TWO QUESTIONS
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To me this is a paradox in the community, as some people avoid demos and other people will almost never play more than twenty minutes to an hour (two hours tops) of a game. It's kind of a Catch 22!
Long games are fun to work on, but there is something I recall from English 101 in college. When writing an essay to be read by a professor, you have one sentence to convince him/her you are not an idiot. I think games, be them long or short, are like this. You have one or two frames with just a bit of dialog to keep people interested. It's easy to forget about this when dealing with a long game. You never get a second chance at a first impression.
1. You make short games until you have the experience, resources, and knowledge to make a solid long one.
2. I'd apply the law of averages here; more projects means more avenues for people to see your work, but few completed means some will just write you off as a Vaporware Master. I imagine quality work and presentation of your project is about as effective as many projects that don't have as much time spent on them (though I'd say the latter is probably an attention you don't want.)
2. I'd apply the law of averages here; more projects means more avenues for people to see your work, but few completed means some will just write you off as a Vaporware Master. I imagine quality work and presentation of your project is about as effective as many projects that don't have as much time spent on them (though I'd say the latter is probably an attention you don't want.)
I think this is getting to the point where all of you guys are putting way too much thought into this.
post=132157I took option 2) Make a solid long one and then pump out a lot of short games now that I have the experience of completing a game.
1. You make short games until you have the experience, resources, and knowledge to make a solid long one.
EDIT:
In agreement with Mog. The long and the short of it is: Finish more games.
post=132157
1. You make short games until you have the experience, resources, and knowledge to make a solid long one.
2. I'd apply the law of averages here; more projects means more avenues for people to see your work, but few completed means some will just write you off as a Vaporware Master. I imagine quality work and presentation of your project is about as effective as many projects that don't have as much time spent on them (though I'd say the latter is probably an attention you don't want.)
Isn't having ANY completed (let alone more than one) pretty damn good for this community? What do we look at, the percentage, or the number? Do we look at it as 2/8 games versus 1/1 games or do we look at it as two games versus one?
Long games are fun to work on, but there is something I recall from English 101 in college. When writing an essay to be read by a professor, you have one sentence to convince him/her you are not an idiot. I think games, be them long or short, are like this. You have one or two frames with just a bit of dialog to keep people interested. It's easy to forget about this when dealing with a long game. You never get a second chance at a first impression.
I know of the same paradigm only with a fiction-based aphorism. (Also one thing I do besides read the back jacket and look at the cover is read the first sentence or paragraph of a book before I buy it.) So I am aware of this and try to apply it to RM.


















