IMAGINARY AUDIENCE
Posts
author=LockeZUm...lol? I should've known you weren't a boy realizing that you're avatar is a MALE My Little Pony thing, unless your gay...ew...how old are you,somewhere around that range right? LOL!
Downloading all of Despite's games now
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'm 26 and am neither gay nor female. I just happen to like ponies and pink things and twilight novels. Don't judge me.
I once made a game called Flower Bubble Game!!! but RMN rejected it.
I once made a game called Flower Bubble Game!!! but RMN rejected 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
It was, uh. A flower picking simulator. You got a certain number of points each day to pick flowers with, and could regenerate them by sleeping (which also caused flowers to randomly grow back) or by blowing bubbles. You could buy bubbles and also lots of various upgrades from a shop; you earned gold by selling the flowers you picked.
The mapping was the shittiest use of RTP in the history of ever, which is probably why it was rejected. Possibly along with the self-deprecating game description. The first paragraph of the description was, "This grotesque abomination is the epitome of all that is wrong with the world. I can't believe I made this. It will gnaw away at your soul until there is nothing left but an empty, shattered shell, and then replace it with pink ponies. I made this game for a particularly giddy ex-girlfriend, whom I then broke up with on the basis that she actually liked it. If you load this game up, you will regret it for the rest of your life. You have been warned."
In a thread about target audiences, I feel like this game could probably be used to make some sort of significant point. But damned if I know what point that would actually be, other than "something is seriously fucking wrong with LockeZ."
The mapping was the shittiest use of RTP in the history of ever, which is probably why it was rejected. Possibly along with the self-deprecating game description. The first paragraph of the description was, "This grotesque abomination is the epitome of all that is wrong with the world. I can't believe I made this. It will gnaw away at your soul until there is nothing left but an empty, shattered shell, and then replace it with pink ponies. I made this game for a particularly giddy ex-girlfriend, whom I then broke up with on the basis that she actually liked it. If you load this game up, you will regret it for the rest of your life. You have been warned."
In a thread about target audiences, I feel like this game could probably be used to make some sort of significant point. But damned if I know what point that would actually be, other than "something is seriously fucking wrong with LockeZ."
Well, maybe that some games(rarely) are made in the direction of one single well-known person, I actually thought this could be the case eventually.
My audience is people who liked the old PC RPGs from the 90s - early 2000s.
People who played those DOS RPGs like Might and Magic 2.
People who like good ol' medieval fantasy and never get tired of that!
Haha I hope there are still some of those people around! xD
People who played those DOS RPGs like Might and Magic 2.
People who like good ol' medieval fantasy and never get tired of that!
Haha I hope there are still some of those people around! xD
You mean like Diver Down, man, that was really something, I keep an imperishable souvenir of that game! Wished there were more like it (looked in fact).
author=rabitZ
People who played those DOS RPGs like Might and Magic 2.
I should play one of your games, then!
On topic, I guess, since my focus tends to be towards story more than anything else, my best, most receptive audience is the "Story Chaser".
My target audience? The RPG lover of course, people who can have just as much fun playing Wizardry as they can playing Phantasy Star or, to throw a newer one out there, Tales.
I guess those craving story would like them as well, but, that goes along with being a lover of RPGs, ne?
I guess those craving story would like them as well, but, that goes along with being a lover of RPGs, ne?
I pretty much make the game for myself, but not ME myself, a clone of myself that didn't make the game. Make sense?
Like, a totally unbiased version of myself that would hate any game that I (the original me) would hate, whether or not I made it.
Like, a totally unbiased version of myself that would hate any game that I (the original me) would hate, whether or not I made it.
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 can't help it.
author=LockeZ
I'm 26 and am neither gay nor female. I just happen to like ponies and pink things and twilight novels. Don't judge me.
I can't help it.
I'd like to make a game I would enjoy first and foremost. The process is simply more enjoyable that way.
I guess that would make my "target audience" females in their twenties.
I guess that would make my "target audience" females in their twenties.
author=chana
I imagine it would have to be destined to some kind of soul mate, some one who would generally have the same aesthetic (in a very global sense : intelligence, subtility, etc.) sense as I.
harmonic :"Like, a totally unbiased version of myself that would hate any game that I (the original me) would hate, whether or not I made it."
Same point.
author=Crysta
I'd like to make a game I would enjoy first and foremost. The process is simply more enjoyable that way.
I guess that would make my "target audience" females in their twenties.
Tell us about what, in your opinion, appeals to this demographic?
: )
My target audience for my Sonic game are, primarily Sonic fans (shockingly) of the old guard, so aged early through late twenties, who have played and know the basic rules of an RPG.
In the respect of hitting older Sonic players, the plot takes place after Sonic & Knuckles and before Sonic Adventure, as such Robotnik is called freaking Robotnik and is in his classic costume, the dungeons are based around zones such as Scrap Brain, Aquatic Ruin and Metropolis, and there's a good serving of various Metal Sonics.
One thing I have been trying to incorporate is the art of conversation between the player and the game. To describe what I mean, I'll ask you to look to the Prince of Persia series and Portal. Those games set the rules, leave you in a space and tell you to use those rules to move on to the next space. They gradually get more challenging and start to require you to have mastered it's rules.
I always feel like those games are constantly conversing with the player, in the sense of "OK, this is situation A, what will you do?" "Well, I'm going to try Action 3!" "Action 3 would work fine if it weren't for Problem 1" "Then I need to do Operation A before performing Action 3 to eliminate Problem 1." Erm, that sounds messy...
Basically, I want to make it feel less like you're charging through the game room to room, and more like you're playing chess with the game. Does any of this make sense?
In the respect of hitting older Sonic players, the plot takes place after Sonic & Knuckles and before Sonic Adventure, as such Robotnik is called freaking Robotnik and is in his classic costume, the dungeons are based around zones such as Scrap Brain, Aquatic Ruin and Metropolis, and there's a good serving of various Metal Sonics.
One thing I have been trying to incorporate is the art of conversation between the player and the game. To describe what I mean, I'll ask you to look to the Prince of Persia series and Portal. Those games set the rules, leave you in a space and tell you to use those rules to move on to the next space. They gradually get more challenging and start to require you to have mastered it's rules.
I always feel like those games are constantly conversing with the player, in the sense of "OK, this is situation A, what will you do?" "Well, I'm going to try Action 3!" "Action 3 would work fine if it weren't for Problem 1" "Then I need to do Operation A before performing Action 3 to eliminate Problem 1." Erm, that sounds messy...
Basically, I want to make it feel less like you're charging through the game room to room, and more like you're playing chess with the game. Does any of this make sense?

























