DESERTOPA'S PROFILE
Desertopa
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Guardian Frontier
An RPG with classic-style gameplay and a non-classic premise, inspired by the history of exploration and colonialism of the 19th century.
An RPG with classic-style gameplay and a non-classic premise, inspired by the history of exploration and colonialism of the 19th century.
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Is this story too cliche?
To be fair, having the world saved by the power of shooting the villain with a gun can be pretty surprising given the right context.
Is this story too cliche?
It's pretty much impossible to make a story that everyone will like. Instead of trying to come up with something that will suit everyone's tastes, try and think about what you can do that certain people, with the tastes you want to target, will react really strongly to. What are the selling points of your work, which will really engage the sort of people who'd enjoy playing it? It's important to be aware of those in advance, and concentrate on them.
RMN Swole
author=Liberty
I've never really been into exercise for the sake of exercise so I'm not really knowledgeable about a lot of stuff, but I gather water in and of itself is a no-no since electrolytes need to be replenished if you're doing a lot of walking/running? I think I read that somewhere, anyway. So what would be best, if you know? For not outright dying while pushing a walk?
The sports drink industry would love to have people believe this, but for the level you're probably exercising at, it's really not the case.
If you're having serious, wring-your-shirt-out, mop-up-the-floor workout sessions, then yeah, you're depleting your electrolyte supply enough that you might start suffering muscle cramps or worse if your don't replenish them. But you can work out, and sweat, quite a bit before you reach a point where you need to worry about electrolyte intake beyond what you get in your diet as a matter of course (unless you have very unusual dietary intake.) Rehydrating yourself with plain water should be fine.
Light, Medium, and Heavy Armor: A Conundrum
author=Feldschlact IV
Rys and Locke sort of got it right; in my game, metal is fundamentally resistant to magical forces, so anyone wearing a heavy metal armor, for instance, will have trouble concentrating their energies into a spell.
Does it follow from that that encasing yourself in a suit of metal armor will be extremely resistant to other people's magic? Does heavy armor let them tank spells as well as physical attacks?
Is this story too cliche?
author=Housekeeping
Then again, Avatar was basically about the same thing, only with aliens instead of beast people and the military instead of monsters, and it sold like crazy, so what do I know.
Avatar sold mainly on the strength of its visuals. I have rarely encountered anyone who had anything to say in praise of the story.
You can make a really good game with an unoriginal plot though. The plot of Grandia, for instance, was totally unoriginal, wasn't even a particularly fresh take on old ideas, but it's still one of my favorite games because the whole thing was carried off with so much character and charm.
This doesn't make it a good plot on its own strength, but sometimes it's a decent tradeoff not to sweat the plot too much, and focus your attention on other aspects of the work.
If you know more about what kind of experience you want to create for your audience, and how you can use that story as a backdrop, then it's possible to make a good game out of it. But if that backdrop is all you know at this point, then it's not a lot to sell the audience on.
Light, Medium, and Heavy Armor: A Conundrum
What does the rest of the combat system in your game already look like? The kind of options you've got will depend on what mechanics you're using.
When is it *good* to abandon a project?
If you're no longer a fan of your own project. If it's not going to be something you yourself think is good, your time would be better spent on something else.
Ballin': Discussing money and how it works in gameplay
author=bulmabriefs144
It doesn't need to pass a basic sanity check. The point of a game is that the programmers have some easy way to exploit the system. It's either designed that way on purpose, or they were just trying to simulate supply/demand without getting into the technical (it's just a game) and that issue cropped up.
If it's designed that way on purpose, it was a very silly design choice. When you attempt to simulate an aspect of real life in a game, it should add depth or realism, if not both. If you come up with an implementation which doesn't do that, it should probably be reconsidered.
Accepting Criticism
The stuff that makes money though, generally makes it because someone is enjoying it. The popular commercial stuff might not be high art, but it's doing some things that people like, and avoiding some things that people dislike, and if you don't pick up what these things are, you'll be limiting yourself as a creator.
There is no shortage of creators out there, in writing, in visual art, in filmmaking, probably in any creative endeavor, who are really, really terrible at what they do, and are utterly impervious to criticism. Not only is it totally possible to follow your creative vision faithfully without letting yourself be swayed by criticism, and end up making something really terrible, this is almost certainly the most common result of people following their own creative vision.
Most people who learn to be really good learn it by successive approximations, by doing the best they can and finding what mistakes they made that other people pick up, trying again, making new mistakes, fixing those, and so on.
There is no shortage of creators out there, in writing, in visual art, in filmmaking, probably in any creative endeavor, who are really, really terrible at what they do, and are utterly impervious to criticism. Not only is it totally possible to follow your creative vision faithfully without letting yourself be swayed by criticism, and end up making something really terrible, this is almost certainly the most common result of people following their own creative vision.
Most people who learn to be really good learn it by successive approximations, by doing the best they can and finding what mistakes they made that other people pick up, trying again, making new mistakes, fixing those, and so on.
Ballin': Discussing money and how it works in gameplay
Well, the rewards are relative to the characters' needs at any given point in the game. A strong character might be able to make more money killing weak monsters than a weak character could, but still have the money be negligible compared to other things they could be doing with their time by that point.
That said, that sort of game situation probably calls for systems that simulate the sort of progression of numerous trade and survival skills, which is doable (as in Elder Scrolls: Daggerfall) but difficult to implement and liable to be confusing (I found Daggerfalls skill system more frustrating than enjoyable. It enables numerous playstyles, yeah, but when you're just starting the game and don't understand those various playstyles and still have to make choices regarding your skill distribution, it's overwhelming and irritating.)
I do think there are a lot of interesting things you can do with giving vendors limited money supplies though, or having them refuse to deal in goods outside their usual market. So for instance, early in the game, you might find some extremely valuable relics in a dungeon, and have to make a choice between selling them to a merchant for a fraction of their value, or holding onto them until later in the game when you can sell directly to a buyer prepared to pay you something closer to their real value.
That said, that sort of game situation probably calls for systems that simulate the sort of progression of numerous trade and survival skills, which is doable (as in Elder Scrolls: Daggerfall) but difficult to implement and liable to be confusing (I found Daggerfalls skill system more frustrating than enjoyable. It enables numerous playstyles, yeah, but when you're just starting the game and don't understand those various playstyles and still have to make choices regarding your skill distribution, it's overwhelming and irritating.)
I do think there are a lot of interesting things you can do with giving vendors limited money supplies though, or having them refuse to deal in goods outside their usual market. So for instance, early in the game, you might find some extremely valuable relics in a dungeon, and have to make a choice between selling them to a merchant for a fraction of their value, or holding onto them until later in the game when you can sell directly to a buyer prepared to pay you something closer to their real value.













