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Priorities

  • Scourge
  • 01/17/2018 09:52 PM
  • 2997 views
Another Wednesday, another blog post! Today, I'm going to talk a little bit about a critique someone offered on The Seven Seals on rpgmakerweb.

BTW, the game is also on rpgmakerweb, if you wanted to check it out here! There's not much there that isn't already here because RMN is the website I prefer to use as a home base thanks to what I think is a stronger community and the ability to have a game profile like this one.

Anyway, I had someone who had downloaded the game offer up some feedback regarding customization, or the lack thereof, and you better believe I was about to strangle my laptop when I saw someone saying this game lacked customization. That's the whole base of the game!

However, they were actually talking about a lack of customization regarding battle animations and action sequences and I have to admit: that took me aback. Maybe it's the games I enjoyed growing up (and the ones I enjoy now) but I've never been a fan of flashy battle animations. I sometimes get bored watching the summon animations on Golden Sun, and those only last around 15 seconds tops! To this date, my dislike of long or fancy animations is a big factor in my decision not to play certain RPGs, including Final Fantasy XV. I'm not a fan of animations that take so long to resolve that I can get up and make lunch in the meantime.

I don't think that's exactly what this poster was pointing out though. Their issue lay more with the fact that I'm using default battle animations and default action sequences. For example, this poster thought it was a little dull that the attack animation was just a character moving to the enemy and hitting them or, in the case of ranged weapons, not moving at all.

My gut reaction?

What do you want them to do, a freaking backflip?

I've heard a lot of feedback with this game and others and I've got to say, I never expected someone would request more involved battle animations or chide me for using default battle animations.

To be honest, I don't get it.

And this leads me to the title of this blog post: 'priorities.'

Adding custom animations was not a priority of mine. Even now, I'm reluctant to call it a priority. I've always been of the opinion that if something isn't broke, it doesn't need to be fixed. The animations work just fine; why do I need custom ones? At the same time, I know that adding custom animations would be a nice cherry on top of a finished game and it would show that I care about the Seven Seals and want to put effort forward.

But am I not already putting effort forward and showing I care about the game?

Setting up an extensive class system, spending hours in Excel balancing out enemies, and working hard to build a fully-realized world with history; aren't these equally, if not more, important tasks than custom animations? If I had cool custom battle sequences and hand-drawn animations but overpowered enemies, bland dialog, or cookie-cutter classes, would I still have a good game?

And that begs the question of what I should prioritize.

I like to think I'm making the right decisions by focusing on what I feel is important. Creating customizable and enjoyable gameplay that pays homage to the classics while feeling fresh and new. Outside of gameplay, I think my next priority is the story. TSS doesn't have a rich and involved 'Song of Ice and Fire-esque' story, but I hope that there are moments that generate laughter, tension, and, by the end of the game, maybe even some sorrow. Battle animations? Not a big focus.

Maybe I'm wrong to think this, but I feel like default battle animations are not a game-killer. However, if I were to play a game with bad grammar and shoddy writing, I'd probably quit within minutes, but there might be people out there who don't mind that, but delete a game when it becomes apparent that it's using default assets.

I could beat this horse for a while yet - and if you really want to see me rant, ask my opinion on the hundreds of RM games that value style over substance - but I'd like to close this with a question. What do you all prioritize in game making? How do you make decisions regarding what to focus on and when to leave things as they are so you can put effort forth where it needs to go? I have my own methods and I'm always interested in hearing yours as well.

For a progress report, click the spoiler tag below.

Mapping is complete for all towns and cities in Chapter Two. One dungeon is totally complete, one is half-way done, and two are yet unstarted. All three boss fights still need to be implemented. All enemies are balanced, named, and placed in game - except for those that go in unfinished dungeons. Shops are up-to-date. Necessary scripts have been added - this will cause a break with old saves. Currently adding methods for those who have played the game previously to skip Chapter One due to broken saves. Handling for transitions between chapters is 99% done. ERD (Estimated Release Date): 3/1/18.

Posts

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Well, as I'm sure you know, different players have different tastes. Some value graphics above all, some just want a good story, and others need a little extra razzle-dazzle to hold their attention. I feel like this is especially true for rpg maker games, since many of them have the same graphics. After seeing the same animations over and over in countless games, some people actually get aggravated by their presence. I've seen people lose interest in a game early on simply because it uses certain default resources.

With so many games available to them, I feel as if players are pickier these days, and more inclined to drop a game if it doesn't tickle their fancy immediately. Even so, there's no such thing as a game that everyone loves, so you can't please everyone all of the time. Wait, no, that's not right. It should be "you can't please everyone any of the time". Some people are going to dislike your game for reasons you find silly, but it comes with the territory.

As for my take, I do enjoy games with nice animations, as they make battles more entertaining. While default animations are far from a deal-breaker for me, I do think that battles should be fun to watch, considering you spend a good chunk of your playtime on them. The great thing about rpg maker is there's not much to hold you back except the engine's ever-expanding limits. You can make a game with a great balance, fun classes, a good story, AND custom animations if you like. The only real limiter is time.

If we're talking priorities, I say finish what's most important to you first, then when you're done you can add the bells and whistles that are lower on the list if you like. If you take care of the things that are the most fun or important to you, you'll have a much greater chance of finishing. I won't say that custom animations are mandatory for The Seven Seals to succeed (try to say that three times fast), but I will say that the extra razzle-dazzle will draw more player's attention and make the game more entertaining overall. Welp, hope that was helpful.
Scourge
I used to make games. I still do, but I used to too.
1605
author=WheelmanZero
Well, as I'm sure you know, different players have different tastes. Some value graphics above all, some just want a good story, and others need a little extra razzle-dazzle to hold their attention. I feel like this is especially true for rpg maker games, since many of them have the same graphics. After seeing the same animations over and over in countless games, some people actually get aggravated by their presence. I've seen people lose interest in a game early on simply because it uses certain default resources.

With so many games available to them, I feel as if players are pickier these days, and more inclined to drop a game if it doesn't tickle their fancy immediately. Even so, there's no such thing as a game that everyone loves, so you can't please everyone all of the time. Wait, no, that's not right. It should be "you can't please everyone any of the time". Some people are going to dislike your game for reasons you find silly, but it comes with the territory.

As for my take, I do enjoy games with nice animations, as they make battles more entertaining. While default animations are far from a deal-breaker for me, I do think that battles should be fun to watch, considering you spend a good chunk of your playtime on them. The great thing about rpg maker is there's not much to hold you back except the engine's ever-expanding limits. You can make a game with a great balance, fun classes, a good story, AND custom animations if you like. The only real limiter is time.

If we're talking priorities, I say finish what's most important to you first, then when you're done you can add the bells and whistles that are lower on the list if you like. If you take care of the things that are the most fun or important to you, you'll have a much greater chance of finishing. I won't say that custom animations are mandatory for The Seven Seals to succeed (try to say that three times fast), but I will say that the extra razzle-dazzle will draw more player's attention and make the game more entertaining overall. Welp, hope that was helpful.


I think you make some good points. Looking back at this blog post, it's clear to me that I was frustrated while writing it and I kind of channeled that frustration into a rant over a pretty innocuous piece of criticism. That frustration has little to do with game-making and a lot to do with other happenings in my life, and I'm still embarrassed by how it came out through this blog. I apologize for coming across as unprofessional and, honestly, a bit of a prick.

I think you're especially correct with 'you can't please everyone any of the time.' Obviously, I want this game to be successful, and that doesn't mean that I need to make a game that everyone loves. I'm pretty sure that's impossible; even games almost universally considered to be the best ever made, like Chrono Trigger and Witcher 3, have people who dislike them or dislike the genre as a whole. I can't make a game for everyone. At the same time, that extra effort is important if I want a successful game. I think you're right that I should focus on what's important to me before adding the bells and whistles. I think I've beat the whole 'four-year hiatus' horse to death and it still plays a role as I create the game. After sitting on the project for so long, there's a part of me that just wants to churn out the game, but speeding through it would be a disservice both to the people who have subscribed and downloaded the game and myself.

So what's the game design takeaway here?

Don't write blogs when you're upset, I guess.

Also, you know, prioritize and put the extra work in to make your game stand out.
For what its worth, I detected only minimal levels of prickishness emanating from this blog, but my scanner has been acting a bit wonky lately. For some reason it keeps picking up tachyon emissions. Alright alright, I'll be serious for a second. See this? This is my serious face.

Sometimes it's good to vent, so I wouldn't beat yourself up about that. You don't have to worry about being formal or professional all the time, we're all friends here. And trust me, you don't want to rush your game out the door. I did that and ended up having to reupload forty versions with various fixes, yet there are STILL issues to be addressed. Just take your time and make sure it's done right the first time, it'll save you a massive headache later.
I've always been a substance over style person. Gameplay comes first, then story, then graphics.
this guy was probabaly a different generation from you
You listen here sonny! Back in my day, we had to walk 6 miles in the snow in order to play our games in the arcade! And each quarter costed us an hour of mowing our neighbor's lawn! And we had to do this, all while fighting ninjas!
Don't listen to him, he has a beard. All the cool old guys have goatees.
Nah, goatees are for guys who can't grow beards.
Dyluck
For thousands of years, I laid dormant. Who has disturbed my slumber?
5184
As far as priorities go, animations can be inserted pretty late in the development process without too much problem, so you can always decide later. Although for a long game, it might be beneficial to plan ahead a little bit on the database, for example by copying some animations onto new entries, and then setting some specific skills and whatnot to specific animation entries.
author=Dyluck
As far as priorities go, animations can be inserted pretty late in the development process without too much problem, so you can always decide later. Although for a long game, it might be beneficial to plan ahead a little bit on the database, for example by copying some animations onto new entries, and then setting some specific skills and whatnot to specific animation entries.

this. this is a very good sugestion, if you have any inclination whatsouever to add some diferent resources latter on it totaly pays of to put in a little extra effort and do this so you avoid having to reorganize everything latter, especially if the game turns out to have hundreds of diferent skills.
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