STANDARDS
Posts
Everybody has them, whether you think about them or not. They're an important thing to understand, but are by their very nature an unwritten and vague concept. We have them for how we act, what we like, what we don't like, and why. If something isn't up to our standards, we won't give it a second thought. And that ties in a lot with what we do around here. Whether it's choosing which games to play or making our own, standards shape our decisions and actions.
So, what are your standards? Do you keep them low because this is 'just a hobby?' Do you take your work seriously and try to be professional? Do you hold others to the same standards you set for yourself?
And what about games released on RMN, what sort of standards do you need to have met for you to play them, or even consider playing them?
I myself have very high standards. It's always been my philosophy that a job worth doing is worth doing well. When it comes to game making, that shows itself in my extensive efforts to keep my games bug-free. I always check everything I can to make sure it's working the way I intend it to. I don't expect the same solidity in others' games, though. I know it isn't easy getting everything just right.
So, yeah, what are your standards? Did you know you even had any?
So, what are your standards? Do you keep them low because this is 'just a hobby?' Do you take your work seriously and try to be professional? Do you hold others to the same standards you set for yourself?
And what about games released on RMN, what sort of standards do you need to have met for you to play them, or even consider playing them?
I myself have very high standards. It's always been my philosophy that a job worth doing is worth doing well. When it comes to game making, that shows itself in my extensive efforts to keep my games bug-free. I always check everything I can to make sure it's working the way I intend it to. I don't expect the same solidity in others' games, though. I know it isn't easy getting everything just right.
So, yeah, what are your standards? Did you know you even had any?
I have higher standards for myself than for others. I suppose you could call it perfectionism or "being an artist" or whatever, but I am vastly harsher on my own games than on others'.
As for my standards themselves, I'm a stickler for difficulty. I like dying. I like losing five times, because it makes that victorious sixth attempt that much sweeter. Matador, Sleeping Table, and Meganada are all amazingly fun battles for me. Building my characters to meet their demands - resistances, offensive elements, debuffs, and more - is immensely satisfying; especially when you manage to build yourself just right to completely prevent everything they throw at you.
As for my standards themselves, I'm a stickler for difficulty. I like dying. I like losing five times, because it makes that victorious sixth attempt that much sweeter. Matador, Sleeping Table, and Meganada are all amazingly fun battles for me. Building my characters to meet their demands - resistances, offensive elements, debuffs, and more - is immensely satisfying; especially when you manage to build yourself just right to completely prevent everything they throw at you.
My standards have changed. Before, I was like: I'll make a game because they are fun and who cares? Now, now I look at my games more critically. If you knew me, my release dates for my games have been getting further and further apart.
The last thing I released was for the compo here, but it was shabby, I have to admit. Although I would kick myself in the ass for doing such a sloppy job, I still feel that it's not really a noteworthy game anyways. My main title, Blockman, is really the third in it's series. I just looked at the other two and said, no matter how good that they were or could be, that they needed to be re-written, both in the code and in the story. And the art definitely needed an upgrade, as did the music. This is also why it's hosted here at RMN. Unlike the first two, I want to hit a larger audience. I want to be able to not critically review my game, but more importantly have others do the same as well. I no longer feel bottled.
I have also began to look more mechanically into game creation to bring about the best in all fields. This is where my standards have elevated me. But, I wouldn't be here first without accepting the standards that I had in the past. I think lowering your standards is good enough just to keep production moving, and increasing them whenever you need to tackle something important in the game.
The last thing I released was for the compo here, but it was shabby, I have to admit. Although I would kick myself in the ass for doing such a sloppy job, I still feel that it's not really a noteworthy game anyways. My main title, Blockman, is really the third in it's series. I just looked at the other two and said, no matter how good that they were or could be, that they needed to be re-written, both in the code and in the story. And the art definitely needed an upgrade, as did the music. This is also why it's hosted here at RMN. Unlike the first two, I want to hit a larger audience. I want to be able to not critically review my game, but more importantly have others do the same as well. I no longer feel bottled.
I have also began to look more mechanically into game creation to bring about the best in all fields. This is where my standards have elevated me. But, I wouldn't be here first without accepting the standards that I had in the past. I think lowering your standards is good enough just to keep production moving, and increasing them whenever you need to tackle something important in the game.
Honestly mine vary a lot but i think the main focus of them isssss whether something has some unique viewpoint or sense of personality to it. I don't mean viewpoint in the sense of being a THESIS or something but the idea that you could put a certain spin on things that makes them your own, in a way. That you're adding something of yourself to the elements used and changing them in the process as opposed to just reshuffling them. If it doesn't have this then it's not only kind of valueless imo but also very boring to me as a player, no matter how much polish or gameplay is involved, and if it does have it then I will immediately be much more forgiving and interested in the game despite any design flaws it might have.
You could say this is a pretty subjective and arbitrary standard and you'd be right! But I also think it's a much more important one to have and to think about and to hold yourself to than some silly bullshit about chipset consistency or whatever.
You could say this is a pretty subjective and arbitrary standard and you'd be right! But I also think it's a much more important one to have and to think about and to hold yourself to than some silly bullshit about chipset consistency or whatever.
Like you guys I have very high standards (both inner and outer). I believe the higher your standards are, the easier it is for you to see a flaw and swoop down to grab it with your talons. Of course people who are deaf to meaningful criticism seem to see us as scary hawks.
If a game starts out with some simple things wrong, I will see it. Stuff like long ass intros, terrible walk speeds, bad dialogue, tiny map errors, terrible pacing etc. will have me consciously bitching about the game before it actually starts. If a consistent mechanic in the game brings the game's potential down I will definitely dislike the game as a whole. But theres always an exception once in awhile where a game's charm in one aspect overrides a flawed aspect completely (specifically some of the old RM games). Though there can be a problem where having TOO HIGH of standards can be bad, as this is amateur game making we can't expect people to have custom EVERYTHING and a PAID TOP QUALITY game.
By the way you do not know how much time I spend browsing through bad RM trailer/gameplay youtube videos and shooting down every single mistake they make.
If a game starts out with some simple things wrong, I will see it. Stuff like long ass intros, terrible walk speeds, bad dialogue, tiny map errors, terrible pacing etc. will have me consciously bitching about the game before it actually starts. If a consistent mechanic in the game brings the game's potential down I will definitely dislike the game as a whole. But theres always an exception once in awhile where a game's charm in one aspect overrides a flawed aspect completely (specifically some of the old RM games). Though there can be a problem where having TOO HIGH of standards can be bad, as this is amateur game making we can't expect people to have custom EVERYTHING and a PAID TOP QUALITY game.
By the way you do not know how much time I spend browsing through bad RM trailer/gameplay youtube videos and shooting down every single mistake they make.
Cheap reply here but I'm kind of the same as Darken, except I don't watch RM videos and shit that much.
I have high standards, even though I realize that not everything in a hobby is perfect. I just wish it was!
There will always be poor-quality RM* games. It's a program you can make your own games with and it's easy to use - of course there's going to be tons of bad projects. I like to make fun of them. There are games that grab me, though, even if otherwise I'd shun them. I guess I'm similar to catmitts; I like things that seem to have personality or at least thought.
That said, I used to believe that gameplay > story > presentation. HahahhahahahahahahahahahaaahaahahahahaahAHAHAHAHHAHAHAHAHAHAHA
There will always be poor-quality RM* games. It's a program you can make your own games with and it's easy to use - of course there's going to be tons of bad projects. I like to make fun of them. There are games that grab me, though, even if otherwise I'd shun them. I guess I'm similar to catmitts; I like things that seem to have personality or at least thought.
That said, I used to believe that gameplay > story > presentation. HahahhahahahahahahahahahaaahaahahahahaahAHAHAHAHHAHAHAHAHAHAHA
post=117924
That said, I used to believe that gameplay > story > presentation. HahahhahahahahahahahahahaaahaahahahahaahAHAHAHAHHAHAHAHAHAHAHA
huh
Well apparently one standard of mine was "does the main character have drill hair? y/n" The moment I saw Nessiah's Marian design I wanted to play it, and I didn't even care what it was about.
post=117925post=117924huh
That said, I used to believe that gameplay > story > presentation. HahahhahahahahahahahahahaaahaahahahahaahAHAHAHAHHAHAHAHAHAHAHA
To clarify, Gameplay = Story = Presentation.
post=117927post=117925To clarify, Gameplay = Story = Presentation.post=117924huh
That said, I used to believe that gameplay > story > presentation. HahahhahahahahahahahahahaaahaahahahahaahAHAHAHAHHAHAHAHAHAHAHA
That depends. There are a lot of (if not most) games that don't even have a plot to speak of that are really fun! This logic isn't across the board!
post=117926
Well apparently one standard of mine was "does the main character have drill hair? y/n" The moment I saw Nessiah's Marian design I wanted to play it, and I didn't even care what it was about.
Oh yeah, this is a huge exception.
post=117929post=117927That depends. There are a lot of (if not most) games that don't even have a plot to speak of that are really fun! This logic isn't across the board!post=117925To clarify, Gameplay = Story = Presentation.post=117924huh
That said, I used to believe that gameplay > story > presentation. HahahhahahahahahahahahahaaahaahahahahaahAHAHAHAHHAHAHAHAHAHAHA
Gameplay = (Setting/Story/Characters/Enemies/Levels) = Presentation
You're not across the board
That's what we do in most topics, then we work on our projects for other people to snicker at.
"My, did you see how Sir Callin used that Rudras chip in the forest? He didn't even use underwater elevation!"
"My, did you see how Sir Callin used that Rudras chip in the forest? He didn't even use underwater elevation!"
I need something to look clean before I will play it. What I mean by that i that it doesn't have to look exceptional, but it has to be presentable and mostly error-free. I try to carry this on to my project and make everything look polished but not always perfected.
As for gameplay and story, I will probably enjoy it so long as neither of these are BAD. I mean I'm fine with generic stories so long as they don't try to be in-your-face and get in the way of the gameplay. If your gameplay is solid(and not too hard as I am sad to say I have no patience at all), I will probably play it through to the end.
I guess I'm a fan of SOLID games.
(Oh and lots of directions. Lots and lots. I don't mind too much if I'm stuck on a puzzle, but if I don't even know where the puzzle is I won't search for long before wondering if it's worth finding and shutting the game off. This is why I quit V&V after a very short space of time. =/)
As for gameplay and story, I will probably enjoy it so long as neither of these are BAD. I mean I'm fine with generic stories so long as they don't try to be in-your-face and get in the way of the gameplay. If your gameplay is solid(and not too hard as I am sad to say I have no patience at all), I will probably play it through to the end.
I guess I'm a fan of SOLID games.
(Oh and lots of directions. Lots and lots. I don't mind too much if I'm stuck on a puzzle, but if I don't even know where the puzzle is I won't search for long before wondering if it's worth finding and shutting the game off. This is why I quit V&V after a very short space of time. =/)
Understandable! V&V was built around getting lost a few times and then tripping on the answer (or Hell, either one). At least it seemed solid enough to try. =D
Standards are a double-edged sword and they bring as much pain as they do joy. And the longer you stay in the game, the higher it goes!
Now I really just don't care and if a game looks fun I will check it out. I found that you can turn into the NITPICK KING which is like poison in anything you ever try to create. It's an important phase of development to go through, but you eventually have to step past it or you're just digging your own grave.
Now I really just don't care and if a game looks fun I will check it out. I found that you can turn into the NITPICK KING which is like poison in anything you ever try to create. It's an important phase of development to go through, but you eventually have to step past it or you're just digging your own grave.
Yeah, Visions and Voices looks really good(especially for VX RTP!) but the whole wild goose chase aspect of it wasn't for me, especially because I had read the reviews and knew I'd be sent to the end after a certain amount of sleeps but I kept wanting to go to sleep hoping things would change and I got all mixed up and confused and decided I'd had enough.
I LOVED Demon Tower and Diablocide. Actually these games fit in pretty perfectly with my post about what I like since they're very solid and you can't get lost since you have to just keep heading up. I was so disappointed when I realised that Demon Tower was a demo!
Of course, this is not to say I like things to be very linear, I just like to know what there is to do, and where it is, so I can do it.
Anyway that's enough ranting about various Crazegames for me.
I LOVED Demon Tower and Diablocide. Actually these games fit in pretty perfectly with my post about what I like since they're very solid and you can't get lost since you have to just keep heading up. I was so disappointed when I realised that Demon Tower was a demo!
Of course, this is not to say I like things to be very linear, I just like to know what there is to do, and where it is, so I can do it.
Anyway that's enough ranting about various Crazegames for me.
post=117943
Standards are a double-edged sword and they bring as much pain as they do joy. And the longer you stay in the game, the higher it goes!
Now I really just don't care and if a game looks fun I will check it out. I found that you can turn into the NITPICK KING which is like poison in anything you ever try to create. It's an important phase of development to go through, but you eventually have to step past it or you're just digging your own grave.
I definitely went through this, but I found it lessening when I started working with Karsuman on stuff. Whenever we get too in-depth or anal about something, we just tell the other to stfu. It's always easier when you have somebody with you!





















