SO...ARE YOU SERIOUS?

Posts

author=ChaosProductions link=topic=2301.msg39833#msg39833 date=1224911415
Anyone with talent for game creation gets a paying job, as soon as I'm capable of employing people. Which won't be for a few years anyway. HS and perhaps college first.

well uh

goodluckhavefun
author=Scribble link=topic=2301.msg39863#msg39863 date=1224927006
No, I'm not serious. 'Serious' implies that I've actually been productive, which I most definitely haven't been.

I'd like to be serious, though. I'm nothing without some kind of creative outlet. I'm mostly a prose writer, but I tend to have plenty of ideas which are better suited towards visual mediums. I'm also interested in game design, and because our medium is so young, there's A LOT to experiment with. I like to do that experimenting, and although I usually keep these self-indulgent thoughts to myself, I like the idea of having an indie team that's famous for creating unique RPGs. Don't tell anyone!

Man, memories of Fading Shadows are flooding back!

/dies
author=Karsuman link=topic=2301.msg39929#msg39929 date=1224971172
Man, memories of Fading Shadows are flooding back!

/dies

The Shadows still haven't Faded yet, it seems:
http://rpgtown.proboards2.com/index.cgi?board=rmgeneral&action=print&thread=1399
;)
I have a severe lack of motivation, and I'm one of the laziest fucks on the planet, but I'm pretty serious about game making. Game design is something I'm shooting for a career in, so this is a great place to start.
serious, RM is just a format to get your head spinning to think as a designer, pasing and all that nothing more really, doesnt teach you ANYTHING about actual game creation, just an understanding of varibles and fork conditions. Everyone else who is wanting to be serious you need to get onto 3D game making and out of pixel, learn Maya or/and 3DSM and maybe an engine; then go to college lol. RM is THE amature program, you'll never get anywhere with it. great fun tho :)

Tau
RMN sex symbol
3293
Well my future project I want to try atleast do something people haven't experienced before. Not just for bragging rights or whatever but to give people something new and different.. It's not an Rpg haha. Waiting on AGM to see how it handles and if it's shit then Game Maker it is.
I take my projects seriously in the sense that I put a lot of care and effort into them when I'm motived to work on something. I don't think notions of the games being freeware, indie experiments is really any excuse for unprofessionalism or lackluster design. It's definitely a tiresome hobby for that very reason, though.

I won't deny that I've aimed for public success in the ways that I've gone about designing (and revising) segments of my game(s), but hard as it is to believe, I've always put my own aspirations at the top of the priority list, and would hope to keep it that way. (That's probably neither a good or bad thing, but it's just the way I've handled it.)
author=BlindSight link=topic=2301.msg44992#msg44992 date=1226958684
I won't deny that I've aimed for public success in the ways that I've gone about designing (and revising) segments of my game(s), but hard as it is to believe, I've always put my own aspirations at the top of the priority list, and would hope to keep it that way. (That's probably neither a good or bad thing, but it's just the way I've handled it.)

Thats pretty much the only way to look at it, most teams get together and fail becasue they all follow their own idea's but thats becasue its Indie and they wanna show people how good they are not how good their team is, if it was pro then people would see things differently and look at it as a team effort over all. thats probably why most make RM games alone.
author=Kuroi link=topic=2301.msg44980#msg44980 date=1226957526
serious, RM is just a format to get your head spinning to think as a designer, pasing and all that nothing more really, doesnt teach you ANYTHING about actual game creation, just an understanding of varibles and fork conditions. Everyone else who is wanting to be serious you need to get onto 3D game making and out of pixel, learn Maya or/and 3DSM and maybe an engine; then go to college lol. RM is THE amature program, you'll never get anywhere with it. great fun tho :)

That is a really silly (being polite here) statement about both RM and pixelart.

RM, as far RPGs go (other games can be done but it is not the point of the software) is a good tool to create RPGs, maybe not in the same 3D games we have nowadays with nothing but graphics, fmvs and pretty much recycled and unoriginal content. And it has commercial power given the designers capabilities as any other too has. Same as a good artist can make art worth selling with just a coal stone and an old piece of paper.

As for 3D, I won´t go nazi and say it is worse and all, 3D has it is usefulness and pros as much as 2D has. Certain genres of games (mainly ones involving action) work way better in 3D for camera angles and motion, but when it comes down to strategy or turn based RPGs, sprites do just fine and are easer to configure on low end tools/languages, thus saving costs for smaller companies.

I pretend to keep working on small companies myself or keep freelancer. I don´t like big companies mind set nor do I want my name lost in with 3000+ names in credits for a game as the guy who modelled the trees of one of the games 30 forests. And there are many small companies doing well, half of then end up selling their games to big companies, they just work on a different philosophy.

If you believe tools matter more than skill, then you are far in the wrong side.
Max McGee
with sorrow down past the fence
9159
I really need some kind of a creative job- writing, video game design, pen and paper game design, whatever.

A. It's what I went to school for, I got a degree in it (four year degree mind you, a BA in Creative Writing) and god damn it I'm taking that to mean I'm good enough to do it for a living.

B I can't imagine myself doing anything else for a living for more than five years without killing myself.

So yes, I'm very serious, in fact, deathly serious. I have a feeling someone will use this post to take a cheap shot at me but w/e.
author=Clest link=topic=2301.msg45000#msg45000 date=1226960654
If you believe tools matter more than skill, then you are far in the wrong side.

nah i dont believe that at all, if people have tallent then they should use it in a place where they are going to get employed if serious about it, if you go to a company as a designer and say "i can do pixleart and RMXP" they will actually laugh at you, and that aimed to people who are wanting to be serious about it not the indie devs having fun. My reasons why im against pixelart is becasue give it 5 years and the industry will be rid of it within the mainstream market, its considered old and retro, RPG's are even getting rid, the sprites are getting so high rez that people are drawing frames for sprite games by hand, RMXP is fun for indie game Devs but its not a pro tool and couldn't be used as a pro tool hence why no one has published a game using it in the past 8 years. im a fan of pixleart and of pixle RPG's but its dieing out; if you like it or not.

without the right tools you wont get a job regardless of tallent, they wont be prepared to train you in Maya/3DSM or Coding from scratch just becasue you can use RMXP, its really that simple.

Its a good starting point but it'll never be a good finishing point.
What you say works only for big companies, again. And even Capcom resorted to go back on old NES graphical set for Megaman 9, and as someone from Microsoft said in a speach about game design I went to some months ago: "many gamers nowadays are the ones who grew on old games in the 80s, those guys now are grown up, have money, but most of then just play abandonware because companies nowadays shifted their marked tottally towards the newer gamers, that is something we plan to correct with diversion".

There will always be market for 2D games and even crappy low res sprites have their place, again for costs or different applications. They might probably leave consoles completely (or not) but won´t die.

And many companies hire pixelartists yet (check the job boards and Pixelation foruns), most of then small, but they pay nicelly for sprites.

As for RM commercial release, I suppose you never heard of Aveyound.
author=Clest link=topic=2301.msg45037#msg45037 date=1226963361
What you say works only for big companies, again. And even Capcom resorted to go back on old NES graphical set for Megaman 9, and as someone from Microsoft said in a speach about game design I went to some months ago: "many gamers nowadays are the ones who grew on old games in the 80s, those guys now are grown up, have money, but most of then just play abandonware because companies nowadays shifted their marked tottally towards the newer gamers, that is something we plan to correct with diversion".

There will always be market for 2D games and even crappy low res sprites have their place, again for costs or different applications. They might probably leave consoles completely (or not) but won´t die.

And many companies hire pixelartists yet (check the job boards and Pixelation foruns), most of then small, but they pay nicelly for sprites.

As for RM commercial release, I suppose you never heard of Aveyound.

lol dude seriously get with it, MegaMan 9 is placed into what genre? 'Retro' and the only reason that sold is becasue it had 8 other games in the series pushing it on, it would have FAILED if it got published stand alone, and it was a DLC game, it was never boxed as far as ive seen.

And you can say that all the Devs looked at the pixel games in the 80's all you want but if you didnt notice they didn't have anything else to play in the 80's besides pixel games- 20 years from now companies will say the same about this gen of gamers.

and no i have never heard of Aveyound until just now when i had to google it, and thats pretty much speaks for it's self, if thats an example of a published game from RM then its poor, ive never heard of it and google is pulling 10 pages meaning it didn't sell at all and its far from popular, whats the chance anything else will sell from RM? 1/10'000.

As for your other example of 'Pixelation' looking for jobs then id be pretty amazed if 'PIXEL-LATION' were looking for 3D modelers. seriously, get a pixeler working for square, rockstar, valve etc, ill be amazed. maybe last gen with the textures but not in HD with x4 size textures.

no one, NO ONE will ever become a designer using RM, its for fun not industry standard practice.
harmonic
It's like toothpicks against a tank
4142
author=Kuroi link=topic=2301.msg45051#msg45051 date=1226964636
no one, NO ONE will ever become a designer using RM, its for fun not industry standard practice.

Ever heard of Lys?

Also, Aveyond sold like crazy, I guess.
regardless, its an indie game; its a download game. No one outside of the RM commun have heard of it; reason being that its an indie game is becasue no company would be crazy enough to publish it to a box or hand held.
author=Kuroi link=topic=2301.msg45057#msg45057 date=1226965206
regardless, its an indie game; its a download game. No one outside of the RM commun have heard of it; reason being that its an indie game is becasue no company would be crazy enough to publish it to a box or hand held.
http://www.ripten.com/2008/03/03/gaming-trends-part-3-rise-of-the-indies/

All the love that is poured into indie games is evident through the creativity and innovation that comes from them. A tiny amount of people (or just one person, in some cases) work very hard to make games for the sheer love of the medium.

In turn, this leads for original games with concepts so undiscovered that many of us wouldn't be able to fathom, until we're actually in front of the game, playing it ourselves.

There's a gut feeling in me that says that indie games will play a much bigger role than ever intended by most of their creators.

I'm predicting that Microsoft, Nintendo, and Sony will all attempt to court independent game makers to go exclusive to PSN, WiiWare, and Microsoft's XNA initiative to help gain some leverage in their favor throughout the continually rampant console wars.
As a side note, Aveyond is not at all successful in the RM* community. It is popular OUTSIDE of the community.

There are a few other games like this, like Laxius Power and Last Scenario.

So yeah, you're dead wrong Kuroi.
lol like it matters? your all going off my original point which is that you wouldnt get a job as a pixler in a major games company if you were being serious about it, and if you did then your in a crap company. I personally dont care that a few RMXP indies slipped through the net becasue they don't sell major numbers nor do they get pro published within industry- meaning you wouldn't get a job with JUST "RMXP" on your CV or resame.

and im talking about pixel RM engine games BlindSight

RM pixel Indie games that have gotten through the net compared to the indie cell games, XBL/PSN/wiiware games is stupidly low, becasue people actually make money off the DLC games thats why no one outside of the RM commun give a crap about RM pixel indie games lol, no one is prepared to build a market for the pixel pc devs, theres no money and the fan base is TINY- its just down right crazy. People who seriously think RM is a pro tool engine, industry standard piece of kit is seriously retarded.
harmonic
It's like toothpicks against a tank
4142
Not off to a good start there, Kuroi.
And Kuroi: As I think I made clear before, I have no interest in working as designer nor spriter for square or those other big companies, seriously, do you think that is all the market has to offer? Maybe in pretty (and useless) boxes on stores, but there are tons of small commercial dev companies making at least decent money with pixel based games.

No one says RM is standard pro tool either, neither that it can or was designed to compete with engines used by big companies and to make games sold at the same prices as Final Fantasy, but it can make games worth selling for a small price which can maintain a small company of ppl doing what they like to do. Might not give billions, but enough to keep working with that.