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The Customer Is Always Right - Perception Of Designer & Player "Responsibilities" In Amateur & Commercial Video Games
In that case, maybe we should be better at speaking up when someone posts feedback we don't agree on? If someone posts some criticism and it goes unchallenged, the creator may interpret it as meaning nobody disagrees.
What makes a game rate 5 out of 5 stars?
Anything that plays a big part in your game has to be well done. For example, if your game has a lot of cutscenes, those cutscenes better be good and backed by a great story. However, if story isn't a big focus of the game, then a "simple, but well told" approach works. It works out as such, your game has to be really fun for most of the time and have very little or no time being boring.
RPGUnmaker's Let's Play
I'm curious how he will do later. He's somewhat strategic, but he's definitely not making any power builds.
A player's humble request.
That can work, but I see two conditions that has to be fulfilled.
1. You cannot have a dedicated black mage with access to all/most elements. If you do, then she/he will match elements, but the rest will spam the same skill over and over. Also, use Ice 1 instead of Fire 1 is hardly a difference to write home about.
2. The importance of matching elements has to be greater than normal. Chance is your best fighter is more than twice as good at inflicting physical damage than he is at inflicting magic damage. If so, then obviously dealing double damage by using the right spell will not be enough to motivate doing so. Also, even if the fighter do deal more damage with a spell of the right element, there's also the fact that you have to figure out which one it is. Every time you guess wrong, you deal less damage. Once you do find the weakness, the bonus has to be great enough to make up for the pains it toke to figure it out (and the effort to remember it or write it down).
The Digital Devil Saga series for example, do fulfill both conditions. However, most RPGs don't and giving the enemies different weaknesses won't make for a very substantial difference.
1. You cannot have a dedicated black mage with access to all/most elements. If you do, then she/he will match elements, but the rest will spam the same skill over and over. Also, use Ice 1 instead of Fire 1 is hardly a difference to write home about.
2. The importance of matching elements has to be greater than normal. Chance is your best fighter is more than twice as good at inflicting physical damage than he is at inflicting magic damage. If so, then obviously dealing double damage by using the right spell will not be enough to motivate doing so. Also, even if the fighter do deal more damage with a spell of the right element, there's also the fact that you have to figure out which one it is. Every time you guess wrong, you deal less damage. Once you do find the weakness, the bonus has to be great enough to make up for the pains it toke to figure it out (and the effort to remember it or write it down).
The Digital Devil Saga series for example, do fulfill both conditions. However, most RPGs don't and giving the enemies different weaknesses won't make for a very substantial difference.
A player's humble request.
I've said earlier that it takes far less time to add new monsters if you're not using an evented battle system than if you do. However, it strikes me that the more satisfying you make every monster, the more time it takes. For example, I can in no time take one monster, replace the graphics and then add minute changes such as giving it less HP, but more defense. I can also make a mage monster and apply a rule such as "against fighters it does as much damage as a physical monsters does against mages and against mages it does as much damage as physical monsters does against fighters" and get it done very quickly. The problem is, if I do all that, what I get is a load of monsters who are all fought the same way. So, the monsters aren't really that different.
So assuming a limited time budget, how much is different monsters worth to you? Shall the time be taken from mapping, dialog writing, music or something else? Or are you fine with having four monsters that are fought the same way as long as they look different and different stats and skills even if the difference is inconsequential when it comes to strategy?
So assuming a limited time budget, how much is different monsters worth to you? Shall the time be taken from mapping, dialog writing, music or something else? Or are you fine with having four monsters that are fought the same way as long as they look different and different stats and skills even if the difference is inconsequential when it comes to strategy?
A player's humble request.
Most of us aren't using an evented battle system though. It takes far less time for most other creators to add a monster than it takes for you.
Stat customization - How do you think it should be done?
Typically, you get as much defense as you need and pour the rest on your offense of choice. If the game allows you to direct enemy attacks towards a certain character, you may want to make one of your characters a tank. Otherwise there's little point in giving any of them a defense focus.
Not necessarily. For example, evasion tends to be an all or nothing deal. Either you get a lot of it, or you get nothing. Hitpoints definitely qualify though, every character will want at least a decent amount of it. For other stats, it depends on how it's implemented. Typically, if the defensive benefit is diminishing, the player is more likely to invest at least a little in rather than going for an all or nothing approach. Assuming the player is trying to optimize that is.
author=ChaosProductions
Stat with a defensive benefit of some sort will be invested in by most characters to some degree; stats with an offensive benefit are more likely to be a character's main focus.
Not necessarily. For example, evasion tends to be an all or nothing deal. Either you get a lot of it, or you get nothing. Hitpoints definitely qualify though, every character will want at least a decent amount of it. For other stats, it depends on how it's implemented. Typically, if the defensive benefit is diminishing, the player is more likely to invest at least a little in rather than going for an all or nothing approach. Assuming the player is trying to optimize that is.
Sex in games
author=Killer Wolf
As a game player, the random inclusion of nudity/sex into a game is starting to fall into eye-roll territory. I think it was the Bulletstorm demo, or something else I tried right around the same time, that acted as the straw that broke the camel's back. I'm about to play some fps or whatever, and the ratings screen warns about partial nudity. It just felt tacked on, like the required strip club sequence in an 80's detective/action/martial arts/crime film.
That may be the reason few tries to include serious sex in a game, the pool has been peed in. I have a hard time buying controversy as a reason for not including it. For big companies, there may be a loss of profit involved, but there's no reason for us here to care about some zealots being up in arms over it. However, if I read that it's possible to have sex with various NPCs, my initial suspicion will be that it works like The Witcher or something, where the sex is treated as conquests or collectibles.
How do you deal with your various ideas
I think what works varies from individual to individual. In my case, I've found that the best approach is to stick to ideas I've like for a long time. It has turned out to be a bad strategy to go with ideas I've gotten recently. There's always the chance that I'll like an idea I like right now much less in a few months. However, the longer I've already liked a particular idea, the less probable it is that I'll stop liking it within a near future.
Also, cutting ideas which seem to ambitions or outside my skill helps as well.
Also, cutting ideas which seem to ambitions or outside my skill helps as well.
I need ideas for superheroes/superheroines
Name: Endo
Gender: Male
Powers: He controls heat, but he can only control it in the direction of drawing it to himself. This allows him to freeze targets at distance, while surrounding himself with fire. He also cannot be harmed by heat (except ridiculous levels such as the sun).
Name: Exo
Gender: Female
Powers: She does the opposite of Endo, she moves heat away from herself. This allows her to put targets at distance at fire while surrounding herself with ice. Naturally, she cannot be harmed by cold herself.
Gender: Male
Powers: He controls heat, but he can only control it in the direction of drawing it to himself. This allows him to freeze targets at distance, while surrounding himself with fire. He also cannot be harmed by heat (except ridiculous levels such as the sun).
Name: Exo
Gender: Female
Powers: She does the opposite of Endo, she moves heat away from herself. This allows her to put targets at distance at fire while surrounding herself with ice. Naturally, she cannot be harmed by cold herself.













