HOW LONG SHOULD IT TAKE FOR ONE TO FINISH A GAME?
Posts
TIME...

Like dust through an hourglass.
I've been wondering about this for a little while. Since time is precious and limited, it would only be natural to value estimations of how long it takes to finish certain projects. One game you're working on may not be worth the time that it takes to finish it. Sometimes that time could be better focused on other things, like your magnum opus, or just other hobbies for example.
My first game I made took 3.5-4 years to make. My only goal with that game was to have something that I've actually finished. I do love the game, but it's not my magnum opus by any means. Even though I'm overall pretty happy with it and its reception, I can't stop thinking that the game stole 3.5 years of my life. Of course, I had something called a dream that kept me going during development.
My second game, which is of pretty short/medium length (30-50+ hours) took a little under a year to make. I am happier about this, since it feels like I got a lot of stuff done in short time. Still, this might not really be true. I read that Mr. Indinera Falls finishes his games (100-200+ hour RPGs) in 1-2 months. This is a lot faster and just shows how the development time for my second game took too long. An eternity if you compare it to Mr. Falls.
So, the questions I have are; how long should it take to finish a game? How do you calculate the time you will (most likely) spend on working on it? How do you calculate the value of that time, or the value of the project? How long does it usually take for you to finish your games/projects?
My dilemma right now is that I'm teeming with ideas for games. So. Many. Ideas. I don't want to spend too much time on experimental games that people won't like. Cancelling a game is not an option here (I feel like I'm through with that style).
I know that this is very subjective. It depends, I know it does. Still, this is just something that I wanted to discuss with other (perhaps) like-minded people.
I will answer some potential questions before I submit this post.
1. Am I high/drunk? Nope.
2. Am I writing this late at night (3:34 AM) before going to sleep? Yes.
3. Why am I asking weird questions like this? It's something that I've been carrying for a while later. It always feels better to talk about things, right?
As always, I deeply apologize from the bottom of my heart for my English. I try my best, but I always seem to fail. My spell/grammar checker says that I'm good to go, but I'm not too sure about that. If anything is unclear, please let me know.
Good night and (maybe?) see youtomorrow later.
SLIPS AWAY...

It never ends!

Like dust through an hourglass.
I've been wondering about this for a little while. Since time is precious and limited, it would only be natural to value estimations of how long it takes to finish certain projects. One game you're working on may not be worth the time that it takes to finish it. Sometimes that time could be better focused on other things, like your magnum opus, or just other hobbies for example.
My first game I made took 3.5-4 years to make. My only goal with that game was to have something that I've actually finished. I do love the game, but it's not my magnum opus by any means. Even though I'm overall pretty happy with it and its reception, I can't stop thinking that the game stole 3.5 years of my life. Of course, I had something called a dream that kept me going during development.
My second game, which is of pretty short/medium length (30-50+ hours) took a little under a year to make. I am happier about this, since it feels like I got a lot of stuff done in short time. Still, this might not really be true. I read that Mr. Indinera Falls finishes his games (100-200+ hour RPGs) in 1-2 months. This is a lot faster and just shows how the development time for my second game took too long. An eternity if you compare it to Mr. Falls.
So, the questions I have are; how long should it take to finish a game? How do you calculate the time you will (most likely) spend on working on it? How do you calculate the value of that time, or the value of the project? How long does it usually take for you to finish your games/projects?
My dilemma right now is that I'm teeming with ideas for games. So. Many. Ideas. I don't want to spend too much time on experimental games that people won't like. Cancelling a game is not an option here (I feel like I'm through with that style).
I know that this is very subjective. It depends, I know it does. Still, this is just something that I wanted to discuss with other (perhaps) like-minded people.
I will answer some potential questions before I submit this post.
1. Am I high/drunk? Nope.
2. Am I writing this late at night (3:34 AM) before going to sleep? Yes.
3. Why am I asking weird questions like this? It's something that I've been carrying for a while later. It always feels better to talk about things, right?
As always, I deeply apologize from the bottom of my heart for my English. I try my best, but I always seem to fail. My spell/grammar checker says that I'm good to go, but I'm not too sure about that. If anything is unclear, please let me know.
Good night and (maybe?) see you
SLIPS AWAY...

It never ends!
It takes as long as it takes. For some it's a few months, for others it's 7+ years.
*waits for LockeZ to tell us how long he spent working on his V&V game*
:)
*waits for LockeZ to tell us how long he spent working on his V&V game*
:)
You crazy sweds.
A lot depends on the size of the game. If it's small one would think it would take a short time and that's why we have so many completed games with a short time stamp on them.
Those games that run "30-40" hours or much more in some game cases take years. Unless people are just strongly motivated with a skillful team but even then that's gonna take a long time and often longer because of all the custom asset creation. Those can be decades lol
I'be recently have been going nuts in my free time so For the current RE game I say a few months at this pace but possibly a a year if I really expand on the idea and game. But it will most likely be shorter so that I do finish it.
I was surprised to read that DZ! had up to a 2-3 hours of gameplay considering how fast I put it together and it's early completion status.
Depends on the scope of the game as well! The grander the story the longer development time to make it work and test every little nook and cranny.
But I am high and drunk so disregard all that
A lot depends on the size of the game. If it's small one would think it would take a short time and that's why we have so many completed games with a short time stamp on them.
Those games that run "30-40" hours or much more in some game cases take years. Unless people are just strongly motivated with a skillful team but even then that's gonna take a long time and often longer because of all the custom asset creation. Those can be decades lol
I'be recently have been going nuts in my free time so For the current RE game I say a few months at this pace but possibly a a year if I really expand on the idea and game. But it will most likely be shorter so that I do finish it.
I was surprised to read that DZ! had up to a 2-3 hours of gameplay considering how fast I put it together and it's early completion status.
Depends on the scope of the game as well! The grander the story the longer development time to make it work and test every little nook and cranny.
But I am high and drunk so disregard all that
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
It depends on the scope of the game.
Does it have a long single player campaign? That will take WAY longer than most other types of games. PVP games are much quicker to develop, and procedurally generated games still take far less time than creating the same number of hours of content by hand.
Do you have a team? How many hours a week are you working on it? Are you using premade graphics and sound? Are you using premade scripts and gameplay systems that other people have developed libraries for?
I've got a pretty wide variety of timetables under my belt. So as to not disappoint Link_2112, let's go through them, and how I think they became as long/short as they were!
By the way, your English is almost flawless. It's good enough for the fact that you're apologizing for it to actually be annoying.
Does it have a long single player campaign? That will take WAY longer than most other types of games. PVP games are much quicker to develop, and procedurally generated games still take far less time than creating the same number of hours of content by hand.
Do you have a team? How many hours a week are you working on it? Are you using premade graphics and sound? Are you using premade scripts and gameplay systems that other people have developed libraries for?
I've got a pretty wide variety of timetables under my belt. So as to not disappoint Link_2112, let's go through them, and how I think they became as long/short as they were!
Vindication took me eight years to finish. But that was an average of only maybe an hour a week. There was a good four years of hiatus in the middle where I didn't touch it. At the height of its development I was working on it maybe five to eight hours a week. The game is about 20 to 30 hours long.
Born Under the Rain took our team of four people only a month. It has original music but the graphics are almost entirely freeware, with only a few minor edits. However, the big differences are that it's only four hours long, and I think three out of the four of us were working over 50 hours a week on it. We were all extremely motivated. A++ would make a game with this team again.
Last King of Hyrule spent two years in development, even though the game is also only four hours long. It was an uncoordinated team project with over 20 people involved. Past a certain number of people, freeware team projects do not seem to work very well in my experience - especially ones where you let anyone join and help if they want. They take time to train, they make you wait forever for them to finish their parts, they don't like the idea of their work being modified later by other people, and when you want their feedback on changes or on the final game it takes them months to get back to you. This game finally got finished only because enough people went permanently AWOL that the remaining handful of us were able to actually do work without having to deal with them.
Iniquity & Vindication is on like year four of development hell now. It's a one-man project, despite my attempts to recruit help. It's easy to figure out why it's not done - I've done maybe 10 hours of work on it in the last 18 months. Whoops. It has 100% original graphics and is planned to be over 20 hours long, and I care so much about doing a good job that I get intimidated just thinking about what parts to work on, so it will probably never get finished.
Wild Thunder was made in two months with three people but the game is only five minutes long. I think two out of the three of us worked maybe ten hours total on it, and Avee worked ten or twenty times that much.
There were also a few games I made in three days or less but they are borderline unplayable. I made them just as training basically. Grinding experience points as a game designer by making tiny shitty games. I do recommend making some games like this, it's a good experience, it lets you see how well certain ideas work without any context, which helps you understand better why they do or don't work in real games. It also makes you faster at game design, mostly because you get angry with yourself for taking five years on your other projects.
Born Under the Rain took our team of four people only a month. It has original music but the graphics are almost entirely freeware, with only a few minor edits. However, the big differences are that it's only four hours long, and I think three out of the four of us were working over 50 hours a week on it. We were all extremely motivated. A++ would make a game with this team again.
Last King of Hyrule spent two years in development, even though the game is also only four hours long. It was an uncoordinated team project with over 20 people involved. Past a certain number of people, freeware team projects do not seem to work very well in my experience - especially ones where you let anyone join and help if they want. They take time to train, they make you wait forever for them to finish their parts, they don't like the idea of their work being modified later by other people, and when you want their feedback on changes or on the final game it takes them months to get back to you. This game finally got finished only because enough people went permanently AWOL that the remaining handful of us were able to actually do work without having to deal with them.
Iniquity & Vindication is on like year four of development hell now. It's a one-man project, despite my attempts to recruit help. It's easy to figure out why it's not done - I've done maybe 10 hours of work on it in the last 18 months. Whoops. It has 100% original graphics and is planned to be over 20 hours long, and I care so much about doing a good job that I get intimidated just thinking about what parts to work on, so it will probably never get finished.
Wild Thunder was made in two months with three people but the game is only five minutes long. I think two out of the three of us worked maybe ten hours total on it, and Avee worked ten or twenty times that much.
There were also a few games I made in three days or less but they are borderline unplayable. I made them just as training basically. Grinding experience points as a game designer by making tiny shitty games. I do recommend making some games like this, it's a good experience, it lets you see how well certain ideas work without any context, which helps you understand better why they do or don't work in real games. It also makes you faster at game design, mostly because you get angry with yourself for taking five years on your other projects.
By the way, your English is almost flawless. It's good enough for the fact that you're apologizing for it to actually be annoying.
author=InfectionFiles
But I am high and drunk so disregard all that
Aw, I thought your post made sense. It motivated me. Oh well...
@LockeZ: At first, I was surprised to see that WT took so long, but when I checked it up and saw the type of game it was and the mechanic that it used, I do understand. Perhaps custom graphics were even made for it.
The scope depends a lot on the development; I feel like I'd enjoy developing shorter games for a little while, since I wouldn't get that hesitant feeling of rush that I get while developing 20+ hour games; "I want to move on to the next game!".
Maybe I should make some silly games out of the different ideas I keep within me. Sometimes I'm just afraid of losing reputation from making silly/crappy games.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
what?
short/medium length (30-50+ hours)
Bruh what? That's short-medium length for you? Holy crap.
The fact that it took you a little under a year to make it is pretty freakin impressive. Granted, I haven't played it, but the description tells me that what you've done was no small feat. You should be absolutely proud of what you've done!
There's way too many variables to make answering this easy, or even possible. 2014 was a fantastic year for me dev-wise in that I completed FOUR games that entire year. 2015 was much less so in that I only completed small projects that don't have a game page but are still here on RMN, like the Birthday game.
Soul Sunder is about 6-8 hours and took me a year and four months to bring from initial conception to completed product. Granted, a lot of that was learning the RPG Maker engine and writing dialogue, but it was pretty much the only thing I was working on that entire time.
I took a break to in the middle to team up with unity and Sooz to make Remnants of Isolation for the IGMC 2014, so that took a month and the game clocked in at a little under an hour. However the focus was more on the game itself and how to convey the tone and feeling without extensive dialogue, so the priorities were very different.
Prayer of the Faithless, my current project, has now clocked in a full year of time since its initial conception and only an hour long prologue is done. This is a different case from the other examples in that that year has been spent planning everything out. I penned the entire story, wrote out design docs, designed the battle system, and tested it all out with a prototype. So, unlike all my other projects, I've put together everything from the start, rather than just working on the game as I went along. As such, development of the game is taking longer, but the result is that it will be a much smoother experience.
So, in short, it's going to take as long as it needs to, and there is no real right answer to your question. However, I'd encourage you to try out those experimental games. Due to the very nature of it being experimental, some people may not like it. For you as a dev, though, it's a perfect chance to explore concepts and themes that may not be viable for a longer game project, and the ability to mark projects as complete will do wonders for your motivation.
Depends on your goals. 1 month for a prototype, 2 months for refining can be done.
13 months is usually a standard in 'professional' indie projects I worked with outside RM.
13 months is usually a standard in 'professional' indie projects I worked with outside RM.
So, the questions I have are; how long should it take to finish a game?
As long as it takes for you to make something you like.
How do you calculate the time you will (most likely) spend on working on it?
I don't really think it through like that. I just say "I would like to be done by (date)", but if I'm not, I'm okay with that.
How do you calculate the value of that time, or the value of the project?
How much am I learning. What did I learn from this project that will make future projects better? Am I actually enjoying the project?
How long does it usually take for you to finish your games/projects?
Lasting Dreams was about a year. I can't really say for sure because I started it 10 years ago, then found it in my email and decided to finish it.
Right now I'm looking at my project like a clunker car I'm trying to fix up, just for the learning experience. I could've wrapped it up and put a bow on it a couple months ago, but I'm taking time to learn. I'm glad I didn't rush it, because now it's going to be an even better game.
I started with VX Ace about 6 months ago. Coming from Rm2k3, I built the Ascending Dreams systems the only way I knew how, programming each individual enemy event on every map, then copy-pasting them throughout the project. If I wanted to change their behavior I had to go to each map, and edit each event.
Now I've learned some Ruby scripting that can streamline certain processes by naming the events based on their graphics, then controlling the event's AI based on its name, and I'm going back into things that I thought were "done" to make editing things in the future easier. I'm sure I'll learn some new things along the way, which will make me go back and change more, and more, and more, and add more, and change more, and so on.
But going forward, any new Ace projects I start will have those streamlined processes from the start, which will make completing them faster.
As long as it takes for you to make something you like.
How do you calculate the time you will (most likely) spend on working on it?
I don't really think it through like that. I just say "I would like to be done by (date)", but if I'm not, I'm okay with that.
How do you calculate the value of that time, or the value of the project?
How much am I learning. What did I learn from this project that will make future projects better? Am I actually enjoying the project?
How long does it usually take for you to finish your games/projects?
Lasting Dreams was about a year. I can't really say for sure because I started it 10 years ago, then found it in my email and decided to finish it.
Right now I'm looking at my project like a clunker car I'm trying to fix up, just for the learning experience. I could've wrapped it up and put a bow on it a couple months ago, but I'm taking time to learn. I'm glad I didn't rush it, because now it's going to be an even better game.
I started with VX Ace about 6 months ago. Coming from Rm2k3, I built the Ascending Dreams systems the only way I knew how, programming each individual enemy event on every map, then copy-pasting them throughout the project. If I wanted to change their behavior I had to go to each map, and edit each event.
Now I've learned some Ruby scripting that can streamline certain processes by naming the events based on their graphics, then controlling the event's AI based on its name, and I'm going back into things that I thought were "done" to make editing things in the future easier. I'm sure I'll learn some new things along the way, which will make me go back and change more, and more, and more, and add more, and change more, and so on.
But going forward, any new Ace projects I start will have those streamlined processes from the start, which will make completing them faster.
@Red_Nova: Well, I mostly meant RPGs when I talked about length. I can definitely see some more smaller Adventure/horror games being in the 10-20 hour range. Wow, you got a lot of things done during that year (2014). I hope I'll get one of my own "2014" sometime down the road.
I think I'll try to make some short experimental project. After all, I do want to experiment with things as a developer in order to see what works and what doesn't. I always aim to get better and learn new things along the road.
Thanks for showing me the light in my hour of need!
@Infinite: Good points. I always imagined that finishing games would make it easier to develop and complete future games.
I think I'll try to make some short experimental project. After all, I do want to experiment with things as a developer in order to see what works and what doesn't. I always aim to get better and learn new things along the road.
Thanks for showing me the light in my hour of need!
@Infinite: Good points. I always imagined that finishing games would make it easier to develop and complete future games.
I tend to finish event-based games, though, the scale of those games are a lot smaller, and I still barely manage to make maybe-okay-ish stuff. The "bigger" games... I dunno, they just seem to take forever.
So, I guess having a deadline I can't move has something to do with my work ethic! Go fig!
So, I guess having a deadline I can't move has something to do with my work ethic! Go fig!
I get bored really fast, the longest game I made took 1 week and a half to make... Tried doing other stuff but I don't think I can work on the same thing for more than a month....
The time it should take to make something is, obviously, variable. There's no right answer.
The time it should take to make something is, obviously, variable. There's no right answer.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
author=luiishu535
@Red_Nova:Well, I mostly meant RPGs when I talked about length. I can definitely see some more smaller Adventure/horror games being in the 10-20 hour range. Wow, you got a lot of things done during that year (2014). I hope I'll get one of my own "2014" sometime down the road.
I dunno man. 10-20 hours is still a sizable chunk of time for an RM RPG, especially a free one. If it ends up taking 10-20 hours for a player to complete it, great. However, that's a lot of work creating, implementing, and balancing. An RPG can clock in a single hour of playtime and it'd be loads of fun to play. Just take a look at the games made in the last two IGMCs.
Actually, that's what you should try. Next time a contest or game making event comes around, you ought to give it a shot. Having a hard deadline does wonders for your drive and pushes you to make hard choices about exactly what a game would NEED, rather than what would simply be nice to have. That can translate pretty well if you decide to go back to longer projects.
I think I'll try to make some short experimental project. After all, I do want to experiment with things as a developer in order to see what works and what doesn't. I always aim to get better and learn new things along the road.
Thanks for showing me the light in my hour of need!
Awesome!
I've always wanted to join in on the events (mainly because I'd like to get to know more developers/people on here while making games together), but I've been pretty busy with both of my games during the time. I'll definitely try to join up on the next event though!
@Red: I'm sure RPGs can be shorter games, I'm just not used to it. When I think about an RPG, I think about a long term adventure with a decent meaty experience. Long term progressions/preparations also come in mind. I guess I've just found it a little weird to have that grand epic adventure...only 1 or 2 hours long. I've been getting into this a bit more lately though (shorter games) and definitely see the appeal of them. Perhaps it's time for me to start thinking in smaller scales.
@Red: I'm sure RPGs can be shorter games, I'm just not used to it. When I think about an RPG, I think about a long term adventure with a decent meaty experience. Long term progressions/preparations also come in mind. I guess I've just found it a little weird to have that grand epic adventure...only 1 or 2 hours long. I've been getting into this a bit more lately though (shorter games) and definitely see the appeal of them. Perhaps it's time for me to start thinking in smaller scales.
Link_2112
It takes as long as it takes. For some it's a few months, for others it's 7+ years.
*waits for LockeZ to tell us how long he spent working on his V&V game*
:)
i spent a total of 6-7 weeks on my V&V game
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
He seems to think we made a Visions & Vindication crossover
...Maybe we should!?
...Maybe we should!?
12 weeks, no more, no less
jk, it totally depends on the kind of game you're making. Prototypes for an RPG tend to take longer because the "core" gameplay of an RPG involves so many systems and relies on everything from story to atmosphere to mechanics. You can make an RPG in a week or a month and it can be great (Like the IGMC games!) and some games you can make in three days, but it really depends on how long it'll take for you to explore the design of the game in the depth you want to.
That said, whatever dev time you estimate a game is going to take, assume it's going to take three times as long. In my experience, you are going to be at least that far off with your initial estimates.
jk, it totally depends on the kind of game you're making. Prototypes for an RPG tend to take longer because the "core" gameplay of an RPG involves so many systems and relies on everything from story to atmosphere to mechanics. You can make an RPG in a week or a month and it can be great (Like the IGMC games!) and some games you can make in three days, but it really depends on how long it'll take for you to explore the design of the game in the depth you want to.
That said, whatever dev time you estimate a game is going to take, assume it's going to take three times as long. In my experience, you are going to be at least that far off with your initial estimates.
Just a couple of notes concerning Indinera Falls:
1. Most of his games don't actually take as long as advertised. They're still huge, but those numbers are usually generous estimates.
2. The games I've played of his don't value the player's time. Good game design looks for ways to reduce the time it takes to play the game. For him he just doesn't bother, and may even purposefully elongate it (hard to say for certain). I think this is one reason there's so much divide over his games. Those that can accept the senseless padding find a lot of value. Those that can't, don't.
3. He uses a lot of tricks to improve his design speed, especially with mapping. If you look at his rough drafts of dungeons he just grabs the floor tile and draws a bunch of passages, filling in the rest after he has the layout done. He'll even start with a map size of how big he wants the dungeon to be and fill it in, rather than do what we all do and adjust the map size as necessary. He makes extensive use of symmetry for his "nice" buildings, like castles and what-not. Put another way, if he's actually trying to design a nice looking map, he'll just draw half of it and copies it to make it twice as big. He doesn't attempt some of the masterwork that you occasionally see around here. It's all about quick design.
4. He takes the MMO model in his game design. That means combining a bit of player confusion with a lot of dungeons and random battles. Designing plot, towns, cut-scenes -- these take a lot of time and are quickly run through by the player. But a simple increase in the random encounter rate can significantly increase the length of your game with zero extra work. So if you want a longer game, add in a ton of optional side dungeons and what-not. Mandatory battles are also big for him. Expect a lot of on-screen fights you can't avoid (but only face once).
5. Lots of characters and unimportant things to level up. If you want to get everything leveled properly you'll have to replay areas and grind. You also may not even know how you can get everything leveled up properly, which means wondering around the game world fighting battles while you look.
6. He has at least one play tester who plays the game while he's completing it and helps him manage difficulty and squash bugs. This is a HUGE help. Frankly, I'm not even sure if he plays through his own games. Does anyone know?
7. He doesn't waste time trying to find assets. For him, he looks for assets and then fits them into the game rather than the other way around (the exception being anything that he has someone make for him).
8. I almost forgot: he doesn't subscribe to the standard spell design of a lot of games. That means that you won't have a fire, ice, and bolt spell of approximately the same power. It means spells that inflict status effects may also deal damage. It means taking advantage of the default options for weapons and what-not to give a lot of weird bonuses that aren't intuitive for the player. All of this semi-randomness gives players something to think about and consider -- strategy, if you will -- without him actually needing to plan out any semblance of real strategy in the game.
I figured that he takes about two hours of work to design one hour of content, if the advertised numbers are accurate. I tried that once and it would be generous to say the results were satisfying. Yes, I had one hour of game play with only two hours of work. And it didn't look half bad (if you're curious, the entire first dungeon and town of my game Crystals is part of that effort). But the balance was a complete mess since I didn't have time to play test it, and I didn't really have a chance to do any of the more fun coding that I wanted to do. Moreover, it really required focus to work on it. I never sat back and wondered what I was doing. I never questioned if the first dungeon should be three floors or two floors or considered where houses should go in town. I just made the stuff and called it good.
I estimate Indinera Falls takes at least 4 hours per hour of actual in game content. He's also really experienced with it, and so it's easier for him not to think about town layouts, for example. And it might not be that terrible of a method either. If you're just stamping down content to connect your plot points, give side quests, or shop/inn access, you probably don't need to spend that much time in the design. If instead you're creating a more clever, dense, game experience you won't be able to get away with what he was doing. But that's not what he does. His goal is content, and he does that very well.
So to go back to your game design: if you're trying to crank out plot and you're really concerned about time, you may consider skimping a bit more on mapping and gameplay so that you can more quickly get to each plot point. If you do this, be sure to include a lot of stuff for the player, though. If you're not going to purposefully design stuff to be fun for the player, you need enough stuff in there so that they can have fun by themselves.
1. Most of his games don't actually take as long as advertised. They're still huge, but those numbers are usually generous estimates.
2. The games I've played of his don't value the player's time. Good game design looks for ways to reduce the time it takes to play the game. For him he just doesn't bother, and may even purposefully elongate it (hard to say for certain). I think this is one reason there's so much divide over his games. Those that can accept the senseless padding find a lot of value. Those that can't, don't.
3. He uses a lot of tricks to improve his design speed, especially with mapping. If you look at his rough drafts of dungeons he just grabs the floor tile and draws a bunch of passages, filling in the rest after he has the layout done. He'll even start with a map size of how big he wants the dungeon to be and fill it in, rather than do what we all do and adjust the map size as necessary. He makes extensive use of symmetry for his "nice" buildings, like castles and what-not. Put another way, if he's actually trying to design a nice looking map, he'll just draw half of it and copies it to make it twice as big. He doesn't attempt some of the masterwork that you occasionally see around here. It's all about quick design.
4. He takes the MMO model in his game design. That means combining a bit of player confusion with a lot of dungeons and random battles. Designing plot, towns, cut-scenes -- these take a lot of time and are quickly run through by the player. But a simple increase in the random encounter rate can significantly increase the length of your game with zero extra work. So if you want a longer game, add in a ton of optional side dungeons and what-not. Mandatory battles are also big for him. Expect a lot of on-screen fights you can't avoid (but only face once).
5. Lots of characters and unimportant things to level up. If you want to get everything leveled properly you'll have to replay areas and grind. You also may not even know how you can get everything leveled up properly, which means wondering around the game world fighting battles while you look.
6. He has at least one play tester who plays the game while he's completing it and helps him manage difficulty and squash bugs. This is a HUGE help. Frankly, I'm not even sure if he plays through his own games. Does anyone know?
7. He doesn't waste time trying to find assets. For him, he looks for assets and then fits them into the game rather than the other way around (the exception being anything that he has someone make for him).
8. I almost forgot: he doesn't subscribe to the standard spell design of a lot of games. That means that you won't have a fire, ice, and bolt spell of approximately the same power. It means spells that inflict status effects may also deal damage. It means taking advantage of the default options for weapons and what-not to give a lot of weird bonuses that aren't intuitive for the player. All of this semi-randomness gives players something to think about and consider -- strategy, if you will -- without him actually needing to plan out any semblance of real strategy in the game.
I figured that he takes about two hours of work to design one hour of content, if the advertised numbers are accurate. I tried that once and it would be generous to say the results were satisfying. Yes, I had one hour of game play with only two hours of work. And it didn't look half bad (if you're curious, the entire first dungeon and town of my game Crystals is part of that effort). But the balance was a complete mess since I didn't have time to play test it, and I didn't really have a chance to do any of the more fun coding that I wanted to do. Moreover, it really required focus to work on it. I never sat back and wondered what I was doing. I never questioned if the first dungeon should be three floors or two floors or considered where houses should go in town. I just made the stuff and called it good.
I estimate Indinera Falls takes at least 4 hours per hour of actual in game content. He's also really experienced with it, and so it's easier for him not to think about town layouts, for example. And it might not be that terrible of a method either. If you're just stamping down content to connect your plot points, give side quests, or shop/inn access, you probably don't need to spend that much time in the design. If instead you're creating a more clever, dense, game experience you won't be able to get away with what he was doing. But that's not what he does. His goal is content, and he does that very well.
So to go back to your game design: if you're trying to crank out plot and you're really concerned about time, you may consider skimping a bit more on mapping and gameplay so that you can more quickly get to each plot point. If you do this, be sure to include a lot of stuff for the player, though. If you're not going to purposefully design stuff to be fun for the player, you need enough stuff in there so that they can have fun by themselves.
LockeZ
He seems to think we made a Visions & Vindication crossover
...Maybe we should!?
of all our potential games together
no
also yeah re: indinera, he is a fucking hack and should be 100% ignored. of all the people i dislike in the greater RM* community, he might be #1. anything from aveyond or aldorlea can be ignored as utter shite.
author=Craze
also yeah re: indinera, he is a fucking hack and should be 100% ignored. of all the people i dislike in the greater RM* community, he might be #1. anything from aveyond or aldorlea can be ignored as utter shite.
lol Craze. xD
I personally haven't given his games a shot because the fanservicy crap he has in his title screens kind of put me off a little.






















