STANDARDS

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WHOA WHOA WHOA WHOA did someone say crybabies
post=124900
thoughts on aesthetics/visual first impressions, y'all?

not trying to be catty but i dunno if 'aesthetics' is even the right word in the context of rpg maker games, since to me the word suggests a consistent and deliberate design style chosen to enhance some aspect of the game and really I don't think many of them get beyond throwing meaningless layers of detail around. Most of the RM games that've been praised for their graphics I find incredibly ugly and disjointed, and I think it's because rather than put thought into the overall impression of the screen and composition etc it's easier to just throw detailed rips everywhere and obey some three tile rule and lump in a bunch of lighting effects and overlays (which incidentally usually looks pretty ridiculous for blocky pixellated snes-era games, but whatever). There's honestly been a bunch of times I've quite liked a thumbnail image and then hated the full one, because the thumbnail was more about the overall impression and mood than detail whereas the full screen just drops extremely detailed rips everywhere, losing the overall effect in meaningless distraction and visual noise.

Leaving aside the whole debate about overusage etc this is why I find the 2k3 RTP a lot more interesting visually than a lot of ripped stuff: because of the cartoonish 'light' lack of detail that makes it easier to get drawn in. Obviously I'm not saying that all detail etc is bad and that everyone should just stick to cartoonish stuff but I do think theres kind of a dickwaving attitude to maps etc here that misses the point a lot. It's like a game where everyone just tries to cram the most detail into the smallest space in the name of 'realism' etc and end up with a kind of visually unreadable mess that entirely loses the overall mood or impact.
Like this was posted to the GW screenshot thread recently as an example of MAP IMPROVEMENT:



The first one is kind of boring but the second is hideous. heh three tile rule bich *throws in a bunch of meaningless shit dumps some awful overlay on top*. It's grotesque and if I was smarter or had the energy I might start talking about you know how visual immersion is aided by losing meaningless detail (perfect example: those photorealist comics which completely lose the visual flow and always seem very stiff and false, precisely because of the very detail and realism of them) but I don't think I'm qualified.
So if you have the next great 2D rpg adventure, i will not be playing your game. not to say that games that use the 2D perspective are bad, it's just your game looks exactly the same as every other 2D RPG game ever. it's just my personal preference. Give me 4D jizz graphics please.

But enough joking. I definitely agree with catmitts that simplicity > 3tile needless shit everywhere. There's a certain balance you need to reach between those two elements.
i actually like what sanosuke does with textures etc. but this is not one of the better examples. at all.
yeah i don't mind some of it but when i saw that one i literally cringed irl from how awful it was. heh lemme just...... touch that up for ya *arbitrarily dumps items and overlays over everything until it turns into an ugly and confusing riot of contrasting textures* yiour welcome @_@. i played beloved rapture once and felt pretty much the same way so apparantly this is a minority opinion around these parts.
I cannot think of a single overlay photoshop 3-tile rule shitfest that was any good.

I'm not sure if this is a coincidence or if the maker's priorities are in the wrong place.
A. Wtf is the 3-tile rule dammit!!!

B. I know most people say Gameplay=Story/Characters/Writing=Graphics...but I honestly can't say I agree with that. When it comes to video games, I think gameplay should come first and foremost. Incorporating and balancing the three is important, but I have slugged through games with crappy story and mediocre graphics because I liked the gameplay, but I can't ever recall staying with a game with mediocre gameplay because of teh awesume story it has.

Oddly enough, it seems to be a lot more common in RM games than "Professional" games to sacrifice gameplay for story and graphics...I wonder why that is? Maybe the amateur community it too focused on being "epic" rather than fun.

Anyway, I definitely hold myself to a much higher standard than I do others...coincidentally I have very low standards. But gameplay has to stand out more than anything else. That's my 2 bits, and a long ass B.
Three tile rule: Don't have the same tile appear more than three times in a row or something ridiculous like that
post=124932
Three tile rule: Don't have the same tile appear more than three times in a row or something ridiculous like that


Hmmm that seems like pretty bad advice for a general rule, but I'd be lying if I said my maps kinda follow it even it it wasn't intentional...It just seems like bad general advice because something like that should vary situation to situation, map to map.
I know most people say Gameplay=Story/Characters/Writing=Graphics...but I honestly can't say I agree with that. When it comes to video games, I think gameplay should come first and foremost.

Stop thinking everything separately and maybe you'll agree a little more.
post=124935
I know most people say Gameplay=Story/Characters/Writing=Graphics...but I honestly can't say I agree with that. When it comes to video games, I think gameplay should come first and foremost.
Stop thinking everything separately and maybe you'll agree a little more.


no u
post=124935
I know most people say Gameplay=Story/Characters/Writing=Graphics...but I honestly can't say I agree with that. When it comes to video games, I think gameplay should come first and foremost.
Stop thinking everything separately and maybe you'll agree a little more.

When people review games, they tend to think otherwise. That's why I don't really like how reviews are done, but it's the standard so w/e.
Funny how you cut out the very thing I said next, that obviously all three of need to work together as one to create a truly cohesive and enjoyable experience. Like how in Paradiso god is three separate parts yet one whole being at the same time.

My point is that even if the other two(Music/Graphics) were awful and didn't flow together at all, if the actually...lets say battle system was fun there's a better chance of me enjoying. Don't think I don't know that graphics and music also affect and coincide with the gameplay. But generally, there is a separation between the three as well...it would be just silly to think otherwise, ideal maybe, but still silly.
post=124928
I cannot think of a single overlay photoshop 3-tile rule shitfest that was any good.

I'm not sure if this is a coincidence or if the maker's priorities are in the wrong place.


Wasn't Ara Fell one of those games that had tile vomit all over the place?
Solitayre
Circumstance penalty for being the bard.
18257
Ara Fell probably did over do it a bit with tiles but the visuals were pretty successful at creating an atmosphere. I did feel like I was on some kind of flying magical world up in the sky with birds and waterfalls and flowers and stuff everywhere and with frequent gaps where you could see the mainland below. There's also things like the fact that people live in caves instead of houses, the vampire forest is dark and gloomy where everywhere else is bright and beautiful. If you get past the over abundance of pointless details, the aesthetics really help make the setting stand apart from other RM games.
post=124946
post=124928
I cannot think of a single overlay photoshop 3-tile rule shitfest that was any good.

I'm not sure if this is a coincidence or if the maker's priorities are in the wrong place.
Wasn't Ara Fell one of those games that had tile vomit all over the place?

Rise of the Third Power is a much better game, and part of this is due to actually being able to navigate the maps - and well there's a whole lot of other things that are better about Rise of the Third Power, but the improved map design certainly was a contributor to my increased enjoyment.

As for Ara Fell, it is one of those few games that I'd argue works better in its parts than it does as a full game. The maps were pretty and added to the game's atmosphere but were a real chore to navigate, especially since BadLuck was not the most studious or consistent of bug testers. The same goes for its writing (which was acceptable but had pacing and plot issues) and the battles (which had cool mechanics but was really not fun at all).

Anyway, yeah.
post=124543
Controversial Statement:
I believe that having very high standards for one's own work is almost prohibitive to actually releasing anything complete. I won't use the word prohibitive but I will say antithetical. All of the real "perfectionists" I know, often with very impressive projects, have never actually finished anything. Obviously this statement is meant to describe RM but in my experience it applies to writing just as much; it is pretty much an accepted fact that a first draft, at least, can't be finished without throwing your standards out the window.

You bring up a good point. Hemingway once said that the first draft of anything is shit. Maybe people need to focus more on finishing projects, getting feedback and then going back and tweaking them into a completed form. This is truly the advantage of working in a community like this as opposed to if you were a professional developer and worked in a vacuum.

I think the mindset is that people go and hide for a few months to make their game and when they deem it to be perfect and complete they release it and that's the end of the story. I don't see any reason a lot of the games on this site that have received 3 or 2 score review's couldn't go back and rework things and release v2.0.

I think there is a lot of pressure to get it absolutely right the first go and it doesn't have to be that way. Perhaps after going through this back and forth process a few times people would be less afraid of finishing projects, less afraid of getting it wrong, and more motivated to actually create a "finished" project.

But, I dunno, I'm new here. :p
Solitayre
Circumstance penalty for being the bard.
18257
Stress
Maybe people need to focus more on finishing projects, getting feedback and then going back and tweaking them into a completed form. This is truly the advantage of working in a community like this as opposed to if you were a professional developer and worked in a vacuum.

I think the mindset is that people go and hide for a few months to make their game and when they deem it to be perfect and complete they release it and that's the end of the story. I don't see any reason a lot of the games on this site that have received 3 or 2 score review's couldn't go back and rework things and release v2.0.

I think there is a lot of pressure to get it absolutely right the first go and it doesn't have to be that way. Perhaps after going through this back and forth process a few times people would be less afraid of finishing projects, less afraid of getting it wrong, and more motivated to actually create a "finished" project.

I think this is probably the most important thing anyone has said in this thread so far, and possibly ever.
post=124929
B. I know most people say Gameplay=Story/Characters/Writing=Graphics...but I honestly can't say I agree with that. When it comes to video games, I think gameplay should come first and foremost. Incorporating and balancing the three is important, but I have slugged through games with crappy story and mediocre graphics because I liked the gameplay, but I can't ever recall staying with a game with mediocre gameplay because of teh awesume story it has.

Oddly enough, it seems to be a lot more common in RM games than "Professional" games to sacrifice gameplay for story and graphics...I wonder why that is? Maybe the amateur community it too focused on being "epic" rather than fun.

Personally I care a lot more about story/character and music more than other aspects. Even though I put effort graphically into my games, the main attraction of any game is having good writing... but it's really hard to get me interested in a game if it doesn't have interesting screenshots. I just played TTHW, which had shitty graphics, but great characters.
I honestly don't give a shit about gameplay at all if the story draws me in enough to make me want to keep playing(Three The Hard Way), but if the writing is really bad, I will stop playing the game even if it is pretty or has good gameplay. (Sacred Earth: Bonds).
Also, story =/= "epic." I have no idea where you are drawing that comparison from.*
Well, the good thing about games (as well as the hard thing about gamemaking) is, since they encompass so much (graphics, characters, story, gameplay), you can make a good game excelling in one single element. A game with bad story but addictive gameplay (like FFTA) is a good game. A game with ordinary gameplay but great story will also be a good game.

As far as standards go, I think a game really needs to STAND OUT in AT LEAST one aspect.
I mean...
Average graphics + average story + average gameplay + average characters = terrible game.
Average graphics + crappy story + awesome gameplay + crappy characters = awesome game.

Well, I can accept crappy story and crappy characters, but not crappy graphics or gameplay. I mean... you can have a simple straightforward gameplay using default systems, but something strange and unbalanced. I'm also kinda picky when it comes to graphics.

So... yeah, when looking for a game I don't expect it to be good at everything, but I expect it to be great at one aspect, and receive at least a decent amount of care in all others.