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What are you working on now?
Hype and how it affects you
Depends. If you are working on more projects in the future, market that stuff when it's ready to market (which I talked about earlier.) Otherwise if it's not ready to market, don't waste time marketing and work on the game instead.
But if you are essentially done with gamemaking which I doubt people around here are, then go ahead and market what you've finished... just don't be annoying about it.
Of course, after a certain period (probably like 1-2 years), stop marketing it in the same places (or just stop marketing it at all.)
But if you are essentially done with gamemaking which I doubt people around here are, then go ahead and market what you've finished... just don't be annoying about it.
Of course, after a certain period (probably like 1-2 years), stop marketing it in the same places (or just stop marketing it at all.)
RPG Makers as Communication Technology
Well, you did say something about stretching capabilities beyond the given realm, which = innovation.
2k/3 is an incredibly inconvenient form of displaying any form of text considering that the dialogue box is chopped off and you can only display so much text on the screen at once--and you can't even create scrollable text. You could use it as a teaching tool, but RM games are a relatively weak medium for teaching anything in comparison to other options, like AGS.
Though if you do know the history pretty well, I'd be damned surprised! I've been active for pretty much a decade and I don't know most of the history.
Also 2k/3 resources ARE compatible with VX and such. Even though I don't use VX I do realize that it has so much more potential than 2k/3.
2k/3 is an incredibly inconvenient form of displaying any form of text considering that the dialogue box is chopped off and you can only display so much text on the screen at once--and you can't even create scrollable text. You could use it as a teaching tool, but RM games are a relatively weak medium for teaching anything in comparison to other options, like AGS.
Though if you do know the history pretty well, I'd be damned surprised! I've been active for pretty much a decade and I don't know most of the history.
Also 2k/3 resources ARE compatible with VX and such. Even though I don't use VX I do realize that it has so much more potential than 2k/3.
Mediaprofiles would be rad as hell
post=132149
Those are all valid points, but it all hinges on an assumption that I have trouble accepting (or believing):post=132146
Because the focus of the site isn't developer-centric.
When was this decided?
I've been trying for ages for the ones running this site to take a stance on this question: developer- vs. player-centric. So far I've only ever heard non-committal rumblings of "its both".
I would contend that we do neither particularly well and would love to get direction and focus on this so that we may exploit our limited resources into achieving success in one area or the other.
Right now I believe we are tipped in the scales towards developer-centric in both site features, design and activity.
Back to the topic at hand, Mediaprofiles are most certainly a developer-centric initiative.
I don't think it's player-centric. I think developer-centric splits up into two categories: developer-presentation and developer-learning. The site is not developer-learning-centric but developer-presentation-centric, or, as you probably would call it, game-centric. The site is about presenting our games.
What would you do?
RM2k3 CBS who goes first?
post=132025post=132016This takes no less then 20mins to create if you know what you're doing.
This seems like it would be so much easier than all the other aspects of making a CBS (setting up all of the show picture events and variable gradiant bars and arfgshasbfdfglnf) but maybe that's just me.post=132022
also CBS are super easy in comparison to CMS
They're about the same in difficulty imo.
Nah, CBS is really quite simple once you've got a hang of HEY THIS IS WHAT SWITCHES AND VARIABLES DO, and mostly comes down to tedious repetition of show picture. Essentially making a CBS in RM2k is using algebra! Yaaay middle school math, right. CMS is similarly simple once you figure that stuff out, but there's MORE of the tedious repetition of the show picture variety.
edit: the fun stuff lies in making a platformer and figuring out how to scroll the screen when you have pixel movement...
RM2k3 CBS who goes first?
post=132016
This seems like it would be so much easier than all the other aspects of making a CBS (setting up all of the show picture events and variable gradiant bars and arfgshasbfdfglnf) but maybe that's just me.
not even, showing pictures is easy stuff, it can just be tedious
also CBS are super easy in comparison to CMS
Making a quest log on RPG maker 2003
Tie each quest to a variable.
If variable = 0, Quest not yet received.
If variable = 1, Quest received but incomplete.
If variable = 2, Quest received and completed.
Then display a message or image to correspond using a fork condition to check each quest variable. (You can do this many ways.) You'd stick this in a common event somewhere and have it called by an inventory item or whatever else you want.
If variable = 0, Quest not yet received.
If variable = 1, Quest received but incomplete.
If variable = 2, Quest received and completed.
Then display a message or image to correspond using a fork condition to check each quest variable. (You can do this many ways.) You'd stick this in a common event somewhere and have it called by an inventory item or whatever else you want.
Hype and how it affects you
Okay time to get this back on track!
Hyping hyping hyping... I essentially agree with what Ciel has to say. Hyping IS marketing. There is good marketing, bad marketing, and then there is annoying marketing.
Annoying marketing can be several things but mainly:
1. marketing without a product
2. over marketing
#1 is basically marketing CUSTOM FEATURES from your game that don't even exist yet! this also includes stuff like mockups without going HEY GUYS THIS IS A MOCKUP, feedback plz? #2 is doing shit like... posting 100 useless one liner updates or whatnot. No one cares about HEY I'M CHANGING ONE CHARSET or something... "Good" updates should reveal some information that is relevant, like introducing characters, or maybe a team member.
In any case, I don't exactly remember, but I feel the "Legion incident" went into both categories. That was quite some time ago though, so I don't remember quite what happened, except for that revealing one character every so often thing.
Personally, I absolutely suck at hyping/marketing. Well, actually, I guess I don't suck, but I sort of take the stance that Darken and Kaempfer take, where I don't really like to show off or talk about it much until I have something playable! Unfortunately, this has almost always backfired on me in that I don't get anyone to play my game (Mindflare). However, when I do have a complete/mostly-complete product I will be making video trailers for projects, as I have experience in film editing.
If I recall... Muse was put up at the nagging of WIP and Chromatose was put up since it was part of a contest. I've actually been consistently reediting Muse's profile because I feel the summary gives TOO much info. The current summary is a fairly thick single paragraph... when it used to be about 3. There are actually a few blog posts on the profile that I feel give away too much, or show off stuff I wanted to be secretive about, but I didn't want to retract them since people commented on them. (YDS had posted them while I was away.)
As for Chromatose... there is really very little info on the gamepage... but screenshots and a few other things have gone up since my team and I have really been too excited about the project, and I personally didn't put them up. I even deleted a few that I felt were too much! Even though they probably weren't.
Anyways, I feel that there needs to be the right mix. If you have no release, you should show off some stuff occasionally to generate SOME interest, otherwise no one may play it when it's released. Releasing a demo or a teaser can be used to generate good interest, as well as giving people who visit the gamepage something to take a look at other than mere screenshots. If you are the type to go straight for a full release you really SHOULD try to generate a good amount of interest beforehand, since a demo/teaser followed by a full game tends to generate much more interest as people who may have wanted to continue from the demo will be excited.
Also the best blog posts are the ones that provoke actual discussions... like the one a while back about Mog's item bonuses for checking bookshelves. And these types of blog posts are excellent ways of generating interest.
The best thing though, is really, reading your audience and seeing what they want. People come to RMN looking for traditional RPGs. Other games will most likely go undownloaded (although they may have profile visits.) For example, the game, Ghost Voyage was on the FRONT PAGE for quite a while but it has under 200 downloads. So that is kind of the difference between... making the game for yourself and making the game for the audience (lol selling out).
Making a traditional-looking game with FF rips or whatever really does get the most attention. (see The Colony)
Anyways I could talk a bit more about it but I'm sick, it's nearly 3 AM and I oughta head off.
edit:
actually a bit more
on the screenshots thing, screenshots are essentially the FIRST thing people pay attention to
you can have a wall of character bios or info summary but honestly screenshots are the first thing people look at
i remember back when we had advert threads, essentially everyone scrolled down to the screenshots right away
this is because there are a ton of games and out-of-game, their plots aren't unique (not saying they aren't unique, but it's really hard to tell if it a plot will stand out just by reading it from the gameprofile). Screenshots are what make games stand out and attractive. Videos are even better. Both are akin to film trailers. You can't necessarily tell if a film is bad or good from a trailer just like you can't tell if a book is bad or good from the cover. But it's the FIRST thing you see, and thus, the screenshot craze.
Hyping hyping hyping... I essentially agree with what Ciel has to say. Hyping IS marketing. There is good marketing, bad marketing, and then there is annoying marketing.
Annoying marketing can be several things but mainly:
1. marketing without a product
2. over marketing
#1 is basically marketing CUSTOM FEATURES from your game that don't even exist yet! this also includes stuff like mockups without going HEY GUYS THIS IS A MOCKUP, feedback plz? #2 is doing shit like... posting 100 useless one liner updates or whatnot. No one cares about HEY I'M CHANGING ONE CHARSET or something... "Good" updates should reveal some information that is relevant, like introducing characters, or maybe a team member.
In any case, I don't exactly remember, but I feel the "Legion incident" went into both categories. That was quite some time ago though, so I don't remember quite what happened, except for that revealing one character every so often thing.
Personally, I absolutely suck at hyping/marketing. Well, actually, I guess I don't suck, but I sort of take the stance that Darken and Kaempfer take, where I don't really like to show off or talk about it much until I have something playable! Unfortunately, this has almost always backfired on me in that I don't get anyone to play my game (Mindflare). However, when I do have a complete/mostly-complete product I will be making video trailers for projects, as I have experience in film editing.
If I recall... Muse was put up at the nagging of WIP and Chromatose was put up since it was part of a contest. I've actually been consistently reediting Muse's profile because I feel the summary gives TOO much info. The current summary is a fairly thick single paragraph... when it used to be about 3. There are actually a few blog posts on the profile that I feel give away too much, or show off stuff I wanted to be secretive about, but I didn't want to retract them since people commented on them. (YDS had posted them while I was away.)
As for Chromatose... there is really very little info on the gamepage... but screenshots and a few other things have gone up since my team and I have really been too excited about the project, and I personally didn't put them up. I even deleted a few that I felt were too much! Even though they probably weren't.
Anyways, I feel that there needs to be the right mix. If you have no release, you should show off some stuff occasionally to generate SOME interest, otherwise no one may play it when it's released. Releasing a demo or a teaser can be used to generate good interest, as well as giving people who visit the gamepage something to take a look at other than mere screenshots. If you are the type to go straight for a full release you really SHOULD try to generate a good amount of interest beforehand, since a demo/teaser followed by a full game tends to generate much more interest as people who may have wanted to continue from the demo will be excited.
Also the best blog posts are the ones that provoke actual discussions... like the one a while back about Mog's item bonuses for checking bookshelves. And these types of blog posts are excellent ways of generating interest.
The best thing though, is really, reading your audience and seeing what they want. People come to RMN looking for traditional RPGs. Other games will most likely go undownloaded (although they may have profile visits.) For example, the game, Ghost Voyage was on the FRONT PAGE for quite a while but it has under 200 downloads. So that is kind of the difference between... making the game for yourself and making the game for the audience (lol selling out).
Making a traditional-looking game with FF rips or whatever really does get the most attention. (see The Colony)
Anyways I could talk a bit more about it but I'm sick, it's nearly 3 AM and I oughta head off.
edit:
actually a bit more
on the screenshots thing, screenshots are essentially the FIRST thing people pay attention to
you can have a wall of character bios or info summary but honestly screenshots are the first thing people look at
i remember back when we had advert threads, essentially everyone scrolled down to the screenshots right away
this is because there are a ton of games and out-of-game, their plots aren't unique (not saying they aren't unique, but it's really hard to tell if it a plot will stand out just by reading it from the gameprofile). Screenshots are what make games stand out and attractive. Videos are even better. Both are akin to film trailers. You can't necessarily tell if a film is bad or good from a trailer just like you can't tell if a book is bad or good from the cover. But it's the FIRST thing you see, and thus, the screenshot craze.














