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IMAGINARY AUDIENCE

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author=Max McGee
Do you ever find that you the player hate the games you've made? Be honest. I am curious if this has ever happened to you, or anyone. Especially playing games you made a long time ago.

No, how could I hate a past version of myself? Those games are your history, they're where you came from. It provides insight onto how your ideas have shifted and shows how you arrived at your current viewpoint on game design. Even if the game is crapola, you gotta show respect for the process, which helped you get to your current status.

For me, personally, playing old games that I made, are a glimpse to my prior self, a goldmine that I can refer to objectively, having been away from it long enough to distance myself mentally. Let myself forget for a while and then get reminded of the genius. Invaluable resource.
Typically, I aim at a target audience who considers most JRPGs to be to easy and want more strategy. I do not however aim for people who does low level challenges. Other than that, it helps if you're actually interested in exploring the game world and prefer if things makes sense rather than being as dramatic as possible.
author=Max McGee
Do you ever find that you the player hate the games you've made? Be honest. I am curious if this has ever happened to you, or anyone. Especially playing games you made a long time ago.


Well, I don't usually enjoy playing my games because I already test them so much. But I don't think I ever hated one. Not too proud of Vampiros though. :D
Puddor
if squallbutts was a misao category i'd win every damn year
5702
I, as many IRC goers can testify, enjoy playing mygame and get right into it, but I tend to avoid the bugs and thus I am a horrible, horrible, horrible tester.

My audience with CC was pretty much FF fans who wanted a laugh. It's meant to be nostalgic, comedic as well as a little serious at points. I probably failed horribly at it.
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
author=Max McGee
Do you ever find that you the player hate the games you've made? Be honest. I am curious if this has ever happened to you, or anyone. Especially playing games you made a long time ago.


I hate playing the game I made when I was 15-16, I totally admit it. It is simply not fun. I can appreciate parts of it, see beauty in it the way only a parent can, because it's my baby. I can even laugh at a lot of the jokes still, because it's a pretty funny game. But it's unplayable by my standards today.
Max McGee
with sorrow down past the fence
9159
author=King of Games
author=Max McGee
Do you ever find that you the player hate the games you've made? Be honest. I am curious if this has ever happened to you, or anyone. Especially playing games you made a long time ago.
No, how could I hate a past version of myself?


My flippant response would be to say: it's called personal growth.

Those games are your history, they're where you came from. It provides insight onto how your ideas have shifted and shows how you arrived at your current viewpoint on game design. Even if the game is crapola, you gotta show respect for the process, which helped you get to your current status.

For me, personally, playing old games that I made, are a glimpse to my prior self, a goldmine that I can refer to objectively, having been away from it long enough to distance myself mentally. Let myself forget for a while and then get reminded of the genius. Invaluable resource.


Of course I agree with this, but the foregoing question and statement still stand.

Well, I don't usually enjoy playing my games because I already test them so much. But I don't think I ever hated one. Not too proud of Vampiros though. :D


I don't mean testing or at a point when you've still been poisoned by the repetition of testing. I mean picking it up years and years later when it's 'fresh' to you and being like 'what is this awful filth?'.

Or alternatively, 'holy shit this is amazing'.

Because I've had both experiences, sometimes both of them at once with the same game. And this goes for rereading my old fiction and stuff too.
if you disown your earlier self you haven't grown but traded a new half-whole self to replace the old half.
author=Calunio
I mean, some people say (though I'm not sure I believe them) that they make games for themselves, and their target audience is themselves.

I think I can understand this sentiment. This being a hobby, all I want is to enjoy myself and feel accomplished with what I do. So whenever I make a sprite, or a cut-scene, or an 'engine' I don't stop until I feel I gave it my best and I don't care how long it takes me. So I guess it could be said I make my game mostly for myself. ...If my primary audience were other people, I'd probably be worried about "getting things done" and about a release date. Or I would be busy putting my game 'out there' and stuff like that. None of this is bad per se but some people take it a bit far and the quality of the game suffers.

Of course, is always good to take others into consideration. At first I mostly wanted to tell a story and also focused on visuals a lot. But as time passed I've become more aware of the importance of gameplay elements, specially since I arrived to this community. So lately I've been working on adding things like mini-games or side-quests. Or shortening cut-scenes as well as speeding-up battles. Again, all at my own rhythm, liking, and standards.
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
I definitely agree that the quality of the game is vastly more important than other people's opinion of it, to me. I would rather make a perfect game that perfectly matches my vision and never release it than make a half-assed game that gets 4 million downloads and an eleven-star review from Gamepro. The primary reason I really even release the game is to get feedback so I can improve it.

Though I guess that if I actually experienced any sort of popular success, my opinion of the value of popular success might change. That's pretty much how it works, isn't it? Kind of like my junior high soccer team that never cared about winning or losing as long as we tried our best and had fun... up until we actually started winning some games, and then as a result of tasting real victory suddenly we got inspired, we started feeling vigor and energy for the first time, we wanted first place, we were driven toward success. Funny how our motives change like that. As long as something is probably going to be true anyway, we convince ourselves it's ideal and is enough to make us happy.
I'll never forget Deckiller's Let's Try of Get Ugly. In a single ten minute video he...

1: Brushed off my brilliant writing
2: Ran into the worst designed enemy in the game (Twice in a row)
3: Took off in the exact opposite direction I'd always assumed the player would go.
4: Failed to talk to any of the plot advancing NPCs

Never assume you know the player will do. The game designer knows where all the shiny is hidden. A new player doesn't.
author=Billwilliams
Never assume you know the player will do. The game designer knows where all the shiny is hidden. A new player doesn't.


This is something that really frustrates me when I play other people's games. When I am working on my game, I have to constantly remind myself to give the player help in knowing which way to go or what to do next but you never really know what they'll do until they play it. Great point.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
author=Space_Monkey
author=Billwilliams
Never assume you know the player will do. The game designer knows where all the shiny is hidden. A new player doesn't.
This is something that really frustrates me when I play other people's games. When I am working on my game, I have to constantly remind myself to give the player help in knowing which way to go or what to do next but you never really know what they'll do until they play it. Great point.

I agree for sure.
Gotta' always keep that kind of stuff in mind, although it's hard sometimes to look through a strangers eyes.
Puddor
if squallbutts was a misao category i'd win every damn year
5702
I always try to tell the player what direction they're heading in, but sometimes they ignore me and then get lost, so I have to overcompensate for it. I find it annoying, but I dunno, maybe players find it helpful.

-> or ignore me entirely.
So with my 6,000 download game... I uploaded a new version with 1 lil thing corrected.... so it gets a front page slot.

Well in 3 days (I think), its gotten 100 more downloads. wtf? Is it because I updated the game or is it because new people are seeing it for the first time?

I really don't get it. I do have newby people to the site posting on the topic. But not enough for me to believe its warranted 100 new downloads.
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 no secret that people visiting the site see the front page before anything else. So it's hardly a surprise that stuff on the front page gets more downloads.

I mean, this is the whole reason we have a rule now against bumping your game over and over.
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