from your project based on this 'advice'.
I would lock this, but some of the discussion that will result from this so-called tutorial will probably be interesting and perhaps helpful to you.
Also, what the hell are you talking about Ashramaru?
I would lock this, but some of the discussion that will result from this so-called tutorial will probably be interesting and perhaps helpful to you.
Also, what the hell are you talking about Ashramaru?
My point of view, I think people are forgetting the RM systems are made for "amateur" game making. People standards for these are way too damn high, but I am not saying to make your game crap, just get used to not seeing much of professional works at hand. There are though, very good creators about in these maker communities.
Now if you are an actual game designer working for a company, that's a totally different story. Plus it's just a hobby unless you actually use XP or VX to make a little money for your own game.
@Karsuman: Maybe it's just me, but it seems you are always locking topics. >_<;
Now if you are an actual game designer working for a company, that's a totally different story. Plus it's just a hobby unless you actually use XP or VX to make a little money for your own game.
@Karsuman: Maybe it's just me, but it seems you are always locking topics. >_<;
@ Nightowl:
Items and Skill Names:
You used Hellfire twice, WHERE'S THE CREATIVITY MAN?! Although I agree that creative names can help, games rarely use names like that unless they're powerful items. A Sword of Courage shouldn't replace a simple Bronze sword. I agree with Karsuman, that things like this don't make a game good.
The plotline:
The time it takes to make a plotline doesn't tell you if it's good or not. Some people just might be exploding with creativity and it only takes 5 minutes to create a golden storyline. Or a storyline might also be a placeholder and the developer is just trying to present the gameplay of his game, not a story. Also, rarely do people actually steal a plotline from a game. The only time you see a resemblance is whenever its a combination of a lot of games, and the creator is normally very young and doesn't produce a complete game as it is. They really usually steal characters from games, but not the plot.
Music: Well, the music from those games is actually good, so why not use it? Some people don't have the ability to go and create perfect music for every situation, but they can at least get music from a good game. Also, some people might not recognize it right away as well. Also, the Terranigma comment about it being a good game and people not playing it often doesn't relate to music as all.
I also don't believe this is a Tutorial, as you haven't shown people how to do anything, which is the sole purpose of a Tutorial. You pretty much just said all generic games suck. The way the developer has used names, storylines, music, gameplay, etc. is what makes a game good IMO. Not all of those things themselves. But hey, if I just need a Helm of Destruction and Holybane The Dragonwhisker to make you happy, then by the level of your standards, you'll like pretty much any game.
Items and Skill Names:
You used Hellfire twice, WHERE'S THE CREATIVITY MAN?! Although I agree that creative names can help, games rarely use names like that unless they're powerful items. A Sword of Courage shouldn't replace a simple Bronze sword. I agree with Karsuman, that things like this don't make a game good.
The plotline:
The time it takes to make a plotline doesn't tell you if it's good or not. Some people just might be exploding with creativity and it only takes 5 minutes to create a golden storyline. Or a storyline might also be a placeholder and the developer is just trying to present the gameplay of his game, not a story. Also, rarely do people actually steal a plotline from a game. The only time you see a resemblance is whenever its a combination of a lot of games, and the creator is normally very young and doesn't produce a complete game as it is. They really usually steal characters from games, but not the plot.
Music: Well, the music from those games is actually good, so why not use it? Some people don't have the ability to go and create perfect music for every situation, but they can at least get music from a good game. Also, some people might not recognize it right away as well. Also, the Terranigma comment about it being a good game and people not playing it often doesn't relate to music as all.
I also don't believe this is a Tutorial, as you haven't shown people how to do anything, which is the sole purpose of a Tutorial. You pretty much just said all generic games suck. The way the developer has used names, storylines, music, gameplay, etc. is what makes a game good IMO. Not all of those things themselves. But hey, if I just need a Helm of Destruction and Holybane The Dragonwhisker to make you happy, then by the level of your standards, you'll like pretty much any game.
author=Jakester link=topic=1551.msg24601#msg24601 date=1216597880
@Karsuman: Maybe it's just me, but it seems you are always locking topics. >_<;
I only lock topics if they serve no purpose, are outright stupid or break the rules.
If no one enforces them, what's the point of having rules in the first place?
Now let's stay focused on the topic, thanks.
This is not a very good anything. You have failed to establish any really solid concepts of what makes a good game. You have just listed what you think doesn't make a cliched game.
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