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SOMETHING ABOUT FLIES......

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Howdy people!

Actually, it's something about long intro scenes.....
with tons of *churvaness* or whatever happening before even the game starts that it consumes a lot of time...

Does it bother you?


*can a fly without wings be called a walk??????*

Scratch that!
It depends on how the story is told IMO. The most important part of any rm game is the first 5-10 minutes. If you want to make a long intro to your game, fine--make it long, but it absolutely cannot bore the player to death. I think a lot of RPG maker games make the mistake of explaining their worlds with walls and walls of text in the opening scene, but they don't realize that the player doesn't give two shits about any of that yet. If you have to set up anything about the world itself, keep it at like 2-4 sentences and move on (like FF6). Explain the rest of the world's back story later on in the game through dialog and other means of storytelling.

There usually should be some kind of character interaction, where you see the main hero for the first time that really cuts to the chase and explains what type of character he is. Another mistake I see a lot in rpg maker games is that they show too much of the villain, who really shouldn't be revealed until the player is used to some of the initial characters. That early on in the story, the villain shouldn't be the main focus.

To answer your question, yes, long intros bother me because 90% of the time they are the reason I turn off the game.

Also for the record, you should never ever have to put a "skip intro" option in your game. That's just ridiculous. Work on storytelling instead.
Ugh, this topic name... if you're going to make a serious topic in GD&T, have a serious title.

And I pretty much agree with PO, if you think you should explain your world/history with endless walls o' text at the very beginning of the game instead of simply allowing the player to explore and learn about the world/history, then you are probably bad at interactive storytelling.

The reason why you see a lot of boring intros in RM games is that most people look up to professionalism and think that having a world history lesson at the beginning of the game makes it "deep." Also the collective mentality of "hey everyone has a textfull intro, thats where I should start!"

Also, a good read: http://rpgmaker.net/articles/9/Your_Intro_Sucks_Clean_Up_That_Mess/
Hexatona
JESEUS MIMLLION SPOLERS
3702
I cannot stress the importance of the first 5-10 minutes of a game. The first few minutes for Final Fantasy XII were fantastic and really made me involved with the characters and story, and hooked me and made forgive the problems I had in the next 45 minutes.

Final Fantasy tactics..? While I love the game to death - if it hadn't been one of the only games I had at the time, I probably would never have gotten past that first battle you fully control (the one in the past). Seriously, the intro text is slower than a goddamned SLOWBRO, and add to that the battle is really hard not to die a few times (forcing you to see the story exposition) unless you're familliar with the battle system.
post=118999
Ugh, this topic name... if you're going to make a serious topic in GD&T, have a serious title./


lmao!
Sorry bout that....

I'm making my intro short and emotive as possible...
You're right about world history and stuffs....
I totally agree that 99% of all games should have little to no intro-ing. This is because just about everyone (myself very included) can not pull off even a 10 minute intro without putting the player to sleep or having them turn off the game.

In contradiction I just started playing Persona 4 (finally) and that had about an hour long intro. I honestly can't believe I enjoyed that! They really know how to write dialogue and make you interested in the characters IMHO. That said I have never seen any other game (amateur or professional) pull off a long drawn out intro.

Keep it short and simple and let the player immerse themselves rather than drown.
I always feel strongly for the intro you play.
post=119033
That said I have never seen any other game (amateur or professional) pull off a long drawn out intro.

Dragon Warrior VII.
It was like 2 hours between the start and the first battle. my god.
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