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Game length and maintaining player interest

author=Sooz
I seriously do not get where y'all are getting the idea that anyone is demanding short games. Like, I explicitly said I'm not doing that. It's just a thing I've seen a LOT: people say a game should be "as long as it needs to be," but then a lot of the time there's complaint about games being "too short." It seems there's an idea that RPGs in particular need to take multiple sessions to complete, or else they're not really long enough. And I find that as arbitrarily limiting as the idea that any game should only be an hour or so long.


If people complains that a game is too short, maybe the game then wasn't as long as it needs to be, it was shorter? Also, it could be so that there's something about how RPGs are designed that makes it hard to make them both short and satisfying. Just because we can't tell (maybe we can, some posters here are trying to do so) why RPGs seemingly needs to be multiple sessions long, it doesn't mean that the idea is arbitrary. It could simple be so that we haven't figured out why this is the case, assuming this is case at all.

It's good to keep an open mind and consider that maybe RPGs don't need to be very long at all. However, it goes both way and one should also consider that maybe they actually do. There are other options as well, maybe RPGs can be made short and satisfying, but only if you abandon a lot of common RPG design paradigms.

School threatens to call authorities if you're late picking up your kids.

It seems reasonable to me to call the authorities if the parents are being obviously neglectful. However, the letter is not reasonable. As far as anyone reading the letter knows, the school will call the authorities even if you're only a few minutes late. All the power to the school staff if they want to put the foot down, but they have to take the time to discuss what exactly they will put into the letter and how they put it. A simple threat to call authorities if the parents are late with no additional explanations or clarifications is not okay.

Remember your "Dream Game?" How did that turn out?

I once at around high school I did conceive what for long was my dream game. It hasn't been attempted though, it would require a lot of millions and a competent crew.

I'm still taking interest in the idea as a theoretical exercise. It also works as a look back to my past. Often I find ideas that I thought good when I was a high school student which I now consider poor. For example, the main character was unreasonable competent. That said, other ideas I've had back then still seem great yet.

[RMVX(+ACE)] How should I place the beds in front of walls ?

You can also download tilesets where the furniture is already better aligned. Try http://www.gdunlimited.net/forums/gallery/category/69-rpg-maker-vx-ace-tilesets/

You may still have to do some work yourself, but cutting and pasting from those tilesets is probably easier than starting from scratch.

[RMVX ACE] Using the CEV Ex-Parameter

Character A will have a 4,75% chance of scoring a critical hit. 5% CEV means 5% of all critical hits against you will be downgraded into non criticals. It's easy to change how it works though.

Glacia: Tales of Future Past

This is awesome news.

Glacia Review

I don't know tons about Ruby, but Hit Ratio is something I've always been able to mess around with since I change how the game handles it with every project I try. I could take a look.

Treasure Chest Tutorial

Check the second event page. You should have a graphic of an opened treasure chest there. A bit above that graphic, you should see a square and a text that says "Self Switch". That square is supposed to be checked and the box to the right is supposed to say "A" (this is what "set it's conditions to Self Switch A is on" means), but judging from your problem, it's not.

[Poll] Where do you write your dialogue?

I first write the dialog somewhere where I can spell check it and then I copy and paste it into the editor. I do not plan out the dialog in advance although I often do plan out what information has to be conveyed to the player.

[Poll] What is the best kind of villain/antagonist?

author=pianotm
These people aren't real. They've never existed and they never will. There is a simple truth that one should consider when writing the villain: nobody believes he is the bad guy. Everyone is the hero of his own story. The best villains are the ones who challenge your moral compass. Their logic and reasoning is just as valid as the hero's, and you often might find yourself thinking that the villain is a better man than the hero. The best villain earns your sympathy. The best villain makes you hate the hero. And you didn't even see it coming.


I don't think that's the case. Some people simple don't care about anyone else save themselves. Alternatively, they don't care about anyone who doesn't belong to "we". This is very common among criminals, an extreme sense of self entitlement and egoism dictating one's actions.

Anyway, I prefer competent villains. But when it comes to the poll, I think villains that are somewhere between works best for me. It's very hard for a villain to get my sympathy. Usually I won't feel any sympathy even if the villain has a very tragic backstory. Chance is I also won't agree with it's viewpoint at all, I tend to look at actions more than motivations behind them. On the other end of the spectrum, making a villain that I'm supposed to hate can easily make me hate the writer instead.

I'm most likely to enjoy a villain that is written so that I can understand her/him, but have still no restraints towards using lethal force against her/him.