WHAT'S YOUR GENRE; WHAT DO YOU WANT TO IMPRESS?
Posts
Simply put what tattoo do you want to make permanent in the player's mind, nay, in their heart? What feeling do you want to leave them? What impression do you want to burn inside their memories?
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
I think mostly I just want my players to have fun. Or, in the case of Virtual Grappi, be very confused and maybe a little unnerved. But in a fun way.
I was going to make a lame genre-fluid joke, but my games are actually very rigidly defined by their genre and don't do anything to subvert or break out of that box (bog-standard retro fantasy RPG)
author=SoozPretty much this.
I think mostly I just want my players to have fun. Or, in the case of Virtual Grappi, be very confused and maybe a little unnerved. But in a fun way.
Unsettle is a better word than scare for my games. With a twist of bringing out fear but not like omg scary!
But fear of dying. Being so invested you don't want to see your pixels die, but rather prevail. The human instinct to survive.
I guess I'm just making games from the heart, telling the stories that I've always wanted to tell but never really could before I found gamedev. I'm glad my creative writing degree is finally getting some use.
What I really hope to impress on other people is the celebration of what made JRPGs so great, but at the same time trying to create something that neither sticks too closely to its inspiration, nor tries to be a cavalcade of subversions and shattered tropes like you see a lot of people doing now. I just want to make something fun, lighthearted, and enjoyable with a familiar formula that also tries very much to be its own thing.
I've never really thought of myself as someone who tries to revolutionize or reinvent the wheel, nor do I aim to convey some huge political message or groundbreaking social commentary. That's for other people to do. My goal is to make my players - and my friends- happy.
What I really hope to impress on other people is the celebration of what made JRPGs so great, but at the same time trying to create something that neither sticks too closely to its inspiration, nor tries to be a cavalcade of subversions and shattered tropes like you see a lot of people doing now. I just want to make something fun, lighthearted, and enjoyable with a familiar formula that also tries very much to be its own thing.
I've never really thought of myself as someone who tries to revolutionize or reinvent the wheel, nor do I aim to convey some huge political message or groundbreaking social commentary. That's for other people to do. My goal is to make my players - and my friends- happy.
pas·tiche
paˈstēSH,päˈstēSH/Submit
noun
1. an artistic work in a style that imitates that of another work, artist, or period.
paˈstēSH,päˈstēSH/Submit
noun
1. an artistic work in a style that imitates that of another work, artist, or period.
I try to leave players with a sense of "Huh. That was pretty neat and interesting" with my work.
I try to make characters that people will miss once the story is over, and either try to deliver a story with some twist to it that leaves a lasting impression, or at least some fond (or painful) memories.
I also want to leave my players with a feeling of having mastered the combat system and done some awesome things after having figured it out.
I try to make characters that people will miss once the story is over, and either try to deliver a story with some twist to it that leaves a lasting impression, or at least some fond (or painful) memories.
I also want to leave my players with a feeling of having mastered the combat system and done some awesome things after having figured it out.
"Fun" is kind of non-answer because I'm pretty sure most games are meant to be fun by default. It's like saying: "I want my book to be good."
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
My goal is to create a memorable cast of flawed, but likeable characters that players can attach themselves to, be they hero or villain. Instead of the usual "save the world," plot, I want to tell very personal stories of the characters struggling to overcome (or at least cope with) their flaws as they face the challenges in front of them.
Since I try to create endings based on player behavior rather than choices, the way the characters deal with (or fail to deal with) their own struggles aims to leave a more personal impression on players.
Since I try to create endings based on player behavior rather than choices, the way the characters deal with (or fail to deal with) their own struggles aims to leave a more personal impression on players.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=Darken
"Fun" is kind of non-answer because I'm pretty sure most games are meant to be fun by default. It's like saying: "I want my book to be good."
The question was so broad as to make it difficult to give anything but a non-answer.
author=Soozauthor=DarkenThe question was so broad as to make it difficult to give anything but a non-answer.
"Fun" is kind of non-answer because I'm pretty sure most games are meant to be fun by default. It's like saying: "I want my book to be good."
you'd make a great politician
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Not really. I give too much of a shit about people.
Sooz
Not really. I give too much of a shit about people.
In that case, you'd be a politician I'd vote for.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Such is the way of politics :(
As others mentioned, I want players to have fun.
Beyond that, I want to create a memorable experience. I want my game to touch people in ways that some of my favorite games touched me. I want players to become attached the characters in my game, and I hope to inspire feelings of both sadness and satisfaction when the journey is over. I hope to create something that people can reflect on, and when doing so, I want people to remember their playing experience fondly.
Beyond that, I want to create a memorable experience. I want my game to touch people in ways that some of my favorite games touched me. I want players to become attached the characters in my game, and I hope to inspire feelings of both sadness and satisfaction when the journey is over. I hope to create something that people can reflect on, and when doing so, I want people to remember their playing experience fondly.
I just wanted ppl to laugh





















