DOCTORROCKET'S PROFILE
DoctorRocket
409
I learned recently that I can write in this bio, so that's pretty cool. I guess I should do that. Kinda been doing that for the past few moments now. So what can I say about me?
I finished a game called Black/White: Renegade. I could always use some feedback on it: it would help a lot!
Also, I have a Deviantart account labled username Jchrispole. If you want to check out some artwork that I've done, then check out that profile!
I finished a game called Black/White: Renegade. I could always use some feedback on it: it would help a lot!
Also, I have a Deviantart account labled username Jchrispole. If you want to check out some artwork that I've done, then check out that profile!
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How much can does a Name affect a game?
author=Sooz
In terms of title, it doesn't matter what the reason is; an uninteresting title is an uninteresting title, and your potential audience is not likely to stop and check every title to see whether it has a good reason behind it.
I know, I just give some you a bit of insight into the thought process. But you're right, it doesn't really matter to the potential players.
author=LockeZ
I feel like if you wanted to, you could probably come up with a line from 1984 that wasn't already the name of a best-selling strategy game series. Black & White was widely considered the best game of the year in 2001 and won dozens of awards; it's not an obscure title. That's like naming your game "Madden NFL: Renegade" but then saying the title is a reference to how maddening the main character Nancy Florina Leshad's personality is, and that the game is an RPG that has nothing to do with football.
Well you got me there: I had never heard of Black & White. I probably should have done more research. Though, because of the black and white atmosphere of the game, I felt like it was a solid fit. Maybe "Achromia" would have been a better fit, or something along those lines.
How much can does a Name affect a game?
author=LockeZ
A name should at least tell players what type of game it is.
From the name "The Bamford Tenement" I can immediately tell it's going to be character-driven, story-heavy, non-comedic, probably have more talking than action, and probably have a Victorian or late Renaissance setting. I can tell it'll be either a JRPG or an adventure game. If that's a type of game that interests me (and it actually is!) I will look at it to learn more.
From the name "Black/White: Renegade" I can hardly tell anything at all about the game. I can tell it involves fighting between two factions, but that's all I've got. Maybe it's a fangame of the strategy game Black & White? But that game had no story, no characters and no setting, so there's no way, that can't possibly be what it is. I can't even tell what genre it is. It could be a WRPG, a first-person shooter, an adventure game, a real-time strategy game, a 4X strategy game, a bullet hell scroller, I have no idea. I also can't tell what the setting is, what the style is, or whether it'll have a story or not. The title might make perfect sense once I've started playing the game, but when I'm deciding whether to click on the game page, it gives me nothing. Since it doesn't catch my eye, I pass over it, and look at another game instead.
A few other people mentioned that too. That's so strange for me though: it took me a while to come to the decision that I'd call the game "Black/White: Renegade" but the name "Bamford Tenement" just popped into my head and stuck. But if that's what people see in the game's name, I can't argue.
Thank you for your honest thoughts: I'll take them into mind in the future.
author=Sooz
My knee-jerk reaction to anything with "Renegade" in the title is "generic action/strategy thing, Like I'd expect on an FPS." It's been used to the point that it just has a lot of baggage hanging on it. (I'm not even sure any synonyms would be better, given the habit of various jerks of trying to claim rebellion against society as an excuse for just being a douche.)
It's called Black/White: Renegade because if it was a series, the series itself would be the "Black/White" and that's because it's a reference to a line in 1984, which the story takes a lot of inspiration from. As for Renegade, it's called that because you actually progress in the game by going against the rules and narrative. Being a "renegade" to say. But I can see why it would lead you to think differently. It is a game about rebellion at it's very base, but it's about rebelling against the game itself (which was what made the game kind of surreal.)
Though, if I can freely admit it, the title "Renegade" didn't really quite set well with me in the beginning either. But I wasn't really sure what to call it either. The other titles were "Black/White: Unfinished," "Black/White: Eclipse" and "Black/White: Enemy of the Public."
I wasn't sure which would have worked though: if any. I guess this is what people would need a PR department for...
How much can does a Name affect a game?
I'm curious as to how much you guys think a name can affect the success and popularity of a game.
This stems from my past experiences. The first game I ever put out was called "The Bamford Tenement" and in my opinion it did pretty well (100+ downloads as of now.) However, my most recent game "Black/White: Renegade", despite having a higher production value, is not nearly doing so well (30 or so downloads in the past few weeks.)
There's a number of reasons why any game wouldn't do well, so I won't blame anything in particular. It could just be my bad sense of PR. Talking it over with someone close to me, she mentioned that the name of the game may not be very grasping. Though for me, I can't really figure out what a title like "Bamford Tenement" would be more interesting than "Black/White: Renegade" but it is entirely possible that that's the case. Again, title isn't the only reason my game isn't doing so well. But it may be an important factor.
So that made me wonder: how much does a name affect a game? It is possible for it to be too long or too short? Well, if you consider that games like "Evolve" and "Highly Responsive to Prayers" both had a rather high popularity for their time, it may not be that.
What about intrigue? What games can you guys think of where the title really "grabbed you?" For me, games like "Bioshock" and "Little Inferno" had titles that grabbed my attention. But that's just me.
So, what do you guys think about the importance of how you name your game?
Any feedback is welcome.
-Doctor Rocket
This stems from my past experiences. The first game I ever put out was called "The Bamford Tenement" and in my opinion it did pretty well (100+ downloads as of now.) However, my most recent game "Black/White: Renegade", despite having a higher production value, is not nearly doing so well (30 or so downloads in the past few weeks.)
There's a number of reasons why any game wouldn't do well, so I won't blame anything in particular. It could just be my bad sense of PR. Talking it over with someone close to me, she mentioned that the name of the game may not be very grasping. Though for me, I can't really figure out what a title like "Bamford Tenement" would be more interesting than "Black/White: Renegade" but it is entirely possible that that's the case. Again, title isn't the only reason my game isn't doing so well. But it may be an important factor.
So that made me wonder: how much does a name affect a game? It is possible for it to be too long or too short? Well, if you consider that games like "Evolve" and "Highly Responsive to Prayers" both had a rather high popularity for their time, it may not be that.
What about intrigue? What games can you guys think of where the title really "grabbed you?" For me, games like "Bioshock" and "Little Inferno" had titles that grabbed my attention. But that's just me.
So, what do you guys think about the importance of how you name your game?
Any feedback is welcome.
-Doctor Rocket
Can you have too many characters in a game?
author=Liberty
Also, DocRoc, please don't double post. Just bundle all the quotes in one post and reply to them all in one (or edit them in). It's a site rule. Thanks! ^.^
Alright, so when you say "don't double post" you mean don't post twice, one after the other, right? I can still post multiple times on my forum, right?
Villians: how do you make them unique?
author=suzy_cheesedreams
Yeah, he wasn't a villain in the sense of what you were asking about but he was definitely a character on the very edge of goodness... As for Ulysses, I never managed to play that DLC!
Yeah, Graham was definitely very chaotic. But in the end, you can either push him one way or the other.
As for Ulysses, his story is a bit different. But he's definitely out for revenge. It's interesting because the main antagonist of the series is Benny, who tries to kill the Courier, assuming he's just another wasteland settler so it's a rude awakening when he returns.
But Ulysses is almost like the opposite character of the Courier, and serves as kind of a nemesis. I just wish they wrote it in a way that you knew he wasn't your friend even before you played the DLC. Those are just my thoughts though.
Can you have too many characters in a game?
author=LockeZ
Undertale only had a small handful of main characters, and you aren't Toby Fox.
I know, I was only using that as an example. The undertale characters are so interconnected plot-wise that it's really hard to believe. but if I could add just a 4th of that into putting together my characters' interactions, I could really do something special.
And I believe I've seen that before actually. But yeah, I get your point. But I don't write sitcoms.
And spoiler alert: I am Toby Fox.
Or at least one of them.
That's right.
There are actually 30 different Toby Foxes spread throughout the world. And they all look the same.
Can you have too many characters in a game?
author=Red_Nova
Rocket, how important are these characters to the main plot? If they are all central figures that literally cannot be removed from the story without major plot holes, then... holy crap. That's nuts. And if these characters all interact with each other, you've got a lot of writing to do.
The original Bamford Tenement didn't exactly have a linear story: it was centered around the 16 or so quest arcs and once all them were finished then a final quest would be available where all the characters make an appearance. Characters only briefly mentioned each other when spoken to before the final quest, but then in the final quest they have scripted interactions.
In this future game, the Player is the Landlord of the Tenement which means they get to choose who ends up staying at the tenement. And there are less rooms than the cast of potential tenants.
So yeah, it may be a bit of writing, but after seeing what Toby Fox did with Undertale's character interactions, I think it's possible. At least on a simple scale.
So in the final quest of this game, certain characters fill the rolls that other characters wouldn't. It sounds complicated now, but I can make it happen with a little bit of planning.
Can you have too many characters in a game?
author=Liberty
108 characters per game. XD
That's a much bigger difference then. Just creating 100 characters seems like too many. I wonder how they do it and enable them to interact so much. I'll have to look into it...
Can you have too many characters in a game?
author=Liberty
Suikoden series - 108 characters to collect (about 60-80 of which could enter your party). As long as it's all balanced and works story-wise it's fine.
author=Gourd_Clae
Suikoden had a lot of characters and isn't too too long because most of the characters only get a few minutes of time to shine and then they're yours. Depends on how much you want/need to communicate!
The thing with Suikoden games, though, is that whilst most characters were just "Grab and Got", they each and every one of them reacted to stuff going down in the world (had dialogue changes due to those things), could be seen around your base and interacted with (their rooms, who they hung out with, what they did in base showed some character), they had unique in-and-out-of-party dialogue (when you moved them into or out of your party they commented - some would comment something different when someone else was in your party, too), had a detective who would search up their background histories (3 'secrets' about them, some more detailed than others), expansion across games (people (or their heirs) would show up in other games, in person or just mentioned, letting you find out how their lives changed during the time between then and now), unique battle animations/skills/actions (certain people who were close story-wise would beserk if their friends went down or protect a friend who was close to death, and each had their own way of attacking which leant a lot to making them all seem different or show some character).
There's a lot of ways to expand on a larger group of people. I recommend playing some Suikoden games if you haven't already - might give you ideas... and they're pretty awesome to boot. (1, 2, 3 and 5 highly recommended... in that order)
>.<)b
108 characters over a series? I wonder how much that is per game. But that's still a lot. In The Bamford Tenement, I tried to make the characters seem like they were aware of each other. They lived in seperate rooms, but in the same building. Though my limited programming knowledge limited what I could do.
But I'd like to see what I can do in the future with more character interactions.
Can you have too many characters in a game?
author=SgtMettool
Most Compile Heart games generally throw loads of party members at you, with many of them being functionally identical and only a small handful of them ever having good enough stats to use in your party. But I think a lot of that can be chalked up to most CH games being visual novels with some semblance of an RPG attached, so a lot of characters that had an impact on the story just get dumped into the wagon for all eternity.
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It's interesting that you bring up Compile Heart games. Neptunia is one of my most favorite series of all time. But you're right, they do have a ton of characters in their game.
But yeah, I guess it's natural for people to stick to a specific set of characters instead of trying to connect with every single one of them.













