New account registration is temporarily disabled.

THE 9 THINGS THAT I HAVE LEARNED FROM THE RMNCASTS

Posts

Pages: first 123456 next last
I have listened to each and every RMNCast (Podcasts) and I have learned there are 10 major things that the hosts / guest hosts / co hosts do not like.

1. Play character should always move fast or have a run / sprint button.

2. Text (dialog) speed should always be fast (or adjustable).

3. Dialog should NEVER have pauses.

4. When the player dies, the fun is over. Does this mean knocked out characters should always live like Final Fantasy Legend II?

5. Having a party full of stunned, sleeping or poisoned characters is not fun. So make enemies only stun all, sleep all or poison all every 5 turns.

6. Originality and flair mean a lot for your game... unless you are trying to emulate a classic like Zelda or Dragon Quest.

7. Big empty maps are not fun. Every area in your map must look distinct so that way players have a landmark to find where they are.

8. Long intros aren't fun, they're boring. More than a minute of intro is too long. People like to play the game.

9. Randomness is fun and entertaining (Family Guy). Why make sense with your game when it seems so much more appealing to have Ninja vs Pirate?

Are you trying to put RMNcast in a negative light? Or is this just something you feel is correct? Because I agree with all those points (3 I think should only be used in very rare dramatic moments, 6 confuses me).
I think this list is sincere and quite accurate, actually. And #6 points out that people gush and go on and on about sweet ass style and graphics...until shit like Hero's Realm comes along and drops a nostalgia bomb.
I am not trying to put it in a negative light. Usually I do yes, but I think of this as trying to help people so it can improve everyone's games and we can raise the bar. This is just giving a clear list so people can easily view it instead of listening to hours of RMNCast (Not that its a bad thing, but people don't have time).

As for #6. The hosts have liked originality and flair, something that makes your game stand out from the pack, UNLESS the game is meant to emulate an old game like Zelda or Dragon Quest. I thought Dragon Fantasy dropped the nostalgia bomb, but Dragon Fantasy is so last year.
post=87388
I have listened to each and every RMNCast (Podcasts) and I have learned there are 10 major things that the hosts / guest hosts / co hosts do not like.


There's only 9 major things. (YES, nitpick team GO!!!!)

I think point 9 is only because when you've been playing a series of games that might've been lacking in variety, it's nice to come across something that breaks up the monotomy.
...anybody wanna tell me why this is in two different topics?
post=87396
I am not trying to put it in a negative light. Usually I do yes, but I think of this as trying to help people so it can improve everyone's games and we can raise the bar. This is just giving a clear list so people can easily view it instead of listening to hours of RMNCast (Not that its a bad thing, but people don't have time).

As for #6. The hosts have liked originality and flair, something that makes your game stand out from the pack, UNLESS the game is meant to emulate an old game like Zelda or Dragon Quest. I thought Dragon Fantasy dropped the nostalgia bomb, but Dragon Fantasy is so last year.


It's what...!? M-m-MAIA!? How could you do this...!? How could you SAY THIS!? *Cries and runs away*

Though technically it WAS last year. I see what you did thar.


Other than thar...well...I've nothing else. I've only really listened to one of these, though I think I may listen to a few more when they roll around. =O
post=87401
...anybody wanna tell me why this is in two different topics?


I think this topic was moved, though some bug triggered and made a ghost topic (you can't find this topic anywhere in game disscusion but the latest topic).
So much of it comes down to not wasting the player's time.

post=87388
2. Text (dialog) speed should always be fast (or adjustable).

3. Dialog should NEVER have pauses.


I'm a very fast reader and slow text really bugs me. But with all the tools we have you'd think we'd have come up with some non-annoying way to give more impact to dialogue pauses. Having something happen on-screen (e.g., the characters move or look around) during the pause is the best way I can think of, but I'd be curious if anyone has noticed other tricks.
post=DFalcon
Having something happen on-screen (e.g., the characters move or look around) during the pause is the best way I can think of, but I'd be curious if anyone has noticed other tricks.

This is especially good for cutscenes as a whole. It is easy to forget which charset is speaking (even with the names boldly imprinted at the top of a message). Having someone jump after saying an exclaimation or even something really simple as in stepping forward to make a statement really helps with identifying the characters more.

I plan to make a good tutorial/article on execution of quick cutscenes and dialogue, after I finish my bulk of reviews. While I don't have anything to show for it, I can say that I do know a lot about cutscenes becoming more alive and straight to the point.
post=87400
There's only 9 major things. (YES, nitpick team GO!!!!)

I think point 9 is only because when you've been playing a series of games that might've been lacking in variety, it's nice to come across something that breaks up the monotomy.


I only found 9, I did want to even it out to 10, but there really wasn't a 10th that I could think of. I'm sorry. That is not nitpicking, that is what I think was the overall consensus.

post=87401
...anybody wanna tell me why this is in two different topics?


I think it was moved and glitched? I did not post it twice.

post=87403
It's what...!? M-m-MAIA!? How could you do this...!? How could you SAY THIS!? *Cries and runs away*

Though technically it WAS last year. I see what you did thar.


Other than thar...well...I've nothing else. I've only really listened to one of these, though I think I may listen to a few more when they roll around. =O


Sorry and you know I love you!

post=87417
post=DFalcon
Having something happen on-screen (e.g., the characters move or look around) during the pause is the best way I can think of, but I'd be curious if anyone has noticed other tricks.
This is especially good for cutscenes as a whole. It is easy to forget which charset is speaking (even with the names boldly imprinted at the top of a message). Having someone jump after saying an exclaimation or even something really simple as in stepping forward to make a statement really helps with identifying the characters more.

I plan to make a good tutorial/article on execution of quick cutscenes and dialogue, after I finish my bulk of reviews. While I don't have anything to show for it, I can say that I do know a lot about cutscenes becoming more alive and straight to the point.


That is probably because people glance at the dialog, they only read it after at least an hour into the game. Just my theory.
Max McGee
with sorrow down past the fence
9159
My dialogue pauses noawadays never last longer than .75 of one second, (split into three quarter second pauses, i.e.
"/../../.."
which is really almost unnoticeable.

I do like them because I think they give the dialogue more texture. It's an advantage to the medium. Film, television, and plays all have techniques you can't apply in written prose. So does RPG Maker. But I agree they shouldn't be long or combined with slow walk speed or slow text speed in general. In fact, my text speed is almost always at max.
If a game has anything elss than the standard walk speed, I refuse to play it. I can deal with it if it's for one, single sandstorm scene and it's appropriate, but if that area's too big or the speed doesn;t go back up to normal afterwards, I'm out.

Also, some RPGs require a large intro, this doesn;t mean it has to be long but I feel a lot of people are trying to get a lot of information across when half of it can be saved for later, and the rest is the authour repeating themselves. Main rule is not to give the player the entire history of your world.
Max McGee
with sorrow down past the fence
9159
Honestly, I'm okay with slow walk speed as long as the areas to be navigated are VERY SMALL.

Sam, Ruptured Souls had low walk speed, but the areas are slow you barely noticed when you reviewed it.
post=87392
(3 I think should only be used in very rare dramatic moments).

post=87543
My dialogue pauses noawadays never last longer than .75 of one second, (split into three quarter second pauses, i.e.
"/../../.."
which is really almost unnoticeable.
(...)
In fact, my text speed is almost always at max.

These are the kinds of justification everyone with pauses or slow text speed use and everytime someone plays those games they go "GODDAMNYOUANDYOURTEXTSPEED!"

(one of the major issues even with small pauses in text is that if you've already played that cutscene and are just pressing okay to get over the talk before the big boss battle you'll always have to wait through those pauses. That's why I think it's better to do the pausing by having a button-press activate the next sequence)

But yes:
post=87388
3. Dialog should NEVER have pauses.
Sure pauses could be seen as clever, but the catch is no one wants to use their time to invest into your game, even if its the greatest game ever. Would you play a racing game that was slow?
Depends. Snail Racer 9000 might catch on and be the next Rock Band.
9. Randomness is fun and entertaining (Family Guy).

hahahahahaha
hahahahahaha
hahahahahaha
hahahahahaha
hahahahahaha
hahahahahaha
hahahahahaha

oh you were being serious i do apologise
About #9. That is really a conscensus amongst those that host the RMNCast. Something quirky, fun and out of place makes for a better experience than something that makes sense. Like the Southpark joke about Family Guy consisting of 3 random words to make their jokes.

Example:
Higher than Alyssa Milano.

When logic would be:
Higher than Cheech or Chung.

You tell me which is more entertaining and which is more factual. Actually lets try this...


Who is a prettier couple than Glenn Close on a date with Janet Reno on bingo night?

Who is a prettier couple than Megan Fox and Pamela Anderson at a strip club?

Let us try this in a RPG setting...


Oh no run! Its a giant unstoppable superbeast with a sword named Volcanus!

Oh no run! Its an angry old grandma with a handbag named Hillary!
Pages: first 123456 next last