CRYSTALGATE'S PROFILE
Crystalgate
694
Search
Filter
CoH3.png
Unless there's a specific reason for it, you should never have such large empty areas. It looks extremely dull and discourages people from playing this game.
Multiple love interests in a serious rpg... Does it work?
post=149701
I am pretty fucking sure they have cops help write for CSI, it's just for convenient plot reasons that some parts will be inaccurate.
I've seen a cop claim that CSI is basically bullshit. There's also the phenomena known as the CSI effect.
Crystalgate, your argument is incoherent and off base, almost to the point of incomprehensibility.
Well, I can not argue against "you're wrong".
NewGrasslands.JPG
The bridge is illogically placed. Had whoever built it put it a little to the east they could have made the bridge considerable shorter. Nobody would waste time and materials on making a bridge that's 150% as long as it has to be.
Multiple love interests in a serious rpg... Does it work?
Love is very loose and full of emotions. Your ____ is to ____ as ____ is to ____ reference doesn't make sense. Apples Oranges.
My science example is just one example. The same goes for pretty much any subject. A cop will spot errors that most people don't see when watching CSI. Sexual encounter stories made up by virgins are unlikely to fool anyone except other virgins. And so on. That love would be any different because it's "very loose and full of emotion" is just a special pleading. Besides, love is far from as loose as a crush is.
Multiple love interests in a serious rpg... Does it work?
post=149499
Are you an connoisseur of romantic novels? Do you have stacks of them in your room? Well, even if you did, you still would lack sufficient evidence to make such a claim.
It's safer to state that being a good writer will allow one to write any kind of a good story.
Well, I have above average knowledge about science and I almost always notices errors when a game or other type of fiction gets more scientific than "this spaceship uses fusion reactors."
If you lack knowledge about science, you can still write a few sentences about it and have a decent chance of not making an error. However, every sentence has a chance of containing an error and the more sentences you write, the greater the chance for an error. Likewise, if you lack experience of romance there's always a chance that anything you write about that subject contains something that doesn't feel right to those who are more experienced. Add more romance and the chance increases.
Why aren't there more tutorials on the basics?
I can not explain it. I remember grasping what switches and variables was for more or less immediately. However, I have noticed that some don't.
I have also noticed that not everyone fully grasps the fact that computer programs aren't sentient. If you ask people if computers are sentient, almost everyone will answer no, yet some of those will still try stuff that could only work if the computer was sentient. Some people just don't "understand" computers as well as others.
I have also noticed that not everyone fully grasps the fact that computer programs aren't sentient. If you ask people if computers are sentient, almost everyone will answer no, yet some of those will still try stuff that could only work if the computer was sentient. Some people just don't "understand" computers as well as others.
Why aren't there more tutorials on the basics?
What you really need to know in order to start using an RPG maker is switches, variables and conditional branches. Once you understand them you have what you need to make something resembling a game. Now you can make it so that your game actually progresses somewhere, e.g. you kill someone and that someone then stays dead.
Not everyone finds them intuitive. It's fairly common that people asks "what does switches do?" Unlike say "Transfer Player," switched doesn't do anything on their own and requires conditional branches to have any effect. I believe that some new RPG maker users searches for a quick and immediate use for switched just like the "Transfer Player" command has and then gets confused when they can't find any. However, once someone understand what switches does he/she is in a good position to start creating something. After that a tutorial acting mostly as a reference to what the various event commands does should suffice for quite a while and let him/her learn the program at his/her own phase.
That said, a tutorial which teaches a newbie the basics is not very useful if the newbie doesn't know the tutorial does exactly that. We know how important switches and variables are. A newbie having trouble with the program could see a tutorial titled "Switches and Variables" and then go "let's first search for something that teaches me the basics".
Not everyone finds them intuitive. It's fairly common that people asks "what does switches do?" Unlike say "Transfer Player," switched doesn't do anything on their own and requires conditional branches to have any effect. I believe that some new RPG maker users searches for a quick and immediate use for switched just like the "Transfer Player" command has and then gets confused when they can't find any. However, once someone understand what switches does he/she is in a good position to start creating something. After that a tutorial acting mostly as a reference to what the various event commands does should suffice for quite a while and let him/her learn the program at his/her own phase.
That said, a tutorial which teaches a newbie the basics is not very useful if the newbie doesn't know the tutorial does exactly that. We know how important switches and variables are. A newbie having trouble with the program could see a tutorial titled "Switches and Variables" and then go "let's first search for something that teaches me the basics".
Game Designer's Manifesto: Part Three (Cutscenes, Mood, Theme)
A great read. There's however a trap not covered here I have noticed many writers fall into when it comes to the necessity or significance of a cutscene, namely giving their cutscene a hidden purpose and not realizing that the audience expects cutscenes to have a purpose and will likely figure out that hidden purpose.
For example, let's assume the female lead has a mother who will later get killed. In order to make the audience care about that upcoming event, the game has to show her as a likable person. However, if the cutscenes showing the mother of the female lead being a great person has no other apparent purpose, a large part of the audience will realize what's going to happen.
So, even if a cutscene is significant for reasons not known to the audience, you should still provide apparent reasons for the cutscene to exist. So, the requirement about narrative, character, theme or foreshadowing much be obeyed for that apparent reason and not only for the hidden reason. The exception is of course if the you want the audience to start guessing, hopefully because you're confident that the upcoming twist is hard to figure out.
For example, let's assume the female lead has a mother who will later get killed. In order to make the audience care about that upcoming event, the game has to show her as a likable person. However, if the cutscenes showing the mother of the female lead being a great person has no other apparent purpose, a large part of the audience will realize what's going to happen.
So, even if a cutscene is significant for reasons not known to the audience, you should still provide apparent reasons for the cutscene to exist. So, the requirement about narrative, character, theme or foreshadowing much be obeyed for that apparent reason and not only for the hidden reason. The exception is of course if the you want the audience to start guessing, hopefully because you're confident that the upcoming twist is hard to figure out.
ADDING DEPTH TO YOUR GAMES - PT 1 THE NPC
I have to agree with Darken here. An NPC having one interesting thing to say is IMO far better than the NPC having ten uninteresting things to say.
NPCs can be used to give a place life and flair. For example, imagine you have a town that's relative rich, but a lot of the income comes from shady/illegal businesses. As a consequence, people living there are usually richer than people living in other places, but has to deal with having a lot of shady neighbors as well a shady visitors. A good way to portray this is via the NPCs and ideally not in a blatant way like having them say "This town is fairly rich, but we have a lot of shady people here" or something like that. You can think of what problems (real and imagined) the shady people may bring and have some NPCs talk about those problems. Done right the NPCs can add a lot of flair and immersion, without needing a ton of different things to say.
Mind you, I don't think your idea is bad. However it looks to me more like a specific mechanic that can be of a great use to some games rather than a general tip for giving your game more dept. Meanwhile, I think spending at least a token effort towards giving your NPCs something useful/interesting to say would help just about any game with a sizable amount of NPCs.
NPCs can be used to give a place life and flair. For example, imagine you have a town that's relative rich, but a lot of the income comes from shady/illegal businesses. As a consequence, people living there are usually richer than people living in other places, but has to deal with having a lot of shady neighbors as well a shady visitors. A good way to portray this is via the NPCs and ideally not in a blatant way like having them say "This town is fairly rich, but we have a lot of shady people here" or something like that. You can think of what problems (real and imagined) the shady people may bring and have some NPCs talk about those problems. Done right the NPCs can add a lot of flair and immersion, without needing a ton of different things to say.
Mind you, I don't think your idea is bad. However it looks to me more like a specific mechanic that can be of a great use to some games rather than a general tip for giving your game more dept. Meanwhile, I think spending at least a token effort towards giving your NPCs something useful/interesting to say would help just about any game with a sizable amount of NPCs.
A Home Far Away Review
Quests I used the walktrough for:
Most of them was due to mistakes on my part. I should mention that I was rather tired, but still didn't feel like I could sleep, when I decided to read the walktrough. Chance is I could have figured some of the quests out on my own had I waited until after I've got some rest. Heck, just sweeping the town and interacting with everything intractable would have solved a lot of the problems.
Raini Avery. I didn't read anything from the library until the walktrough told me to.
Scott Avery. Forgot the fact that there's an end of school time.
Riza Evendue. For some reason I never talked to the man who sells Booster Roosters. Really dumb on my part.
Kahvi Evendue. Just like with Scott I forgot there's an end of school time.
Professor Wyndham. I never learned anything about the Keskidees until the walktrough told me about them. That or I did hear about them, but forgot.
Gabriel Amis. I focused on taking pictures when the thief was next to something to steal and didn't think to take a picture when he was facing downwards.
The Vagrants. I tried many times to locate the third vagrant. You have to finish the library quest before it's even possible to locate the third vagrant and I decided to put the library quest on hold until I've seen all of the world.
The quiz also gave me trouble, but I got past it on my own eventually.
Scott Avery. Forgot the fact that there's an end of school time.
Riza Evendue. For some reason I never talked to the man who sells Booster Roosters. Really dumb on my part.
Kahvi Evendue. Just like with Scott I forgot there's an end of school time.
Professor Wyndham. I never learned anything about the Keskidees until the walktrough told me about them. That or I did hear about them, but forgot.
Gabriel Amis. I focused on taking pictures when the thief was next to something to steal and didn't think to take a picture when he was facing downwards.
The Vagrants. I tried many times to locate the third vagrant. You have to finish the library quest before it's even possible to locate the third vagrant and I decided to put the library quest on hold until I've seen all of the world.
The quiz also gave me trouble, but I got past it on my own eventually.
Most of them was due to mistakes on my part. I should mention that I was rather tired, but still didn't feel like I could sleep, when I decided to read the walktrough. Chance is I could have figured some of the quests out on my own had I waited until after I've got some rest. Heck, just sweeping the town and interacting with everything intractable would have solved a lot of the problems.













