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gamist, narrativist, simulationist...WHAT THE ****!?!

Movie Influences

Wrong topic. :(

Star Stealing Prince Review

Good review and good game. I'm playing this right now.

Criticism, your audience, and putting your foot down; the concept of saying "That's too god damn bad."

Well, I think both giving and receiving criticism are skills just like everything else and they can be trained and improved. °°

Personally, I find both of the reviews very good.
Sure, receiving one of them would probably make me feel bad, but it would also give me a lot of things to think about to improve myself.

And, even if a review is just "Fuck you and fuck your game", knowing there are people that hate the game so much is useful information. Sure, it's not good criticism, but it can be somehow used.

Criticism, your audience, and putting your foot down; the concept of saying "That's too god damn bad."

author=Sauce
There is no moral right in gamemaking. Only a list of if/then's.

This is so very true.

Also, everything that LockeZ said, from beginning to end.

author=Despain
MOST OF THE TIME THE PERSON WITH THE CRITICISM IS STILL RIGHT

I don't think so. Sometimes, the person who gives criticism is just not the kind of person you would like to play your game (think "hardcore gamer" vs "casual gamer").
Still, it never hurts to at least consider and seriously think about every feedback you get.

Title/Logo Reveal

author=Max
In case you were being even 1% serious

I wasn't (and I hope there wasn't really need to confirm it), but I didn't expect to make such a "word meaning fail". XD

Game Mechanics and Pacing

author=Darken
Where was the lower common denominator statement made? All I see was a quote saying Dark Souls is not for everyone, kind of like how you said YM is apparently for everyone but not for you. There's no elitism between the two comments.

I read the Dark Soul description as "This game is for the TRUE GAMERS who don't need everything explained! The others don't deserve it!". Or at least as pandering to those who think like that.
But I'm probably biased against those kind of things, so it's entirely possible he didn't mean it.

@Sauce: You cannot run away.

The Customer Is Always Right - Perception Of Designer & Player "Responsibilities" In Amateur & Commercial Video Games

author=LockeZ
Well I can think of ways to do this better, and in general I've always appreciated when it's done. Usually it goes like this:

> New Game

How familiar are you with this type of game? This will affect the tutorials you see while playing. Note you can change this setting later at any time from the options menu while playing.
> I've played this game before. (All ingame tutorials are turned off)
> I've played some other RPGs before. (Game-specific systems receive tutorials as they become relevant during the game)
> I've played some other video games, but not RPGs. (Basic RPG systems and game-specific systems receive tutorials as they become relevant during the game)
> I'm not really very familiar with video games. (Basic controls, concept of a player character, etc. are explained before the game starts, plus the above tutorials all are shown)


Yeah, that was what I was advising too.
That choice will optimize the player's playing time and, actually important, will make him feel that you, the developer, CARE about him and WANT him to have fun.

I didn't suggest putting all the tutorials at the beginning. The player tells you which kind of player he is, and you adjust his experience.

For example, let's say the player is approaching is first battle.
- If he already played this game, you don't tell him anything.
- If he's already familiar with RPGs, you just explain where your game differs from the "standard RPG".
- If he's not familiar with RPGs, you probably need to explain the concept of "turn based combat".

author=Max
You perceive an awful lot of arrogance where there isn't any

Probably "arrogance" isn't the correct term. I blame my not being a native English speaker for my small vocabulary.

Still, it's something I see a lot in both Computer Science and gamemaking; the idea that the user has some kind of "duty" towards the developer. The idea that if the users doesn't have the "skills" or "patience" needed to use your program, then it's his fault (stupid words like "noob" or "luser" fly around).

author=Max
I think no matter how broad the audience you're trying to reach is, it's probably a safe bet that you can skip the computer and videogame steps at the very least

Then you exclude from your target audience people who don't know these things.
It's not a bad thing to do, but you keep repeating you want everybody to be able to play your game...

Anyway, the HUD thing is a very good idea, since it lets the player "learn by doing", but it's not appropriate for the complex mechanics of a RPG...
Still, I support it to explain at least the basic controls.

Game Mechanics and Pacing

author=Darken
you earlier made a post saying you couldn't see why anyone would like YM


Which I did NOT conclude with a "oh well, it's just that whoever likes it is some kind of 'lower common denominator'." statement.

The only feeling I wanted to express was my confusion since I didn't find anything enjoyable at all in a game that is praised by pretty much everybody.

Title/Logo Reveal

I find the title pretty arrogant.
How can you say this is a "journey" and not just "a walk", or "a stroll"?