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Nudity in Games
author=Natook link=topic=3271.msg66766#msg66766 date=1237179305author=Mr. Y link=topic=3271.msg66765#msg66765 date=1237178831
In amateur games, I usually cannot take the game seriously if it tries to seriously depict nudity. Then again, my experience has been limited mostly to crappy RM2K/3 games, so who knows? Maybe someone can do nudity tastefully?
Noauthor=Mr. Y link=topic=3271.msg66765#msg66765 date=1237178831
But even then, what's the point? Is the nudity supposed to advance the story (is it necessary?) Is the nudity actually supposed to be erotic (can stumpy little cartoon people do that?)
No
Certainly can't argue with any response THAT well-thought-out!
Resources, originality and theft
author=Ciel link=topic=3324.msg66453#msg66453 date=1236929627
1. Rips are completely fine for RPG Maker. It's just a hobby, chillax.
2. Using original content someone else created without permission is really stupid. Don't do it!
contradiction detected
Worldwide economic situation worsening, unemployment rising, desperate measures.
author=Natook link=topic=3297.msg65878#msg65878 date=1236654911
Pull out a dollar and read what the top of it says. Federal Reserve Note, right? That basically means that your dollar is worth only about 2 cents in actuality, while in the past it used to say United States of America, (X number of dollars) in Gold Coin, and below that it would say Payable To The Bearer on Demand. What does this mean to you? Well, the government isn't going to give you any gold for your note. Or anything for that matter. It's practically worthless.
You misunderstand the notion of "value".
A federal reserve note, being legal tender used for pretty much everything, winds up representing a portion of the US economy. Obviously its value is not static, since the amount in circulation varies.
Gold is a solid commodity, but its value is no less artificial. All value is artificial and is only determined by what people are willing to pay for it, and for what reason. If you accept gold as payment for your job in order to trade it for other things, which are used to trade for other things (and get stored in banks, and everything else money is used for), that's no less artificial a use than, say, using paper to represent the economy abstractly. It's not as if you're using it for something practical.
Nudity in Games
Nudity in games is the same as in any other form of art/storytelling: If it's done tastefully and has a good reason to be there, and your target audience isn't ten-year-olds, then there's no pressing reason why it should be stigmatized. The only reason it would feel tasteless if it IS tasteless or out-of-place.
For an example, the original Japanese version of Earthbound had Ness naked in Magicant. This made sense in Japan, since (from my experience) Japanese culture has less of a problem with non-sexualized nudity and tends to portray people in dreams as being nude in the first place. Granted, seeing that in the American version would have been weird, but that's due to cultural differences.
The thing is that there just aren't many opportunities FOR tasteful nudity in games. I'm sure there's some theoretical situation where censoring the nudity would seem more out-of-place than the nudity itself, but I can't think of any off the top of my head.
For an example, the original Japanese version of Earthbound had Ness naked in Magicant. This made sense in Japan, since (from my experience) Japanese culture has less of a problem with non-sexualized nudity and tends to portray people in dreams as being nude in the first place. Granted, seeing that in the American version would have been weird, but that's due to cultural differences.
The thing is that there just aren't many opportunities FOR tasteful nudity in games. I'm sure there's some theoretical situation where censoring the nudity would seem more out-of-place than the nudity itself, but I can't think of any off the top of my head.
Non-linear RM* games
author=Shadowtext link=topic=3217.msg63543#msg63543 date=1235587927author=Craze link=topic=3217.msg63513#msg63513 date=1235577226The reason I don't like sandbox games is because they feel more like toys than games, with no real goals (or if there are real goals, no real drive to complete them, no personal connection to getting them fulfilled), and so many options that leave me unable to make any decisions. Take care of those problems and I might enjoy the game.
Shadowtext: How could I (or Max, or anybody) make you enjoy a sandbox dungeon-delving RPG made in VX?
Then the problem isn't with the game, it's with you, or that just isn't the kind of game you enjoy.
The thing about games like that is you actually can make your own goals. You've probably been raised on very linear and clear-cut story-based games where you are spoon-fed goals and thoughts and behaviors.
Sandbox roleplaying games are true roleplaying games. They allow you to actually assume the role of a character you create and decide what goals HE (or you) wants as opposed to the goals the game's developers or the storyline want you to complete.
Non-linear RM* games
Is it seriously that hard to read like five pages of material before playing a game that'll last you upwards of a couple hundred hours of playtime?
Seriously, in-game tutorials can break the flow of the game. You can solve that problem by putting the information in the manual. This is especially true since the stuff that you'd need to be told in the manual is simply functional stuff that ideally SHOULDN'T be talked about in the game itself too much.
Seriously, in-game tutorials can break the flow of the game. You can solve that problem by putting the information in the manual. This is especially true since the stuff that you'd need to be told in the manual is simply functional stuff that ideally SHOULDN'T be talked about in the game itself too much.
Non-linear RM* games
author=Feldschlacht IV link=topic=3217.msg63426#msg63426 date=1235532530
Yeah but the problem lies when the game doesn't show or tell you how to do anything.
It tells you the basics on how to fight and cast magic in the first area.
Also, the game has a manual. A game is still software with a user interface and you can't expect to intuitively grasp the entire thing right off the bat. The systems were mostly relatively simple anyway.
Non-linear RM* games
I don't really get the annoyance with TES-style open-ended worlds.
I loved Morrowind and I'm not sure how people could have gotten TOO lost.
Sure, you can go out and do anything you like, but the game does give you a (basic) tutorial at the beginning, and tells you exactly how to proceed in the main quest right from the start. The game picks you up and gives you a nice kickstart; it shouldn't be expected to give you a piggyback ride through the game, especially since it would be detrimental to the game's appeal in a serious way.
I loved Morrowind and I'm not sure how people could have gotten TOO lost.
Sure, you can go out and do anything you like, but the game does give you a (basic) tutorial at the beginning, and tells you exactly how to proceed in the main quest right from the start. The game picks you up and gives you a nice kickstart; it shouldn't be expected to give you a piggyback ride through the game, especially since it would be detrimental to the game's appeal in a serious way.
Numbers, and System Transparency
On the other hand, high numbers can be good since they can provide for more precision.
If a character's strength only goes from 1 to 5, it's sort of difficult to establish the difference between an average character and a slightly strong one, and there are likely to be huge gaps in time/character development where you don't see any change at all, punctuated by periods of EXTREME change.
If a character's strength only goes from 1 to 5, it's sort of difficult to establish the difference between an average character and a slightly strong one, and there are likely to be huge gaps in time/character development where you don't see any change at all, punctuated by periods of EXTREME change.