ATMAWEAPON'S PROFILE

I grew up nerdy and alone. It was awesome.

I can still remember staying up at night, controller in hand, my face illuminated by the pale glow of my tiny TV set. The games I played growing up were more than just a way to pass the time. I remember the stories, the characters, the music. Later I would make friends over common interests. We would bond over old titles like these because they made us feel something.

That's what I want to do... If one person stays up late, their face painted with that familiar light, and they feel something now like I felt something then... I'll know I made something worthwhile.
Neverspring Chronicles: ...
A street-wise thief on the run from his past joins forces with his long-lost sister against a corrupt and bloated Empire.

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Custom Item Menu in rm2k3

Fantastic tutorial, man, thanks.

DoM_Corpse_Dungeon_1i.PNG

Lmfao!

Best comment ever.

DoM... Where's the hook?

Thanks folks, I finally found it per Liberty's instructions. It was easy enough to find once I knew where to look. I must have skimmed over it, being distracted by the "Locker" upload area.

I've gotten some great feedback so far, so thanks to everyone who has responded. With the notes I've collected I may retool some things and then upload the revised demo properly.

DoM... Where's the hook?

That was the first thing I did, so there's a page and screenshots already up.

DoM... Where's the hook?

Friends!

Borderline desperate is my need for a fresh point of view. My testers and I have been at the game long enough that I believe we need a new look.

Those willing, please download and test the first 10-20 minutes of my game's demo for Durance of Magic. The demo is basically the game's first chapter and there is more gameplay than 20 minutes, yet this is the crucial area for me.

The game can be downloaded here: http://www.mediafire.com/?784s77yjpqkvyf2

What I ask is this: Where, if at all, is the hook? The moment that you feel compelled to continue playing? Some of my testers, as well as myself, feel that it flows well. Though two have noted that the game hooks far too late for the average to impatient gamers.

Help on this would be greatly appreciated.

P.S.
- How do I upload this file directly tot his website? I saw a "Locker" upload area, though it only suports about 10 mb of space. I've seen other games up to 40 on this site.

Story vs. Features

Presently, I am working on the game "Durance of Magic". This game is designed to be both unique and cliche enough to provide original world and story for effective immersion as well as that refreshing cup of nostalgia and remembrance to evoke whatever feelings drew us to the old RPG genre in the first place... A hard task to accomplish, indeed.

In my attempt to accomplish this, I have focused heavily on the flow of story, the storyline itself, character design, dialogue, and the world itself. As I neared the completion of the game's first chapter I sent out demos to my tester friends and then played through it myself. I also played through a couple highly praised games on this site to see "what I am up against", so to speak. The results were disheartening.

I was missing the hook, first of all, and the pizazz to boot. Features! Holy hell, I had forgotten the allure of the features. Even my dungeons were simply a walk-through-and-random-encounter mess. After a solid facepalm, I went back to my written notes to try and find my feature ideas. I began to implement my ideas and realized... Oh my god... by doing this I may have pushed back my completion deadline by as much as a third. Another palm to face jogged my mind enough to realize that I would have to cut down the features not only to save time, but to save immersion.

Some games are for story. Some games are for gameplay and features. Can they coexist? It is my concern that, given too many different things to do, a player can lose sight of the story and characters and get swept up in the this or that.

So my question is this:

Is it possible to have a -quality- game that is rich in both storyline and feature? Or is too much of one or the other a hindrance to each other? And what game can you think of that has married the two successfully?

P.S.
- sorry for the text wall.

Who do you like to play as

You know, for me, it heavily depends.

Personally, RPGs with fully customizable characters have an even more rigid storyline that those where we play an actual defined character. Take aforementioned Fable 3, for instance. Even in making the archetypical good vs bad decisions, the outcome in the end is generally the same minus one or two differences in score or status.

For immersion purposes, the customized character can get lost. For, not only does a player infuse it with the skills, abilities, and appearance he chooses but more often than not, in doing this, the player tends to inject his or her own motivations into the character. This can cause question and resistance to the game's storyline. A sort of "why would I do that" mentality while in a game with a set character, if the game's writer is good, this should not happen. At least not unless an unusual character behavior leads to something meaningful. Perhaps this is why fully customizeable games tend to have a different type of story than their counterparts.

As for me, for RPGs, I prefer solid story and character developement. Therefore, I would like my main character to be told to me, as if I were reading a book. Even in games with fantastic storylines AND customization (Final Fantasy Tactics for PSX) the customization is limited to skills and abilities in combat only. My character's appearance, drive, and alignment remain relatively unchanged.

Turn-Based...dead?

What a great thread topic. =)

It is my opinion that every gamer plays a game and thinks to themself, "man, wouldn't that be cool if you could..." and "dude, they should..." and other ideas of gameplay possibility. Personally, though, as gaming has evolved and all of these ideas have been implemented there feels to be some sort of numbing effect. As time goes by, I am less and less impressed with graphics and features. Especially when I can think back to all the fun I've had with older games that couldn't hold a candle to what modern games are capable of.

It is my feeling that this happened to turn-based combat over the years hand in hand with the desire to attract different types of gamers to a certain genre. In the end, I believe that a game can e good or even popular to the masses with or without turn-based combat. What really makes or breaks it is the design and proper execution of ideas to enrich what could easily become a boring and repeatative style of mindless menu based tasks.

Personally, I have a strong feeling that turn-based combat can be just as fun, given the proper style, design, and execution.

Square Enix loses all sanity, announces Final Fantasy 13-2

author=JosephSeraph
Fans yearn for a FFVI remake on 3DS. Let us see what'll happen. GAH Let us listen to Aria de Mezzo on 3DS. GAH. (But FFV on 3DS would, yes, be awesome.)

Remakes sequels prequels mequels dequels preckels freckels.


Gotta be careful with the remakes... Like the old man used to say, "if it ain't broke, don't fix it".

It's like movie remakes and box office hit sequels... Swing or a miss. Nothing inbetween.

Square Enix loses all sanity, announces Final Fantasy 13-2

I agree with Jericho back on page 1. No more FFs. Please.

It's my opinion that anything after 7 and the first FF-Tactics can be sealed away forever. And I had to strain to give 7 a chance. (which I was glad I did.)

All the new ones look the same to the average eye. Also, the new ones are all just sort of weird CG anime knock-offs of the greater FF titles.

I could easily be wrong, as I stopped buying into the Final Fantasy franchise for the sake of its name after FF-10.