REVEAL YOUR SECRETS: WHERE DID YOU GET YOUR IDEAS?

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Story wise I get my inspirations from television show's (e.g Supernatural, lost, doctor who).
Films(Sprited away,The dark knight, Memento).
My film studies course at collage! And genrally applying Todorov's Narrative theory as a outline.

Gameplay is a abit more complex. I think it mostly comes from metal gear solid, Dantes inferno, Chrono Trigger and any Final fantasy title. My current mindset is to add a hell of alot of variety to my current title.

Character's, I have a perferance for strong willed woman being protrayed.. for example Fang or Lightening
it dosn't help having a little spirte acting like a slut most of the time.

Music is toughie because I have no real taste.

I'm not really inspired by any games on Rmn, I take note on the current trends and the techicnal use of the engine but I get bored after a while.

@Fallen-Griever.. Escape from new york is the best film ever IMO! Just seeing that mentioned makes me feel sick from nostalgia
Am I wrong in assuming that those who don't take inspiration from RMN games are the ones who don't play them?
You can't take inspiration from games you haven't played, really.
post=144654
Am I wrong in assuming that those who don't take inspiration from RMN games are the ones who don't play them?

Nah you're probably right. That said though I haven't really played very many RMN games that got my creative juices flowing. (Textshmup, Soliquity and Marvel Brothel are probably the ones that came closest). I think regular rpgmaker games sort of suffer from being too derivative. And many of RMN games suffer from that same thing. The games were inspired by something but when playing it you see the inspirations more than you get your own. "Oh this was clearly inspired by x and y"
post=144654
Am I wrong in assuming that those who don't take inspiration from RMN games are the ones who don't play them?

You are SORTA wrong. I play quite a bit of RM gams, but the only real possible inspiration I can get is "oh this guy managed to make the rm2k3 dbs not suck so much!" Nothing really major.
Uhm... maybe you're playing the wrong games.
RMN games > commercial games.
Craze
why would i heal when i could equip a morningstar
15170
Exit Fate is kind of on par with some decent commercial titles. Otherwise, what Darken said.
post=144654
Am I wrong in assuming that those who don't take inspiration from RMN games are the ones who don't play them?


Yes.

I am rarely inspired by RM* games. I am certain I have played more than most anyone in this topic.
post=144670
indie games > commercial games.


Also I don't really play enough games to be influenced by them! The two-click system I use in most of my games was cribbed from the Discworld Noir adventure game and although I've never really played it since it lags like hell on my laptop I remember seeing the Neverhood on some show when I was little and having my mind blown and then forgetting the title before coming across it again by chance. Veggie Tales 3D was inspired by Cactus games in the sense of trying to rush off as many crazy short ideas as possible rather than work on some big polished project but that's not really an idea that translates well to adventure games.

Mostly I get ideas from music or occasionally movies. For Biggles On Mars I got the idea for a Biggles game from listening to 'Spitfire Parade' by the Swell Maps. I decided to use Fred Astaire as a villain from listening to the Lamps song 'Fred Astaire'. I put in a Gumby cameo because I was watching the Paper Rad 'Gumby' videos. I based the tone and music off the Ted Weems song 'Heartaches' (http://www.youtube.com/watch?v=-f4FAny0d1c&feature=related and stay tuned for the whistling solo!) which I perversely never got a chance to use ingame. Similarly Paul Moose was based off the 'Clangers' show and some tracks off the 'OHM: Early Electronic Music' compilation. And so on. I'll probably start getting more into game influences once I start making things in Construct but I think there's already too many games which are only based off OTHER GAMES so idk.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Well, I play RM games, but I don't get many ideas from them. Not because they are full of ideas I don't like, but because they are full of ideas that the authors got from commercial games. Sometimes they inspire me in the way they test the limits of the maker, but rarely do they do things I like that I've never seen in commercial games.

Unless you count the writing. They often have very unusual writing. In fact, okay, I admit that The Must Stupidest Game Ever: Re-Duh is what got me to initially consider making a comedy game.

Vindication's style of humor was inspired by Disgaea, though. Not the demons/underworld/evil aspect, but rather the way that Disgaea assaulted you with nonstop humor, some of which was character-driven and some of which was scenario-driven and some of which was built into the gameplay systems. But then secretly, while you weren't paying attention, it was developing a complex plot and making you become really attached to the characters, and it ended up with a very dramatic, touching, and even tragic story at the end. That's what I tried to do in Vindication's story.

Gameplay-wise, I'm not sure. I'm sure there's a little bit of FF6 influence in the affection I have for party splitting. And perhaps also a little bit of FF6 influence in my Narshe-style battle that is directly ripped from FF6.
Craze
why would i heal when i could equip a morningstar
15170
post=144685
Gameplay-wise, I'm not sure. I'm sure there's a little bit of FF6 influence in the affection I have for party splitting. And perhaps also a little bit of FF6 influence in my Narshe-style battle that is directly ripped from FF6.

That is also done in the Narshe Caves and final dungeon and Phoenix Cave (?). :<
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Narshe Caves is part of Narshe!

And the Narshe-style battle is a different thing from the team splitting. I meant that I use both, and they are both ideas I got from FF6. Though the Narshe-style battle is obviously based much more directly on FF6, while the team-splitting is just a motif that my game bears similarities to.
Craze
why would i heal when i could equip a morningstar
15170
...what's special about the Narshe battle specifically?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
It's the one where there are the 20 or so visible soldiers heading from their starting point up through a maze to a point you have to protect, and you have to intercept them before they get there, and each... ah, hell, this one: http://www.youtube.com/watch?v=e-gFESbC_VY

The moogle battle in Narshe at the beginning of the game is also of the same format. I basically have that exact event in my game.

Phoenix Cave and Kefka's Tower have a more traditional method of multi-teaming, where you actually must traverse a whole dungeon with multiple teams and use them in tandem to solve puzzles. Which I also use.

If by "party splitting" you thought I meant the entire third of the game between Lete River and the Narshe Battle, when the main characters split up and the story follows each of their adventures seperately, well... okay, yeah, I do that too.
Oh god.

Why would you do that to the message box. ;_;
Craze
why would i heal when i could equip a morningstar
15170
Oh, so you meant how it's one single battle split up into mini-battles. I thought you meant Narshe was special in some way I totally forgot about, like Kefka shooting fireballs on the battlefield to block your path randomly or something.

So I understood you all along, you just had to go and make it confusing. >=(
Here's something of a RM influence.
Carlsev Saga influenced the way I handle my touch-encounter enemies significantly.

1. not to clutter the map with them. (They respawn... there is really no point in having so many of them)
2. Have them move randomly as oppose to them stalking the player. (The monsters are always there, the player chooses whether to attack them or not. The reasons I hate random encounters are because they are distracting and mandatory (unless you are ultra lucky), so I decided to do touch encounters, but it turned out to have the same problems, due to there being too many of them, tight corridors, them seeking you out, etc.)
Craze
why would i heal when i could equip a morningstar
15170
That's how the first three GBC/GBA Harry Potter games do random encounters, and it works well. (Well, okay, only the second game is worth playing, but...)
Craze
why would i heal when i could equip a morningstar
15170
That's how the first three GBC/GBA Harry Potter games do random encounters, and it works well. (Well, okay, only the second game is worth playing, but...)