STANDARDS
Posts
post=118913
Well mostly the part MegaMan games should be made like any MegaMan game. ;D
People should think outside the box a little more, fan games are no exception... Hell; even mainstream developers do it sometimes.
Remember Mega Man Legends? It put a new spin on things by making Mega Man an Action RPG.
post=118922post=118913People should think outside the box a little more...
Well mostly the part MegaMan games should be made like any MegaMan game. ;D
... And not make a fan game. That is, if they want to think outside the box.
post=119073post=118922... And not make a fan game. That is, if they want to think outside the box.post=118913People should think outside the box a little more...
Well mostly the part MegaMan games should be made like any MegaMan game. ;D
It's not that cut and dry. At all, really.
I'd rather see homages to a game's style that blatant copies. Chromotose comes to mind.
post=119182
I'd rather see homages to a game's style that blatant copies. Chromotose comes to mind.
What precisely are you saying Chromatose is copying?
I'm saying it's a homage to the Mother style, you goon. It was a complement!
post=119188
I'm saying it's a homage to the Mother style, you goon. It was a complement!
I thought you were saying it was a blatant copy =P. Thanks for the compliment though!
My standards generally, for myself, are pretty high. Little things bother me for some reason, and I can be picky with the way something comes out in one of my projects. For others, though, standards are not as high. I don't mind seeing games chock-full of RTP or cliches, but I generally won't bother playing it. First impressions make a difference, y'know. I always like seeing a game that's unique and looks like a lot of effort was put into it, though, because that's part of what drives me.
post=119182
I'd rather see homages to a game's style that blatant copies. Chromotose comes to mind.
post=119183
But a fangame doesn't have to be a blatant copy, either.
Perfect example, Touhou fangames.
I hold myself up to high standards. They're not always realistic, but that's kind of the point. They don't serve to evaluate my ability at any given time (though that's a plus) so much as to help me improve.
Given: If I'm at a certain skill level before tackling a project and I aim to create something at a much higher skill level then the result will most likely be something in between.
Hypothesis: If I hold myself to high standards, that "something in between" will be greater than if I had expected less of myself. That's the general idea, anyway.
I have pretty high expectations of others too. However, outside of friends and some other colleagues, it's pretty rare that I will give a big enough shit about their work to really flesh out a good critique when asked for feedback. Unless it's a genuinely good effort, in which case I get a little excited and motivated to engage them about their work as if the energy they spent making it magically juices me up. On the other hand, if it doesn't seem like they really worked at it, I get bored and/or crabby that they're wasting my time with it and will probably just comment from what I see as a more relaxed, general set of standards with the aim of shutting them up.
It sounds jerky I know, but it just comes from a few years of attending an art school full of semi-retarded asslings who, instead of spending their time practicing their fundamentals, wasted it coming up with excuses for their half-assery of something they're supposed to be really passionate about. /shrug
Given: If I'm at a certain skill level before tackling a project and I aim to create something at a much higher skill level then the result will most likely be something in between.
Hypothesis: If I hold myself to high standards, that "something in between" will be greater than if I had expected less of myself. That's the general idea, anyway.
I have pretty high expectations of others too. However, outside of friends and some other colleagues, it's pretty rare that I will give a big enough shit about their work to really flesh out a good critique when asked for feedback. Unless it's a genuinely good effort, in which case I get a little excited and motivated to engage them about their work as if the energy they spent making it magically juices me up. On the other hand, if it doesn't seem like they really worked at it, I get bored and/or crabby that they're wasting my time with it and will probably just comment from what I see as a more relaxed, general set of standards with the aim of shutting them up.
It sounds jerky I know, but it just comes from a few years of attending an art school full of semi-retarded asslings who, instead of spending their time practicing their fundamentals, wasted it coming up with excuses for their half-assery of something they're supposed to be really passionate about. /shrug
A Mega Man RPG is fine. Command Mission was a pretty rad game. However as someone above said, you have to try and replicate the game's feeling; not make a clone. That's one thing I hate about all those Metroid fangames you see around. "Let's make Super Metroid again!" Sorry but I already played that game and you probably can't make it any better.
As for my own standards, I have pretty high standards in some areas. I do not stand people who took zero time thinking about HOW people will play their game. You might have a story that is the best thing ever. Fantastic. I am not going to slog through your shitty message windows that take 10 seconds to animate in or the battle system is full of spinning shit.
Another thing is pacing. It is my belief that every game has to start of as the easiest thing ever. You have to let people figure out how to play the game before you start hammering nails into their face. I love games that become a challenge to beat, not come out of the gate like that.
If people can figure out a responsive interface and solid pacing, I can play almost any game. Sadly, those things are usually far beyond the skillset of RM users.
As for my own standards, I have pretty high standards in some areas. I do not stand people who took zero time thinking about HOW people will play their game. You might have a story that is the best thing ever. Fantastic. I am not going to slog through your shitty message windows that take 10 seconds to animate in or the battle system is full of spinning shit.
Another thing is pacing. It is my belief that every game has to start of as the easiest thing ever. You have to let people figure out how to play the game before you start hammering nails into their face. I love games that become a challenge to beat, not come out of the gate like that.
If people can figure out a responsive interface and solid pacing, I can play almost any game. Sadly, those things are usually far beyond the skillset of RM users.
post=120669
Another thing is pacing. It is my belief that every game has to start of as the easiest thing ever. You have to let people figure out how to play the game before you start hammering nails into their face. I love games that become a challenge to beat, not come out of the gate like that.
I figured this out the hard way.
I have very low standards as I currently would just like to finish ANY RPG Maker project before I die.
Good questions, good discussions.
I like Stress' post:
That's a tough dilemma to figure out. 'Cause... well, if your standards are too high, you'll have trouble actually finishing things. If they are too low, you may actually get to finish something, but who's gonna care about it anyway?
I've been having trouble with this, because my standards increase dramatically over the course of my project. For instance, I started using chipsets from other places, then I got to editing them, after that I made chipsets from template just importing pieces from other chips and editing them, and now I'm actually making my tiles (and I'm talking about the same project). I'm satisfied with what I've been achieving, but I catch myself sometimes wasting hours to draw a 3-TILE WALL, and it's very frustrating.
There's got to be a balance between having a high standard and being practical. Sometimes high standards are not realistic, because your players won't really care about some details. But then again, you might as well do nothing instead of working on crappy games (or poorly developped projects).
My standards are high, but not too high for other people's games. Overused graphics, bad mapping, bad dialogues, plot cliches, dull battle systems, all huge turn-offs. Like someone else said, I expect something at least slightly original and refreshing when I play someone else's game. I mean, if I'm going to play a traditional-styled game, I might as well play a commercial one, so I always look for something unique in amateur games... and it's really hard to find.
I like Stress' post:
post=124417
I have very low standards as I currently would just like to finish ANY RPG Maker project before I die.
That's a tough dilemma to figure out. 'Cause... well, if your standards are too high, you'll have trouble actually finishing things. If they are too low, you may actually get to finish something, but who's gonna care about it anyway?
I've been having trouble with this, because my standards increase dramatically over the course of my project. For instance, I started using chipsets from other places, then I got to editing them, after that I made chipsets from template just importing pieces from other chips and editing them, and now I'm actually making my tiles (and I'm talking about the same project). I'm satisfied with what I've been achieving, but I catch myself sometimes wasting hours to draw a 3-TILE WALL, and it's very frustrating.
There's got to be a balance between having a high standard and being practical. Sometimes high standards are not realistic, because your players won't really care about some details. But then again, you might as well do nothing instead of working on crappy games (or poorly developped projects).
My standards are high, but not too high for other people's games. Overused graphics, bad mapping, bad dialogues, plot cliches, dull battle systems, all huge turn-offs. Like someone else said, I expect something at least slightly original and refreshing when I play someone else's game. I mean, if I'm going to play a traditional-styled game, I might as well play a commercial one, so I always look for something unique in amateur games... and it's really hard to find.
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?
I used to think my standards were very high, particularly for myself. Over time I have been gradually reevaluating this and have decided that, especially when judging other people's work, my standards are pretty low. If a game "shows effort" at all it is rare that I will savage it or give it less than a 4/10. And there are several games I gave perfect or near perfect scores "back in the day" only to regret it as I was exposed to better and better games. Regarding other people's work I am really easily impressed by smooth implementation of tricky programming and by anything graphical but story has to work harder to impress me.
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.






















