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GET ENGAGED: HOW A PARTNER CAN HELP

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I rarely ever consult with other people over my ideas, especially 1-on-1. For one, I am shy. Another, I am insecure. Thirdly, I know that I can't really invest the time to reciprocate with any one else (so if someone helped me out hashing out ideas, I wouldn't be free to do the same with them, at least at their convenience).

Lastly, all my ideas are beyond reproach.
Max McGee
with sorrow down past the fence
9159
You know what would be helpful would be some advice on how to do this. Because I already know that this is a good thing to have. It's just that in ~10 years of game making and making lots of connections I never really found anyone I connected with well enough who also had an extremely analytical mind, lots of game design experience, and was constantly or near-constantly or at least reliably available via a real-time communication medium like AIM. I agree with the OP--you ARE lucky.

But this topic isn't that helpful. It's kind of like saying, "your game should have great and custom art assets" without any advice on how to get it. Yes, obviously that would be good. It's also easier said than done.

Edit:
Of course, on the other hand, everything Kentona just said applies to me.

Edit 2:
I don't know, I'd like to have this kind of "relationship" with F-G but I found his lack of real-time communication media and the enormous time zone gap to be a big speed bump.

Edit 3:
Of course this is all highly theoretical! I am not actively making videogames ATM.
Yeah this is a good idea.

In my experience the more people, the more ways are spotted on making something better or bringing up new ideas and solutions. It can also just be plain fun to talk a little about if your both working on your own projects.

So I recommend people do TRY share ideas with some other people they know, or just random people in IRCs if that apparently works.
Despite
When the going gets tough, go fuck yourself.
1340
post=211335
should set up some kind of buddy topic. i am sure it would be entertaining to see two people randomly grouped up to talk about game design/their games and post about it. i am sure it would be an amusing train wreck or just, something useful.


that'd be interesting!
YDS
member of the bull moose party
2516
Yeah. I am interested in that and I wouldn't mind setting it up if we have more ideas on how it would work.
Max McGee
with sorrow down past the fence
9159
In America, at least among my IRL friends, no one uses MSN, everyone uses AIM. Of course, I think RMN mostly uses MSN rather than AIM. So I guess it's a cultural rather than national thing.
I never use AIM, only MSN (and Yahoo! Messenger, mainly for work).

Also, a lot of people use pidgin.
I use AIM, Yahoo, MSN, and GoogleTalk all in a single program at once so I barely notice this.
I use MSN for all my actual IRL friends and shit. AIM is solely for RM talk.
I've found that getting engaged (and later married) has been detrimental to my involvement with RM work.
Kentona, would you be engaged with me? We could make a great game baby.
What game were you and chaos talking about?
Craze
why would i heal when i could equip a morningstar
15170
We were talking about SUPER CRATE BOX.


...also, NotPoke and NotMagic. NotMagic has a real name, but I can't remember it for the life of me. It's a card game, though, unlike SUPER CRATE BOX.
Ciel
an aristocrat of rpgmaker culture
367
honestly don't mean to be rude but i think 99% of the things rmn users talk to about with each other are completely useless and could easily be determined by oneself

'should ryshmer have 10% poison resist at level 10 or 13%, this has really been a roadblock in development and i need a second or third opinion'
Craze
why would i heal when i could equip a morningstar
15170
I dunno, Ciel. Well, okay, I believe that. However, when chaos and I talk like that, we can actually discuss it - we know each other's projects fairly well, and thus can provide devil's advocate viewpoints on various judgement calls or whatever. I guess the question "+10 or +13" never comes up, but it's something that would get pointed out while glancing over a sheet of stats.

When Karsuman and I talk like that, it's actually really important, and can be "10 or 13," since balance needs to be near-perfect for what we're doing. (Basically, each character can pick one upgrade or the other each level; you can see where balanced choices would be necessary.)

...but yeah, mostly when a person asks that it's totally useless and just "LOOK AT ME I HAVE ~RYSHMER~ WITH A GIANT VAGINA ON ITS HEAD~~~~" Just wanted to say that topics that seem like minutia can still be applicable!
It's the interaction that helps keep your motivation fresh. Working in a vacuum you have only the eventual release and hope that everyone else finds it as fun as you are (hopefully) and your desire to finish that idea that keeps you going.

With someone else to bounce ideas off of, and show screenshots/features to, the whole process can be a lot more exciting, and you can get some earlier feedback.

A partner or just someone you can regularly bounce ideas off of goes a long way to making the process more interesting. I have my art partner, but I can't really talk much about game aspects since that's not her focus; I used to have someone who also did RM design, but they've pretty much quit that scene, and it's a lot more boring when there's no one to talk to.

I'd liken it to having Chess has a hobby, but playing against the computer instead of with another person.
Ciel
an aristocrat of rpgmaker culture
367
Welp, when Magi and I were having lengthy discussions about the mechanical side of game making we would go over more general principles such as the direction and feeling of the systems, the function of various abilities and synergies between them, character class roles, whether to include random chance (no) on certain abilities, etc. It seems better to focus on getting the concepts and functionality down and then just put in numbers that seem appropriate, play test and do another pass, then see what your beta testers say and do more passes as appropriate.

It just seems detrimental in my mind to invest so much energy in discussing the minutiae of numbers when the priority should be designing an incredible experience via clever/sophisticated mechanics and concepts. Fine tuning can always be done at the end of development, with some feedback from beta.

But -politically agreeable conclusion- perhaps these are just..different styles of video game making...
post=213488
Welp, when Magi and I were having lengthy discussions about the mechanical side of game making we would go over more general principles such as the direction and feeling of the systems, the function of various abilities and synergies between them, character class roles, whether to include random chance (no) on certain abilities, etc. It seems better to focus on getting the concepts and functionality down and then just put in numbers that seem appropriate, play test and do another pass, then see what your beta testers say and do more passes as appropriate.

It just seems detrimental in my mind to invest so much energy in discussing the minutiae of numbers when the priority should be designing an incredible experience via clever/sophisticated mechanics and concepts. Fine tuning can always be done at the end of development, with some feedback from beta.

But -politically agreeable conclusion- perhaps these are just..different styles of video game making...

Sorry, perhaps I was a bit too verbose!

I'm not saying there's a lot of good feedback that will come from that discussion (about the 10% vs 13%) so much; just that even if the discussion doesn't have much real substance, by talking with someone about their project and having someone listen it feeds the drive to work on and complete the game.

In a professional world you'd be spot on, but as a hobby they need to focus more on gaining experience by finishing projects and getting feedback more than spending too long on theory upfront. Time would (hopefully) bring more useful discussion between partners.
Craze
why would i heal when i could equip a morningstar
15170
post=213488
Welp, when Magi and I were having lengthy discussions about the mechanical side of game making we would go over more general principles such as the direction and feeling of the systems, the function of various abilities and synergies between them, character class roles, whether to include random chance (no) on certain abilities, etc. It seems better to focus on getting the concepts and functionality down and then just put in numbers that seem appropriate, play test and do another pass, then see what your beta testers say and do more passes as appropriate.

It just seems detrimental in my mind to invest so much energy in discussing the minutiae of numbers when the priority should be designing an incredible experience via clever/sophisticated mechanics and concepts. Fine tuning can always be done at the end of development, with some feedback from beta.

Yes, of course. That's incredibly important. To be honest, that's mostly what Craze -> chaos discussion is. I have changed a lot from my NUMBERZ R TEH BEST days, even though I still play with them. For chaos -> Craze discussion, however, a lot of it is numbers, and translating them from his tabletop projects to videogame form. A lot of that mechanics stuff is already sorted out - it's the struggle to putting them in a more concrete environment that requires that discussion of minutiae.

...I don't know why I'm bothering to say this, since I agree with you! I guess I'm just trying to defend NUMBERZ talk.
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