PROFESSIONALISM, NOW WITH LESS EXIT FATE
Posts
I'd really love to say that I am doing it all for fun. Unfortunately, I'd be lying. So would any of you. Obviously I'm not saying you aren't doing it for fun, but no one would turn their back on praise, that's why we are here. I'm not a fan of hype (Even though I'm guilty of it) but you want your hard work to be appreciated, you want a pat on the back, it's natural. So who cares?
I'm honestly failing to see what any of this has to do with professionalism anymore. RPG Maker IS a hobby. Or course it is. You don't need to be professional, if don't want to update your game, tell people about it or post it anywhere, that's up to you. But it's bloody retarded!
I know this has essentially been said over and over again, but whatever. *Walks out of this ridiculous topic*
I'm honestly failing to see what any of this has to do with professionalism anymore. RPG Maker IS a hobby. Or course it is. You don't need to be professional, if don't want to update your game, tell people about it or post it anywhere, that's up to you. But it's bloody retarded!
I know this has essentially been said over and over again, but whatever. *Walks out of this ridiculous topic*
People make advert topics because, in this RPG Making climate, your game won't get played otherwise. And sometimes, it won't get played even then. Play Something can only go so far, it's up to us to play games ALL the time.
author=Karsuman link=topic=3159.msg62127#msg62127 date=1234817463author=Max McGee link=topic=3159.msg62121#msg62121 date=1234814131It just became popular on its own merits.
This is a complete and total crapshoot that is based just as much on random chance as it is merit or advertising. I'd list examples but do I really have to? Is anyone contesting this point?
If you think a game's popularity is entirely a crapshoot than you really haven't been paying attention to this community.
Hell, RM* game popularity is starting to get predictable at this point.
Two Words: Aurora Wing. This is a game, both complete and by all accounts excellent, that several people have actually made a conscious effort to make popular and in spite of that it is still largely unknown.
author=Max McGee link=topic=3159.msg62193#msg62193 date=1234834199Unforgiving tactical RPGs are a niche genre, even on a forum that is made up by and large of fans of the ALREADY niche genre that it's a sub-genre of. It was never destined for mainstream popularity, even as good as it is.author=Karsuman link=topic=3159.msg62127#msg62127 date=1234817463author=Max McGee link=topic=3159.msg62121#msg62121 date=1234814131It just became popular on its own merits.
This is a complete and total crapshoot that is based just as much on random chance as it is merit or advertising. I'd list examples but do I really have to? Is anyone contesting this point?
If you think a game's popularity is entirely a crapshoot than you really haven't been paying attention to this community.
Hell, RM* game popularity is starting to get predictable at this point.
Two Words: Aurora Wing. This is a game, both complete and by all accounts excellent, that several people have actually made a conscious effort to make popular and in spite of that it is still largely unknown.
It also has another problem:
In reality, people don't care all that much about CBS games. Sure, they SAY they do, but when it really comes down to it, games like Legend of the Philosopher's Stone and Aurora Wing face the same exact concerns every other game has when it comes to popularity. Sure, LotPS enjoys some modicum of popularity, but it doesn't really approach the heavy popularity some games do, and is never put in 'classic RM* games' lists.
Later, I will gladly make a list of what trends make RM* games popular and what makes others fail.
Edit: Okay, time for your lesson dudes.
Five Reasons your game isn't Popular
1) Lack of Disassociation with the Community, unwillingness to Step Outside the Community
As others have said, we are a community of developers, not of players. If you want to get more PLAYERS, be willing to step outside of the community and find them.
This is especially true if you ever want to make a commercial game.
Examples: Last Scenario/Exit Fate/Amanda Fae's games/Laxius Power/The Way
2) Your game isn't episodic
Decent episodic games have some sort of distinct charm that makes them gain a cult following rather quickly, and possibly, an outside community of supporters.
My belief? It's due to the interactive nature of these games. Players contribute suggestions that the makers can very well introduce, and become invested in an ongoing story. A main part of this is player reciprocation - if you respond to your players positively, they are more likely to become invested in your project.
Examples: The Way/Master of the Wind/Quintessence
3) Lack of abstract storytelling methods
This is more about creative storytelling than effective storytelling. Unusual storytelling methods tend to pique players interest more than traditional stories, even if those traditional stories are solid.
Examples: A Blurred Line/The Way
4) No Custom Art Assets
This is more true of the visual arts than the musical, though music can be a part of it. The art/music does not always need to be good. Also, this is generally more of a contributor than an automatic path to popularity.
Examples: Wilfred the Hero/Grave Spirit/Quintessence/Master of the Wind/Aedemphia/LoD/Alter AILA - Genesis/etc.
5) Lack of Charm & Flavor
A strange sense of humor. Weird design choices. Campiness. Quirky characters. While not a sure bet, people tend to remember your game because of these things. This tends to go hand-in-hand with above average writing, but not always.
Examples: Master of the Wind, Ara Fell, Demon Tower, Romancing Walker, Three the Hard Way.
Five things that people seem to think will make their game popular, but really don't:
1) Complicated systems. Scripts. Lots of minigames. Custom battle systems. Custom menus.
2) Non-Fantasy Genres. Sci-Fi/Horror/Post-Apoc/Dystopian/etc. or otherwise.
3) Completion.
4) Strong gameplay.
5) Strong writing.
This is not to say these things hurt. Certainly not. Many of the games above have these traits as well.
Really, the above is only a small set of a greater overall trend. Games that allow the player:
1) Author accessibility. The authors for most (not all) of the games are very public figures that are well-known by their respective communities for being devoted game makers. Even those that are NOT within the rpgmaker community. Almost all of them are not incredibly aggressive advertisers.
Familiarity breeds contempt.
2) Game accessibility. The games are not daunting, or push the gamer out of their worlds. They are inviting and pleasant, and lure us in.
3) Feedback accessibility. This is especially true of episodic games, which tend to gradually improve. People love it when you take their suggestions to heart and see it added to the next release. They feel like they are taking part in the game creation process, and really, they are.
That is all for now.
In reality, people don't care all that much about CBS games. Sure, they SAY they do, but when it really comes down to it, games like Legend of the Philosopher's Stone and Aurora Wing face the same exact concerns every other game has when it comes to popularity. Sure, LotPS enjoys some modicum of popularity, but it doesn't really approach the heavy popularity some games do, and is never put in 'classic RM* games' lists.
Later, I will gladly make a list of what trends make RM* games popular and what makes others fail.
Edit: Okay, time for your lesson dudes.
Five Reasons your game isn't Popular
1) Lack of Disassociation with the Community, unwillingness to Step Outside the Community
As others have said, we are a community of developers, not of players. If you want to get more PLAYERS, be willing to step outside of the community and find them.
This is especially true if you ever want to make a commercial game.
Examples: Last Scenario/Exit Fate/Amanda Fae's games/Laxius Power/The Way
2) Your game isn't episodic
Decent episodic games have some sort of distinct charm that makes them gain a cult following rather quickly, and possibly, an outside community of supporters.
My belief? It's due to the interactive nature of these games. Players contribute suggestions that the makers can very well introduce, and become invested in an ongoing story. A main part of this is player reciprocation - if you respond to your players positively, they are more likely to become invested in your project.
Examples: The Way/Master of the Wind/Quintessence
3) Lack of abstract storytelling methods
This is more about creative storytelling than effective storytelling. Unusual storytelling methods tend to pique players interest more than traditional stories, even if those traditional stories are solid.
Examples: A Blurred Line/The Way
4) No Custom Art Assets
This is more true of the visual arts than the musical, though music can be a part of it. The art/music does not always need to be good. Also, this is generally more of a contributor than an automatic path to popularity.
Examples: Wilfred the Hero/Grave Spirit/Quintessence/Master of the Wind/Aedemphia/LoD/Alter AILA - Genesis/etc.
5) Lack of Charm & Flavor
A strange sense of humor. Weird design choices. Campiness. Quirky characters. While not a sure bet, people tend to remember your game because of these things. This tends to go hand-in-hand with above average writing, but not always.
Examples: Master of the Wind, Ara Fell, Demon Tower, Romancing Walker, Three the Hard Way.
Five things that people seem to think will make their game popular, but really don't:
1) Complicated systems. Scripts. Lots of minigames. Custom battle systems. Custom menus.
2) Non-Fantasy Genres. Sci-Fi/Horror/Post-Apoc/Dystopian/etc. or otherwise.
3) Completion.
4) Strong gameplay.
5) Strong writing.
This is not to say these things hurt. Certainly not. Many of the games above have these traits as well.
Really, the above is only a small set of a greater overall trend. Games that allow the player:
1) Author accessibility. The authors for most (not all) of the games are very public figures that are well-known by their respective communities for being devoted game makers. Even those that are NOT within the rpgmaker community. Almost all of them are not incredibly aggressive advertisers.
Familiarity breeds contempt.
2) Game accessibility. The games are not daunting, or push the gamer out of their worlds. They are inviting and pleasant, and lure us in.
3) Feedback accessibility. This is especially true of episodic games, which tend to gradually improve. People love it when you take their suggestions to heart and see it added to the next release. They feel like they are taking part in the game creation process, and really, they are.
That is all for now.
Episodic games are essentially just the same as "normal" games that release constant demos. Some episodic games, like Master Of The Wind, release all episodes conjoined together with each other each time a new one is added and so are exactly the same as a normal game that just happens to have released many demos. Whoever coined the phrase "episodic RPGMaker game" has fooled y'all.
This is a stupid argument.
They are planned in intervals, often as independent releases. Most games are planned on eventually being a full cohesive game in one package. But the dynamic of episodic games is completely different than that. If the game succeeds, we become invested in the world and can't wait to see the next part of the story. It's entirely different than receiving a new demo with altered content, bug fixes and a few balance changes.
Whether or not it is a 'series of demos' is irrelevant. It's all about psychology and expectations.
Firstly, it's not about having custom art, it is about having art that isn't seen often IMO. Games like Dragon Fantasy that use graphical styles that aren't encountered often, for instance. Custom art falls into this category most of the time, but custom art that happens to be in a common style probably isn't going to get as much interest as an uncommon, ripped style would.
For all the games I mentioned, it is an important part of their success. I have seen plenty of pretty games with pretty rips that are total flops. This is not nearly as common with games that have actual, custom art.
So, basically, no. It's not the same.
Also, add Sunset Over Imdahl to that list.
(And also, this is more of an internal community thing - those outside the community are liable to not give a shit.)
Also, Demon Tower has original art? Doesn't it use RM2K3 charasets exploded to a bigger size..? Or were the monsters custom? Not having seen the VX RTP I wouldn't actually know if the monsters were custom, but they are certainly in the style of VX RTP based on the RMVX games I have played.
I did not mention Demon Tower in that section, so this is pointless.
3) Completion.
4) Strong gameplay.
5) Strong writing.
I did not say they were not important. In matter of fact, I agree wholeheartedly with you, and that it is sad. But I don't think you get what I am saying. You have managed to miss the point of my entire post!
Those five things I mention above? They do not necessarily make a game GOOD. They make them POPULAR. THAT is the point. What makes a game GOOD is disconnected from what makes it POPULAR. Whether you value popularity or quality, or both, your success will be dependent on how you approach your game. Spamming your game topic will not help you. I repeat:
1) Author accessibility. The authors for most (not all) of the games are very public figures that are well-known by their respective communities for being devoted game makers. Even those that are NOT within the rpgmaker community. Almost all of them are not incredibly aggressive advertisers.
Familiarity breeds contempt.
Dude.
Psychology is not just some "silly thing." Karsuman is talking about real stuff that goes on in the minds of people--episodic adventures are individual releases. Sure, the story might not be 100% complete, but the immediate arc is tied up neatly. Thus, an episode != demo!
Have you ever watched a television show?
Psychology is not just some "silly thing." Karsuman is talking about real stuff that goes on in the minds of people--episodic adventures are individual releases. Sure, the story might not be 100% complete, but the immediate arc is tied up neatly. Thus, an episode != demo!
Have you ever watched a television show?
You are completely totally missing the point, FG.
Karsu's list basically says "Want your game to be popular? Do those things." He's not saying "this is what makes a game good."
Good gameplay, writing, and custom systems dont' hurt, but he's basing his post on a LOT of real-life examples, and some of the more timeless, wildly popular games.
Karsu's list basically says "Want your game to be popular? Do those things." He's not saying "this is what makes a game good."
Good gameplay, writing, and custom systems dont' hurt, but he's basing his post on a LOT of real-life examples, and some of the more timeless, wildly popular games.
As a chemist, I feel I must dispute this point, as Psychology is possibly one of the silliest things to ever be called a science. I'm actually 99% sure that Psychologists only manage to stay in a living because they are able to take common problems during childhood and turn them into big, scary afflictions. Screw Psychology.
Don't make retarded all-encompassing statements to inflate your self-worth while ignoring the point completely.
Seriously, what the hell is that garbage?
Have you? Because you've clearly never heard of the concept of a series. It is the series that is great, not the individual episodes that make it up*. What use is a TV show if the series abruptly ends in the middle of a storyline and nothing is concluded? I mean, the only reason I can think of for Lost being so popular is the idea that something might actually happen by the end of its x season run.
Also, have you ever heard of the concept of a cliff-hanger? It is a concept used to attract more viewers for a subsequent release by leaving the "immediate arc" (rubbish term is rubbish) incomplete.
All Craze is saying is that episodical games are different by the nature of how they pace their story. I still don't see what the big deal is about putting games into episodes, and the demo-relationship still has nothing to do with it.
Besides, comparing television to indie game-making is about as valid as comparing a Ford Focus to a child's xylophone.
Usually these kinds of statements are supposed to be ironic or funny in some way.
Seriously, if you're going to debate about this, don't try to change the subject. You are REALLY reaching with some of this stuff.
author=Fallen-Griever link=topic=3159.msg62322#msg62322 date=1234884847Psychology is not just some "silly thing."
As a chemist, I feel I must dispute this point, as Psychology is possibly one of the silliest things to ever be called a science. I'm actually 99% sure that Psychologists only manage to stay in a living because they are able to take common problems during childhood and turn them into big, scary afflictions. Screw Psychology.
I guess stuff like schizophrenia, bipolar disorder, dissociative identity, and chronic depression are all silly things too, right? After all, it can't hurt much to have a condition where you're not even sure if the world around you is real. ::)
Oh, and marketing psychology must be silly too! I mean, building an analysis of what your consumer base thinks is just a waste of time, correct? Your line of thought is a prime example of why many TV executives fail so hard at their job.
author=Fallen-Griever link=topic=3159.msg62322#msg62322 date=1234884847Counterpoint: The Simpsons.
It is the series that is great, not the individual episodes that make it up*
WHAT THE BLUE ELEPHANTS ARE YOU GUYS TALKING ABOUT.
I think that if a game is not popular on its own merit, it is for two possible reasons:
1) It sucks, or
2) It looks like it sucks.
Its as simple as that.
The problem in our community is not a LACK OF professionalism, but a DELUSION professionalism. There is no "market". These are not "products". There is just the community, which truthfully, is just a bunch of kids, saying "look what I did!", some of us louder than others. So, don't take yourselves so seriously.
I think that if a game is not popular on its own merit, it is for two possible reasons:
1) It sucks, or
2) It looks like it sucks.
Its as simple as that.
The problem in our community is not a LACK OF professionalism, but a DELUSION professionalism. There is no "market". These are not "products". There is just the community, which truthfully, is just a bunch of kids, saying "look what I did!", some of us louder than others. So, don't take yourselves so seriously.
author=Blitzen link=topic=3159.msg62338#msg62338 date=1234888919
WHAT THE BLUE ELEPHANTS ARE YOU GUYS TALKING ABOUT.
I think that if a game is not popular on its own merit, it is for two possible reasons:
1) It sucks, or
2) It looks like it sucks.
Its as simple as that.
I would like to agree with this, but it just isn't the case.
I really wish it was true, though.
Striving for popularity for your game is like wanting to be one of the cool kids. If you have to try hard, you're doing it wrong.
Not saying it's a good thing. I just noticed a whole lot of people thinking that spamming their game topics is a great way to become popular.
Which it isn't.
Which it isn't.
I know, eh?
Q: You know who cares less (if at all) about your game and your game's progress than you do?
A: Everybody.
Q: You know who cares less (if at all) about your game and your game's progress than you do?
A: Everybody.
author=Blitzen link=topic=3159.msg62347#msg62347 date=1234889740
I know, eh?
Q: You know who cares less (if at all) about your game and your game's progress than you do?
A: Everybody.
That sounds about right. But yeah, I'm pretty sure there are some games out there that I would care about.





















