YOUR 3 FACTORS TO CREATE A GOOD GAME
Posts
Pages:
1
1.- Dont give up, i have always start to create a game but a week later i quit it so I start another. you maybe could be good in RPG MAKER but if you give up you will never end a game. I lately have work on a new game and i havent give up ;D
2.-Of course Knowledge. you cant create a good game if you didnt know how to put a message or how to draw a map, Id you have much but much experience using a program of course you gonna win someone that doesnt know
3.- Imagination, if more imagination more original your game will be, thats why some people hate the covers of another game. all a game consist in imagination (if it doesnt its a cover), the messages, the monsters, the history of course, the batlle animation.
Please put your 3 factors, maybe it will help me to create a good game, or another person.
2.-Of course Knowledge. you cant create a good game if you didnt know how to put a message or how to draw a map, Id you have much but much experience using a program of course you gonna win someone that doesnt know
3.- Imagination, if more imagination more original your game will be, thats why some people hate the covers of another game. all a game consist in imagination (if it doesnt its a cover), the messages, the monsters, the history of course, the batlle animation.
Please put your 3 factors, maybe it will help me to create a good game, or another person.
1.) Always Plan Ahead
I ALWAYS will do this before any project gets started, and it actually saves a few headaches down the road too. Always plan ahead for everything that your game is gonna throw at you, such as the plot, areas, battle system, characters, music, resources, etc. Yes it's a very boring phase, but it's also one of the fun parts of using your brain to think about what your project is going to be! Do you want a shooter? Can you do it? Okay maybe not, what about a RPG? Well how is it going to stand out? Will this work? Planning ahead usually should take you around 2 - 4 weeks, but yours may differ. Let me tell you this! Jumping in might be good too, but remember! Without words on a piece of paper, there is no book! ^^
2.) Be Prepared For The Long Haul
Making any project is going to take a long time, so are you ready to strap yourself in for a long ride? Because most good games take around 3 - 8 months at best, so it's quite a long adventure not just for your hero, but you too. Try and have something that you really enjoy making, and don't make it too difficult! The harder and more features you put in, the longer your quest to finishing a full version game.
3.) Short, Simple & Sweet
The three S rules. SHORT is basically what you need to think about when shooting for a length goal, how long do you want to work on this game? A short project should only be like 3 months and should give the player a hour or two to play with, if it's a longer adventure try and shoot for 20 hours. Having a longer game requires more time to make, AND may get boring for your player playing the game. 50 hours might seem good and all, but your player might be falling asleep by then. SIMPLE because that's what your game should be to create less headaches. Having a lot of features are good, but having SO many can really hurt, suddenly your spending 10 days on a menu system! Try and ditch as many useless features as you can. Do you really need a card battle game? Nah. Consider those things for the sequel, or other games you plan to do. And FINALLY SWEET! Because game making should be fun and a creative time for you, if it becomes stressful or not fun, then you should quit or take a break. Keep at it and you'll finish in no time!
Probably another rule I would put down is work on it for a certain time. I always work on my games for 3 hours minimum. :)
I ALWAYS will do this before any project gets started, and it actually saves a few headaches down the road too. Always plan ahead for everything that your game is gonna throw at you, such as the plot, areas, battle system, characters, music, resources, etc. Yes it's a very boring phase, but it's also one of the fun parts of using your brain to think about what your project is going to be! Do you want a shooter? Can you do it? Okay maybe not, what about a RPG? Well how is it going to stand out? Will this work? Planning ahead usually should take you around 2 - 4 weeks, but yours may differ. Let me tell you this! Jumping in might be good too, but remember! Without words on a piece of paper, there is no book! ^^
2.) Be Prepared For The Long Haul
Making any project is going to take a long time, so are you ready to strap yourself in for a long ride? Because most good games take around 3 - 8 months at best, so it's quite a long adventure not just for your hero, but you too. Try and have something that you really enjoy making, and don't make it too difficult! The harder and more features you put in, the longer your quest to finishing a full version game.
3.) Short, Simple & Sweet
The three S rules. SHORT is basically what you need to think about when shooting for a length goal, how long do you want to work on this game? A short project should only be like 3 months and should give the player a hour or two to play with, if it's a longer adventure try and shoot for 20 hours. Having a longer game requires more time to make, AND may get boring for your player playing the game. 50 hours might seem good and all, but your player might be falling asleep by then. SIMPLE because that's what your game should be to create less headaches. Having a lot of features are good, but having SO many can really hurt, suddenly your spending 10 days on a menu system! Try and ditch as many useless features as you can. Do you really need a card battle game? Nah. Consider those things for the sequel, or other games you plan to do. And FINALLY SWEET! Because game making should be fun and a creative time for you, if it becomes stressful or not fun, then you should quit or take a break. Keep at it and you'll finish in no time!
Probably another rule I would put down is work on it for a certain time. I always work on my games for 3 hours minimum. :)
I don't see why this topic is useful. There are a lot of aspects to making good games, and it seems trite to me to try to concise them into a nicely bulleted list, just to make myself sound like I know what I'm talking about.
1) You have to Like such movies such as StarWars, LOTR, M.Night Movies ( signs, lady in the water, ect...)
2.) You have to have done some form of drugs, I don't care what u say drugs open your mind to things that straight people could never dream of.
3.) You have to be a little off your rocker, People that create Epic movies, music, and games, r a little crazy. Most of the world does not understand them, that's y I doubt anybody is going to understand what I'm talk'n about, hopefully there's a few.
I know people will think these answears r crazy, and to all those people, that's exactly what seperate's people like me, and people like you.
Ps. I'm typeing real fast so don't dis my grammer or spelling!
2.) You have to have done some form of drugs, I don't care what u say drugs open your mind to things that straight people could never dream of.
3.) You have to be a little off your rocker, People that create Epic movies, music, and games, r a little crazy. Most of the world does not understand them, that's y I doubt anybody is going to understand what I'm talk'n about, hopefully there's a few.
I know people will think these answears r crazy, and to all those people, that's exactly what seperate's people like me, and people like you.
Ps. I'm typeing real fast so don't dis my grammer or spelling!
1. Know what you're doing.
2. Know how you're going to do it.
3. Realize as soon as you start the game that none of your retarded ideas work, mutilate it a few times, and piece it all together while telling yourself that your project will still be awesome somehow.
I think that about covers everything.
2. Know how you're going to do it.
3. Realize as soon as you start the game that none of your retarded ideas work, mutilate it a few times, and piece it all together while telling yourself that your project will still be awesome somehow.
I think that about covers everything.
author=Blitzen link=topic=1718.msg27332#msg27332 date=1218822572
I don't see why this topic is useful. There are a lot of aspects to making good games, and it seems trite to me to try to concise them into a nicely bulleted list, just to make myself sound like I know what I'm talking about.
If its not useful to you, you are entitled to ignore it. I'd rather look at this topic as "Three things that work best for you," though.
1. Play tons of games first so you know what's good and bad.
2. Good design. Most games don't have this, for some reason.
3. Know what you're doing and get things done.
4. Make the game fun, got it?
2. Good design. Most games don't have this, for some reason.
3. Know what you're doing and get things done.
4. Make the game fun, got it?
I'm hardly qualified to say what makes a good game =) Here are things I've considered:
1) No matter what resources go into this game; if I don't want to sit through my battles, no one else will. A game needs to be a game, first and foremost. RM movies are a clever idea for getting a story out, but if you want to make a game, you ought to know why, even if you simply want something more interactive than a movie-game.
2) Keep the expanse of your universe in check. It's ok to want to have a rich, epic setting spanning continents, worlds, or parallel dimensions. Have fun creating all of the religions, politics, and histories of your world(s). A lot of game makers have created settings so rich that they feel compelled to bring the player into all of it very quickly; either by introduction scenes explaining the status quo of the world(s), or by introducing heroes that seem to know far more than the player does. I want to feel like I am growing with my hero, and not playing a lot of catch-up at the beginning of the game. There's plenty of time to introduce the expanse of your universe throughout the game!
3) Hard to think of a third, as I didn't really have opinions like this prepared prior to this topic. I guess in terms of my personal preference, I'd like to emphasize characterization. My guess is that if you're attempting emotional impact, you're going to want good characters. Gameplay is the element of your game where you have your player in mind. For story and characterization, forget about the player; focus on your characters. That is, don't try to evoke emotion from the player, it could cause the player to look through the game into the developer's intentions and disconnect the experience. Determine what events would cause an emotional reponse with your characters, how dramatic that response is, and then design the scene accordingly. The player will feel the emotion through their connection to your characters.
Again, these aren't rules, they are merely aspects of game development I've considered.
1) No matter what resources go into this game; if I don't want to sit through my battles, no one else will. A game needs to be a game, first and foremost. RM movies are a clever idea for getting a story out, but if you want to make a game, you ought to know why, even if you simply want something more interactive than a movie-game.
2) Keep the expanse of your universe in check. It's ok to want to have a rich, epic setting spanning continents, worlds, or parallel dimensions. Have fun creating all of the religions, politics, and histories of your world(s). A lot of game makers have created settings so rich that they feel compelled to bring the player into all of it very quickly; either by introduction scenes explaining the status quo of the world(s), or by introducing heroes that seem to know far more than the player does. I want to feel like I am growing with my hero, and not playing a lot of catch-up at the beginning of the game. There's plenty of time to introduce the expanse of your universe throughout the game!
3) Hard to think of a third, as I didn't really have opinions like this prepared prior to this topic. I guess in terms of my personal preference, I'd like to emphasize characterization. My guess is that if you're attempting emotional impact, you're going to want good characters. Gameplay is the element of your game where you have your player in mind. For story and characterization, forget about the player; focus on your characters. That is, don't try to evoke emotion from the player, it could cause the player to look through the game into the developer's intentions and disconnect the experience. Determine what events would cause an emotional reponse with your characters, how dramatic that response is, and then design the scene accordingly. The player will feel the emotion through their connection to your characters.
Again, these aren't rules, they are merely aspects of game development I've considered.
1) Stay within your range - Don't do what you know you can't
2) Take risks - Just...try something different with your story and characters, but make sure your plot doesn't seem contrived.
3) Just have fucking fun - This is not a career. You are not getting paid. No need to take game making so seriously.
2) Take risks - Just...try something different with your story and characters, but make sure your plot doesn't seem contrived.
3) Just have fucking fun - This is not a career. You are not getting paid. No need to take game making so seriously.
1. Fun
Why else would people play it if the game were not fun? I have made a lot of games, a lot of them were not fun, because they were not challening or did not have enough quirky rewards. I heard about it from everyone. Comedy is a lot more appealing when sitting infront of a computer screen than hardcore action, cause a RPG just isn't going to get hardcore.
2. Short & Sweet
Keep games short, make lots of good games. Sometimes ideas make better movies than television shows if you know what I mean.
3. Fleshy Depth
Sure that sounds weird, but people like to be immersed in a world that they can realize is your game instead of *just like everyone else's*. Flesh out your game with details that will again, make your game fun.
Why else would people play it if the game were not fun? I have made a lot of games, a lot of them were not fun, because they were not challening or did not have enough quirky rewards. I heard about it from everyone. Comedy is a lot more appealing when sitting infront of a computer screen than hardcore action, cause a RPG just isn't going to get hardcore.
2. Short & Sweet
Keep games short, make lots of good games. Sometimes ideas make better movies than television shows if you know what I mean.
3. Fleshy Depth
Sure that sounds weird, but people like to be immersed in a world that they can realize is your game instead of *just like everyone else's*. Flesh out your game with details that will again, make your game fun.
1) Know your medium's limitations. Don't plan on making something your version of RPG Maker can't deliver.
2) Have a good storyline in mind. People play RPGs for the story more than anything else, so don't sacrifice it for anything. Craft your towns and dungeons around the story, not vice versa.
3) Sidequests and hidden content. I personally love it when a game offers me sidequests, especially if it's a good game that I wouldn't mind playing a few hours longer. And hidden content like Bonus Dungeons, or messages from the staff are always a plus. So I try and work both into every game I make. ^_^
2) Have a good storyline in mind. People play RPGs for the story more than anything else, so don't sacrifice it for anything. Craft your towns and dungeons around the story, not vice versa.
3) Sidequests and hidden content. I personally love it when a game offers me sidequests, especially if it's a good game that I wouldn't mind playing a few hours longer. And hidden content like Bonus Dungeons, or messages from the staff are always a plus. So I try and work both into every game I make. ^_^
Pages:
1