RESEARCH, MOFO, DO YOU DO IT?

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I think that if your game is ambitious, or if it is a commercial game, you SHOULD do some type of research.

I pretty much almost never have. I plan to do so in the future when I start making bigger and better games that I plan on making money off of.
TehGuy
Resident Nonexistence
1827
I research into better mapping techniques and optimization, that's about it.

Do I plan my levels? No.
Craze
why would i heal when i could equip a morningstar
15170
Mitsuhide_The_Vagrant
I think that if your game is ambitious, or if it is a commercial game, you SHOULD do some type of research.


why

I mean, if your game is based specifically on how different metals react to each other or if you're using the Wu Xing as your in-depth elemental system, yeah, look it up, but "I made a fantasy world and now I'm making a game set in it" does not automatically mean "NEW FEATURE: I DID RESEARCH ON PANDA BEAR SEMEN."
Max McGee
with sorrow down past the fence
9159
I think Craze is right about this. What if you're making a surreal platformer or a tetris clone? What is there to research?

author=Yeaster
The only research I ever did was for Sunnydale. And that extended no further than IMDB and wikipedia.



Also, my research RARELY extends beyond Wikipedia, but you can get pretty in-depth with Wikipedia, IMHO. I mean, obviously, we're not talking about ACADEMIC SCHOLARLY RIGOR here, we're talking about learning interesting stuff. Wikipedia is awesome for that.
I research other things like diseases.
author=Max
I think Craze is right about this. What if you're making a surreal platformer or a tetris clone? What is there to research?


Well, it depends on what counts as "research".
If you're making a short, Tetris-like puzzle game, is playing a lot of puzzle games to see which ideas work and which don't "research"?
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
Architecture is one area that I think is really beneficial for area builders to do research in. For any game set in the real world this is basically a must. And even in a semi-serious fantasy world, it helps a lot if the architecture resembles a specific style, since your setting probably resembles a specific culture from a specific period. (If your game is about a war between fish-people who live underwater and bird-people who live in trees, architecture research will admittedly be low priority.)

Fighting stances is the other thing. Humanoid players and enemies should generally be in fighting stances during battles. If you don't know what fighting stances look like you should find out before you start pixelling. I'm as guilty of screwing this up as anyone, because I hate making graphics so much.
Max McGee
with sorrow down past the fence
9159
author=Cozzer
author=Max
I think Craze is right about this. What if you're making a surreal platformer or a tetris clone? What is there to research?
Well, it depends on what counts as "research".
If you're making a short, Tetris-like puzzle game, is playing a lot of puzzle games to see which ideas work and which don't "research"?


Sure, but not the kind I'm talking about.
author=Cozzer
Well, it depends on what counts as "research".
If you're making a short, Tetris-like puzzle game, is playing a lot of puzzle games to see which ideas work and which don't "research"?

Well, as calunio pointed out earlier:

author=calunio
Research is more like an academic type of behavior... reading, taking notes, etc.

And what Max pointed out:

author=Max McGee
(I mean researching "real life", not researching other games, although we naturally need to do that too, that's not really what this topic is about.)
Most of my games use alot of biblical reference, with this I like to get most of the biblical facts down. Along with biblical references I also research the world that other games are set in, they help me limit as well as set the foundation of most of my own worlds.
Sometimes I look things up. For example, when I'm doing a desert, I look up desert images to get ideas that's more fun than just flat sand with some dunes. I haven't done any remotely extensive research yet though.
slash
APATHY IS FOR COWARDS
4158
Here and there. I don't do research so much to get everything factually correct (although I do research to avoid incorrectness, if that makes sense). But thanks to Wikipedia's article-linking system, I often get a lot of inspiration for thematic ideas in my games.

For example, over the past weekend I was looking up "punk" on Wikipedia (as in the clique/group) and I started browsing through other sorts of cliques and genres, and I realized they were crazy and unique, and really fit into the theme of my game. It wasn't so much for factual accuracy as it was for inspiration and ideas.

On a side note, I've found that sometimes the best way to get inspiration and do research is to see things in person, or experience them in a different way (reading a novel, watching a movie). Different types of media can project the feeling of a theme, place or thing very differently and you'll look at them in a different light, and maybe that'll be good for your game.
When I get bored, I look up random things anyway. Sometimes, my game ideas/story seeds are born out of that random research, so I guess I do this in reverse order sometimes. My problem is that once I have an idea/mechanic/story in mind, I'll go off the deep end with the research. I end up with 50+ browser tabs open that I thumb back and forth through, opening new tabs whenever I get to something I think might be interesting or something I can use.

I'm really bad about devouring photos. For some reason when I describe scenes in my head, I tend to get the feeling or vibe more than the actual appearance. I have crowd pictures, architecture, pixel tutorials, and all other sorts of stuff in a collection of folders humbly named "Project title" Resources. Right now, the main folder for one project has 5,072 files in 231 sub folders.

Am I even going to attempt to shoehorn all of that useless knowledge into a game? Hell, no.

I have been doing research for a possible project lately, collecting data from websites and watching documentaries. My problem is I tend to get more interested in the research than in the project, apparently.

I guess the trick is to do enough research to be competent in whatever field you are writing about, but not so much that you become lost in your subject. As a result of my problems in that area, I tend to gravitate towards projects that require less research, and by extension offer me less opportunity to take off on a tangent, bullet train style.
Yeah, I do some research on some stuff for my project(s). It's mainly for weapon/armor/spell types, though. The other research is pretty much an "on demand" scenario.
Lately I've been reading a number of books and articles on architecture for the settings in my game. I've also brushed up on real world mythologies, political systems and medieval terms.

Of course, it's all going into the blender at the end of the day!
I research a bit, but I always avoid relying on research too much. I find that people who try too hard to include things they have little first hand knowledge of usually end up making the subjects in their game feel really forced.

With that said, the only thing I've had to look up lately has been pirate lingo and terminology. I have a town where there's a large population of rum-craving pirates who seem borderline retarded, so I felt I had to "arrrrgh up" their dialogue a little.
In my life time, I have studied almost every ancient civilization that was considered advanced or had major ideas that I could draw parallels to Babylon (Persia, Greece, Rome, Egypt, Aniu, and Chinese respectively, along with the history of warfare that followed it all the way into the early 21st century with the decedent nations (Iran, Greece, Itlay, Egypt, Japan, China and America {arguably Rome mark II} ) and this with my training as a swordsman and my studies as a student of languages, I have done tons of research, all for fun.

Never do I research for a game, but many times I draw off of my knowledge of the many things I have read, to utilize in a game. I feel as if games that are overly researched lose something, some type of originality if that makes sense.
author=facesforce
I feel as if games that are overly researched lose something, some type of originality if that makes sense.

They become interactive text books.
I always try to couch subjects I'm not that knowledgeable about in things that I know very well. I have found, several times, that too much research tends to make things very dry.

There is almost a compulsion to try and wedge as much "cool facts" and "interesting data" into the end work as possible, which can really detract from the story and overall feel of a piece.
That's a problem with data orientation and game presentation. It doesn't negate the validity of utilizing research. I agree that players shouldn't be bashed over the head with knowledge or facts about the world, but the information can still be communicated through some means effectively. It's up to the game creator to make that interesting.
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