PEOPLE WANT WHAT THEY CAN'T HAVE.

Posts

Yellow Magic
Could I BE any more Chandler Bing from Friends (TM)?
3229
MKID are you Barack Obama's debating stand-in
post=203327
MKID are you Barack Obama's debating stand-in
I don't quite follow.
MKID, just don't post anymore until you have at least a paragraph long post DIRECTLY PERTAINING to the subject matter of the post.
Craze
why would i heal when i could equip a morningstar
15170
post=203331
MKID, just don't post anymore until you have at least a paragraph long post DIRECTLY PERTAINING to the subject matter of the post.

You should have a dash between "paragraph" and "long." {/MKID}

***

My favorite instance of this is in most Final Fantasy games. You go to the latest town and start buying equipment.

"Huh? Why can you buy forks here? A - And spears? Freya? Do I get Freya next? Really!?"

Lo and behold, some of the most subtle foreshadowing possible in an RPG. You literally can't even use these purchasable items, but you know they mean something awesome.
I like what Chrono Trigger and FF6 did. In FF6 you could open certain chests, but if you opened them later you might get a better item. In CT, you could open the sealed chests early, but they would be empty in the future. If you opened them later, you could then go back and open them "again."

Adding consequences to actions is great, as long as you don't punish the player too harshly. It can also work the other way. Say you save a village from monsters and they offer a chest as a reward. You opt to turn it down, and in response the merchants give you a discount (or new items or shops become available). I also like trapped chests, especially when you have a chance to either disarm it or set off the trap.
Craze
why would i heal when i could equip a morningstar
15170
It's done 800x better in Chrono Trigger. The way FF6 does it is pretty stupid, although at least it makes sense since new players might not fully explore Narshe the first time.
The Ur-Quan Masters does this in the greatest dick punching way possible. It has spoilers so don't read if you're (interesting in) playing the game.


The second ship to your fleet is a Spathi Eluder which is arguably the best ship in single player. It's fast, quick, and can shoot aft short range homing missiles so it lives up to its name pretty well. The Spathi are a skip and a hop away, they'll never attack you, making them your allies takes minimal effort, and then you can build a whole fleet of Eluders!

Then three in-game months pass and suddenly you notice that the Spathi sphere of influence disappears. You head back to your starbase and hear the Spathi all got up and left and you can't build any more Eluders. You head to the Spathi homeworld to find it encased in an impregnable planetary shield; The exact same one that you're trying to free Earth from! Their moon base has a message for you which is pretty much "So long and thanks for all the fish! letting us check out Earth's slave shield and finding out how to duplicate it!"

This isn't from out of left field either. The Spathi are straight up cowards who never prefer to fight. They want a planetary shield like the one on Earth. When you return to your Starbase after forcing the Spathi to join you the commander there tells you some Spathi scientists are investigating Earth's slave shield. There's plenty of hints of what is going to happen and once the Spathi are gone the only Eluders you have available are the ones that are in your fleet. They are now irreplaceable. Enjoy trying your hardest to keep them alive!

(something similar happens with the Thraddash but you have to break your friendship to progress the game. Besides Thraddash Torches suck balls)


I think it's a great "Have a sample of a great asset. Later you can get more! (but even later you won't be able to get any more so enjoy them while you can!)".

Craze
"Huh? Why can you buy forks here? A - And spears? Freya? Do I get Freya next? Really!?"


"Hey, my party's full and new recruits are on the way! Maybe I'll get party control soon and I can get rid of Dagger!"


*two disks later*

"oh there it is"
post=203297
post=203265
from Zephyr
You could always put that chest with über equipment out of reach for most part of the game and only reachable at the final phase. At least all that eagerly wait is finally over by then. That is if the player still remembers there's a chest to obtain there.
This is a much better way to do it. Having something that looks rewarding to the player be completely unreachable is just bad game design. Nobody's going to like torturing themselves trying to find a way to get it, and Corfaisus' idea about punishing the player for doing so is even worse.

Developers shouldn't have a 'fuck you' mentality when they're making a game. It's their job to make it difficult but fair.
No, a "fuck you" mentality is exactly what we need. If you go out of your way to cheat in a game, you deserve a good kick in the neck.


Are there ANY elements of good design in anything you've said in this topic?

Have you actually ever played a non-RPG Maker videogame?
Despite
When the going gets tough, go fuck yourself.
1340
Of course people want what they can't have, why do you think we all chase money and cling onto unneeded materialistic bullshit?

Why do you think people kill, steal, rape, etc? Its all for something we want but can't have.
post=203297
post=203265
from Zephyr
You could always put that chest with über equipment out of reach for most part of the game and only reachable at the final phase. At least all that eagerly wait is finally over by then. That is if the player still remembers there's a chest to obtain there.
This is a much better way to do it. Having something that looks rewarding to the player be completely unreachable is just bad game design. Nobody's going to like torturing themselves trying to find a way to get it, and Corfaisus' idea about punishing the player for doing so is even worse.

Developers shouldn't have a 'fuck you' mentality when they're making a game. It's their job to make it difficult but fair.
No, a "fuck you" mentality is exactly what we need. If you go out of your way to cheat in a game, you deserve a good kick in the neck.


Players don't cheat unless you allow them to cheat.
Craze
why would i heal when i could equip a morningstar
15170
post=203422
Craze
"Huh? Why can you buy forks here? A - And spears? Freya? Do I get Freya next? Really!?"
"Hey, my party's full and new recruits are on the way! Maybe I'll get party control soon and I can get rid of Dagger!"


*two disks later*

"oh there it is"

I - I like FF9 so far. And Dagger. (I named her Nynavae.)
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
post=203431
post=203297
post=203265
from Zephyr
You could always put that chest with über equipment out of reach for most part of the game and only reachable at the final phase. At least all that eagerly wait is finally over by then. That is if the player still remembers there's a chest to obtain there.
This is a much better way to do it. Having something that looks rewarding to the player be completely unreachable is just bad game design. Nobody's going to like torturing themselves trying to find a way to get it, and Corfaisus' idea about punishing the player for doing so is even worse.

Developers shouldn't have a 'fuck you' mentality when they're making a game. It's their job to make it difficult but fair.
No, a "fuck you" mentality is exactly what we need. If you go out of your way to cheat in a game, you deserve a good kick in the neck.
Are there ANY elements of good design in anything you've said in this topic?

Have you actually ever played a non-RPG Maker videogame?

"No" to your first question and "yes" to your second. I've been playing video games in some way, shape, or form since before my first memory, and in that time I've experienced anywhere between this and that.

post=203463
Players don't cheat unless you allow them to cheat.

You couldn't be more wrong.
I've been doing the chest thing in my games all the time. Usually they are right in the open but locked till you get a key, or visible, but not obtainable till you get some means later (airship eg)
post=203312
I found that by telling people to use items in In Praise of Peace, they would use them to great effect. Then they would use attack items found later on, too.

Make them useful, show that they're useful, and make your game warrant the use of them, and ta-daaaa!
This is very important. You did this well in your latest game, simply by explaining how treasure chests are done by giving away a gold key for opening a rare treasure chest. All 3 steps done in less than 30 seconds.

I thought this was a dumb topic at first since I thought all of this was fairly obvious. Apparently, it isn't! Attraction mostly forms from preconditions, rather than the actual results. Usually a person will strive for a treasure chest even when it contains something terrible, simply because of the preconditions. I will list some famous game examples to show you what I mean.

The Legend of Zelda: Ocarina of Time treasure chests.

A precondition is what I would define as what occurs before obtaining the thing you want, down to the last second before obtaining it. In this case, it is a treasure chest. This is from memory, so maybe I am wrong on how this goes. The game breaks chests down into small, normal, and boss chests. And the preconditions for each one would be:

Small Chest:
-Obtained by clearing a room full of enemies (precondition, sometimes not applicable)
-Walking up to the chest and opening it (precondition)
-Shitty jingle sound when obtaining item (precondition)
-Getting the item (result)

Big Chest:
-More appealing graphically (precondition)
-Obtained by either clearing a room full of enemies, solving a puzzle, or beating a boss (precondition)
-Walking up to the chest and opening it (precondition)
-VERY INTENSE CAMERA 360 SCENE WITH LIGHT SHINING OUT OF CHEST (precondition)
-VERY INTENSE MUSIC PLAYS (Precondition)
-Getting the item (result)

Boss chests are the same thing except even more graphically appealing (IRON CHEST)

Castlevania: Symphony of the Night and Metroid Prime. Having the best equipment/power ups right from the beginning of the game.

Both games do this very well. In Symphony of the Night, you are shown how badass you can get right at the beginning, but are quickly stripped away of everything, leaving you with Alucard's fists. ;(
This entire sequence and hours of gameplay are the preconditions before receiving the items. You wanted those items. Do not lie. You were teased. Anybody who did not want them is lying. Same thing applies with Metroid Prime.

Also yeah, Chrono Trigger does this with the sealed items. The tune that played before you could open them makes you want it!

edit: wow what a long post! My apologies!

I thought this was a dumb topic at first since I thought all of this was fairly obvious. Apparently, it isn't!


neophyte knows whats up
post=203516
post=203463
Players don't cheat unless you allow them to cheat.
You couldn't be more wrong.


That's where you're wrong. If there are no cheat codes, walkthroughs, or glitches in the game, there shouldn't be anyway for a person to cheat, unless they hack, then they wouldn't get the "good kick" you mentioned.
Craze
why would i heal when i could equip a morningstar
15170
Neophyte, I like you a lot.

I'm going to springboard off of Neo's post with this link. Yeah, it's one of my own blogs. You should probably read all of my blogs.
post=203115
It's one of those reasons why people hoard Elixirs, take on convoluted sidequests, and why people always come back for more no matter how many times they get their ass kicked by an optional boss.


You have just given me an idea for the most useless game I have yet to not finish.. one that will be made for me and all I desire in a game
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
Elixir Quest: The Grandfather Clock Story?
A precondition is what I would define as what occurs before obtaining the thing you want, down to the last second before obtaining it. In this case, it is a treasure chest. This is from memory, so maybe I am wrong on how this goes. The game breaks chests down into small, normal, and boss chests. And the preconditions for each one would be:


So I'm sitting here listening to the FFVII soundtrack, and I think a wonderful personal example of this is; Still More Fighting is one of my favorite and nostalgic boss battle themes. To this day when I play FFVII I like hearing it, but one of the things that stand out to me is that I strongly associate this music, and boss battles in FFVII in general with the highly satisfying "TSSSSSSSHHHHHHHHHRRRRRRRRRR" sound effect, red tinting, and shaking thing the bosses do when you beat 'em.

After a while, now that I think about it, it's sort of like a drug, you KNOW its coming, you want it, and in special battle cases where it doesn't happen, it stands out and you're like 'damn bro what'