IS IT A GOOD IDEA TO START OFF BY MAKING A JOKE GAME?
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I'm about to make my first RPG maker game after putting my old one on hiatus or may just scrap it. Do you think its wise to start off with a non serious, silly, and offensive type gag game? I figure this will be easier to make than a serious game and gives me more leeway for improvisation, plus even if its crappy it'll still be worth playing for laughs.
Only if you prefer silly games over serious ones in general - but don't simply do a bad and offensive game and simply say it's meant to be funny. It's where most of the bad games come from.
My opinion would be to start with the gameplay. Very few games start with gameplay, but if you start with a good core of fun gameplay, then you can build out from there with story, graphics and the such like. Trying to build a story and graphics around a non-solid gameplay base can only get you so far. Yume Nikki-esque wandering games have seen to benefit from such a style, which relies on atmosphere and audiovisuals rather than central gameplay, and Visual Novels rely on storyline, characters and the audiovisual component also, but for most other genres I believe that a good solid gameplay backbone can pretty much guarantee a game you can be proud of.
Red Nova recently gave us a sneak peek into Soul Sunder 2's production, the original of which you can see on the site's frontpage, and it is a marvellous game with good storytelling and engaging gameplay. But Red Nova has already started with a prototype of how battles will work, and is making sure that that is engaging first. Sometimes these gameplay mechanics can inform character and story, too. I think that's what's unique about games.
In short, I don't think it matters what type of game you make, per se, as long as you create something that has a solid backbone and deserves to exist. You don't need fantastic graphical prowess or even extremely solid storytelling chops to make a great game. In my opinion, all one needs is a solid idea of game design principles, and a good dose of hard work. Usually that will do you the trick. I'm certainly trying to improve in this area, too.
Hope this helps.
Red Nova recently gave us a sneak peek into Soul Sunder 2's production, the original of which you can see on the site's frontpage, and it is a marvellous game with good storytelling and engaging gameplay. But Red Nova has already started with a prototype of how battles will work, and is making sure that that is engaging first. Sometimes these gameplay mechanics can inform character and story, too. I think that's what's unique about games.
In short, I don't think it matters what type of game you make, per se, as long as you create something that has a solid backbone and deserves to exist. You don't need fantastic graphical prowess or even extremely solid storytelling chops to make a great game. In my opinion, all one needs is a solid idea of game design principles, and a good dose of hard work. Usually that will do you the trick. I'm certainly trying to improve in this area, too.
Hope this helps.
author=CashmereCat
My opinion would be to start with the gameplay. Very few games start with gameplay, but if you start with a good core of fun gameplay, then you can build out from there with story, graphics and the such like. Trying to build a story and graphics around a non-solid gameplay base can only get you so far. Yume Nikki-esque wandering games have seen to benefit from such a style, which relies on atmosphere and audiovisuals rather than central gameplay, and Visual Novels rely on storyline, characters and the audiovisual component also, but for most other genres I believe that a good solid gameplay backbone can pretty much guarantee a game you can be proud of.
Red Nova recently gave us a sneak peek into Soul Sunder 2's production, the original of which you can see on the site's frontpage, and it is a marvellous game with good storytelling and engaging gameplay. But Red Nova has already started with a prototype of how battles will work, and is making sure that that is engaging first. Sometimes these gameplay mechanics can inform character and story, too. I think that's what's unique about games.
In short, I don't think it matters what type of game you make, per se, as long as you create something that has a solid backbone and deserves to exist. You don't need fantastic graphical prowess or even extremely solid storytelling chops to make a great game. In my opinion, all one needs is a solid idea of game design principles, and a good dose of hard work. Usually that will do you the trick. I'm certainly trying to improve in this area, too.
Hope this helps.
Thanks :)
You said you've already started a game. It depends how long you've started on that game. If you've got quite a ways through, then I would say keep continuing with that game, or if you don't like continuing with it, then wrap it up and call it a complete game and release it if you're satisfied with it. The feeling of releasing a complete game is gratifying :)
author=CashmereCat
You said you've already started a game. It depends how long you've started on that game. If you've got quite a ways through, then I would say keep continuing with that game, or if you don't like continuing with it, then wrap it up and call it a complete game and release it if you're satisfied with it. The feeling of releasing a complete game is gratifying :)
I was considering taking the dungeons and town layouts and such and just sticking them in this new game. The old one was stressing me out as I became too ambitious for my first game I think. With something sillier I'll be less stressed out since its not as serious and I'm more free to improvise and experiment.
In the past, I've been paralyzed by the pressure to "do justice" to a game, which, like you said, immobilized my willingness to improvise and/or experiment. To some, it's a necessary skill to overcome the doubt that you are inadequate, and do it anyway. It's hard to ruin a game, and if you retain previous versions, you can always revert back to that version if you happen to do something wrong. The creative journey can also be a very long one where professionals have been known to trawl for at least a decade or two until they come to a creative break. The trick, though, is to keep practicing as much as possible. Success may come overnight for some, but not most, not by a long shot.
I wish you the very best, as I do myself :P
I wish you the very best, as I do myself :P
author=Mr_TagoMagoauthor=CashmereCatI was considering taking the dungeons and town layouts and such and just sticking them in this new game. The old one was stressing me out as I became too ambitious for my first game I think. With something sillier I'll be less stressed out since its not as serious and I'm more free to improvise and experiment.
You said you've already started a game. It depends how long you've started on that game. If you've got quite a ways through, then I would say keep continuing with that game, or if you don't like continuing with it, then wrap it up and call it a complete game and release it if you're satisfied with it. The feeling of releasing a complete game is gratifying :)
I'm pretty sure you don't feel like that because a serious game takes so much more work (making a silly game also takes a lot of writing effort), but because you dislike writing such games in general. A serious game can also be short and made quickly.
author=LightningLord2author=Mr_TagoMagoI'm pretty sure you don't feel like that because a serious game takes so much more work (making a silly game also takes a lot of writing effort), but because you dislike writing such games in general. A serious game can also be short and made quickly.author=CashmereCatI was considering taking the dungeons and town layouts and such and just sticking them in this new game. The old one was stressing me out as I became too ambitious for my first game I think. With something sillier I'll be less stressed out since its not as serious and I'm more free to improvise and experiment.
You said you've already started a game. It depends how long you've started on that game. If you've got quite a ways through, then I would say keep continuing with that game, or if you don't like continuing with it, then wrap it up and call it a complete game and release it if you're satisfied with it. The feeling of releasing a complete game is gratifying :)
I enjoy writing both serious and silly games tbh. Writing game stories and ideas is fun its making them happen that's hard lol. The serious game I started on wasn't that serious anyway and tbh I'm not that attached to it in fact I prefer the silly game I've come up with. And no it isn't just short and poor it'll be a fun game with real effort put into it just a ridiculous storyline.
Just remember a few golden rules:
1) Random != funny
2) Don't just make the text boxes funny. Characters can say silly things, but if you're just walking through the RTP woods to woodwind music... eh. Maybe edit the treebark to be made out of dogs, idk
3) Maintain clarity in what skills/items/actions/etc. do so as not to confuse the player (i.e. don't make every description box a joke)
4) Read more Xanth
1) Random != funny
2) Don't just make the text boxes funny. Characters can say silly things, but if you're just walking through the RTP woods to woodwind music... eh. Maybe edit the treebark to be made out of dogs, idk
3) Maintain clarity in what skills/items/actions/etc. do so as not to confuse the player (i.e. don't make every description box a joke)
4) Read more Xanth
If you need inspiration for ridiculousness in your game, look here.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Personally, I can't stand joke games. To clarify, when I think of a "joke game," I think of a game that has been intentionally made poorly just as a joke. Games that at least attempt to be genuinely funny are okay, as long as the creator puts their heart and soul into it. Games that are intentionally bad, however, leave an awful taste in my mouth for both the game and the developer.
Most of what I wanted to say has been said already by Craze and Cash (thanks for the plug, by the way!), but I would suggest staying away from "offensive," jokes. I put offensive in quotes because it's a pretty broad range of jokes, so here's a few things that I would call offensive to a player:
- Tasteless sexual humor for sexual humor's sake. I assume you're older than 12, so that sort of stuff shouldn't be funny.
- Excessive uses of swearing to sound edgy/funny. It just makes you look like a bad internet celebrity.
- Bad design choices justified with, "it's just a joke," No. You will not waste my time on something you obviously don't care about.
Obviously, this doesn't cover everything, but you get the idea, right? As long as it has a purpose, then I guess it's okay. Just don't put stupid humor just for stupid humor's sake and expect to be taken seriously as a developer. It comes off as stupid and childish. First impressions are important. If you make something absolutely awful, you'll have a much harder time gaining followers for your future endeavors.
So long as you remember that, you can make whatever you want.
Most of what I wanted to say has been said already by Craze and Cash (thanks for the plug, by the way!), but I would suggest staying away from "offensive," jokes. I put offensive in quotes because it's a pretty broad range of jokes, so here's a few things that I would call offensive to a player:
- Tasteless sexual humor for sexual humor's sake. I assume you're older than 12, so that sort of stuff shouldn't be funny.
- Excessive uses of swearing to sound edgy/funny. It just makes you look like a bad internet celebrity.
- Bad design choices justified with, "it's just a joke," No. You will not waste my time on something you obviously don't care about.
Obviously, this doesn't cover everything, but you get the idea, right? As long as it has a purpose, then I guess it's okay. Just don't put stupid humor just for stupid humor's sake and expect to be taken seriously as a developer. It comes off as stupid and childish. First impressions are important. If you make something absolutely awful, you'll have a much harder time gaining followers for your future endeavors.
So long as you remember that, you can make whatever you want.
author=Red_Nova
Personally, I can't stand joke games. To clarify, when I think of a "joke game," I think of a game that has been intentionally made poorly just as a joke. Games that at least attempt to be genuinely funny are okay, as long as the creator puts their heart and soul into it. Games that are intentionally bad, however, leave an awful taste in my mouth for both the game and the developer.
Most of what I wanted to say has been said already by Craze and Cash (thanks for the plug, by the way!), but I would suggest staying away from "offensive," jokes. I put offensive in quotes because it's a pretty broad range of jokes, so here's a few things that I would call offensive to a player:
- Tasteless sexual humor for sexual humor's sake. I assume you're older than 12, so that sort of stuff shouldn't be funny.
- Excessive uses of swearing to sound edgy/funny. It just makes you look like a bad internet celebrity.
- Bad design choices justified with, "it's just a joke," No. You will not waste my time on something you obviously don't care about.
Obviously, this doesn't cover everything, but you get the idea, right? As long as it has a purpose, then I guess it's okay. Just don't put stupid humor just for stupid humor's sake and expect to be taken seriously as a developer. It comes off as stupid and childish. First impressions are important. If you make something absolutely awful, you'll have a much harder time gaining followers for your future endeavors.
So long as you remember that, you can make whatever you want.
I shouldn't have said joke game. I meant a seriously made game with a ridiculous and silly storyline but not one that's just poorly made. By offensive humor I meant like stuff inspired by South Park and adult swim. I want to parody anime and the RPG genre as well. I plan to put my heart into it though and make it actually fun to play.
Please, don't make it a JRPG/Animé parody! So many I have seen don't have any traits to them other than that, with the added bonus of parodying tropes that don't even exist to begin with!
Seriously, having some sideway humor about these kind of things is fine, but do not make it the main point of it.
Seriously, having some sideway humor about these kind of things is fine, but do not make it the main point of it.
author=LightningLord2
Please, don't make it a JRPG/Animé parody! So many I have seen don't have any traits to them other than that, with the added bonus of parodying tropes that don't even exist to begin with!
Seriously, having some sideway humor about these kind of things is fine, but do not make it the main point of it.
No that isn't my intention at all. I meant that as sideway humor.
I think the way you are approaching it is pretty smart. Some great feedback has been given. But if you do nail the humour, one can be pretty forgiving of plain maps and gameplay.
I take it you already made a rough concept of what you are going for - which is great. And already counterintuitive to random collection of to-your-face jokes.
I know many people are taken aback by certain directions (as there are many bad examples out there), but all goes so long as you build it up well.
Just be sure to play to your strengths and build around what you can - if you are not great at dungeon design yet, then do not make large dungeons! Small passages will get the point across as well.
The worst I have seen in first comedy games is a large amount of filler. Large maps, much walking, lots of random encounters serving no purpose whatsoever other than eating away at patience and nerve.
What makes it best is if you can make the whole world into your tool for delivering your comedy. While battle commands must be clear, item or equipment description is free!
Think about what kind of world you are moving in and what tropes you can expect in the setting. Then play with them.
There's lots to be said about humour, and it all depends on what route you are taking. Have fun and play with expectations. I'll look forward to the result!
I take it you already made a rough concept of what you are going for - which is great. And already counterintuitive to random collection of to-your-face jokes.
I know many people are taken aback by certain directions (as there are many bad examples out there), but all goes so long as you build it up well.
Just be sure to play to your strengths and build around what you can - if you are not great at dungeon design yet, then do not make large dungeons! Small passages will get the point across as well.
The worst I have seen in first comedy games is a large amount of filler. Large maps, much walking, lots of random encounters serving no purpose whatsoever other than eating away at patience and nerve.
What makes it best is if you can make the whole world into your tool for delivering your comedy. While battle commands must be clear, item or equipment description is free!
Think about what kind of world you are moving in and what tropes you can expect in the setting. Then play with them.
There's lots to be said about humour, and it all depends on what route you are taking. Have fun and play with expectations. I'll look forward to the result!
author=Kylaila
I think the way you are approaching it is pretty smart. Some great feedback has been given. But if you do nail the humour, one can be pretty forgiving of plain maps and gameplay.
I take it you already made a rough concept of what you are going for - which is great. And already counterintuitive to random collection of to-your-face jokes.
I know many people are taken aback by certain directions (as there are many bad examples out there), but all goes so long as you build it up well.
Just be sure to play to your strengths and build around what you can - if you are not great at dungeon design yet, then do not make large dungeons! Small passages will get the point across as well.
The worst I have seen in first comedy games is a large amount of filler. Large maps, much walking, lots of random encounters serving no purpose whatsoever other than eating away at patience and nerve.
What makes it best is if you can make the whole world into your tool for delivering your comedy. While battle commands must be clear, item or equipment description is free!
Think about what kind of world you are moving in and what tropes you can expect in the setting. Then play with them.
There's lots to be said about humour, and it all depends on what route you are taking. Have fun and play with expectations. I'll look forward to the result!
Thank you! Will take what you've said into account :)
Depends a lot on what you're comfortable with, I myself started with a serious game but ultimately it turned out lame.
Intelligence was a lot more lighthearted and was much more fun to work on, and therefore ultimately showed in it's releases and demos.
Intelligence was a lot more lighthearted and was much more fun to work on, and therefore ultimately showed in it's releases and demos.
author=LightningLord2
Please, don't make it a JRPG/Animé parody! So many I have seen don't have any traits to them other than that, with the added bonus of parodying tropes that don't even exist to begin with!
Seriously, having some sideway humor about these kind of things is fine, but do not make it the main point of it.
The problem isn't JRPG/Anime parodies as a genre, it's that people mishandle them and create something that either doesn't do any better from the tropes they parody or, as you said, "parody" tropes that don't exist to begin with. You could honestly apply that same type of logic with the flood of RPG Maker horror games.
A fair warning to the OP: Comedy is actually not that easy to pull off. First, you need to be familiar with your audience, what relevant current events could make for potential humor, and actually recognize what's funny to begin with. Making jokes about "dicks" and racial slurs may be funny to a couple of twelve-year-olds, but to a mature audience it's a complete turn-off (before anyone says it, yes, I'm guilty of this, but I've learned and moved on since). Similarly, making jokes that have absolutely no context or bearing to what's going on in the plot also risk turning your story into something equivalent to an 80's/90's Saturday morning cartoon, so don't do that.
Second, timing is REALLY important. Don't just spam jokes everywhere with no rhyme or reason, because it creates a monotonous tone in the story of the game and it almost gives viewers/players a sense that you are trying to hard. Don't do it too little, either, otherwise you might as well just call your game a drama.
Timing also applies to the delivery of a joke. A good joke has a "set-up" which the comedian can build up to get the audience curious and engaged. Once they have that set-up, they hit the audience with the "punchline" (the actual funny part of the joke) and laughs and giggles ensue.
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