HOUSEKEEPING'S PROFILE
Housekeeping
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My name's Kasey Ozymy. I'm a game designer from Texas. I made Jimmy and the Pulsating Mass and am currently working on Hymn to the Earless God.
Check out Hymn to the Earless God:
https://store.steampowered.com/app/2165130/Hymn_to_the_Earless_God
Buy Jimmy:
https://store.steampowered.com/app/706560/Jimmy_and_the_Pulsating_Mass/
Check out Hymn to the Earless God:
https://store.steampowered.com/app/2165130/Hymn_to_the_Earless_God
Buy Jimmy:
https://store.steampowered.com/app/706560/Jimmy_and_the_Pulsating_Mass/
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I don't know about you all, but a Female Squall for FF8 would have been cool.
I think rampant fan service is a hallmark of a terrible game that I can avoid. This is capitalism: use your money to dictate developers' decisions. The only reason that characters like Trixie McTits from Unity's post exist is because it's an effective means to sell games, so stop supporting it. There are plenty of games out there that don't do this. (Not that a sexed-up character can't exist in a game, but if they're featured prominently on box art and advertisements like Record of the Agarest War's boob mouse pad, then it's a crappy gimmick to sell games, and it should sicken you.)
Also, that Valkyrie Profile progression is just sad. I wish that game would have sold better initially; it was such a beautiful game--easily in my top five.
Also, that Valkyrie Profile progression is just sad. I wish that game would have sold better initially; it was such a beautiful game--easily in my top five.
Necessity of a Walkthrough?
I tend to agree with the people who say that walkthroughs should be made by fans. But, here's the deal:
While I think my game is intuitive, it does have puzzles, and some of the hidden things require obtuse thinking to find. For example, in the first level, early on you come into a room with two switches, and the switches are connected to locking mechanisms by a series of pipes. One character jumps on a switch that opens a door and triggers a fight. The door clearly has a sign next to it, and that character then cautions the player to read the signs. The next puzzle plays on this idea by having four doors with one missing the sign, so the player is primed to open the door that's not next to a sign, which is the correct solution. However, in the next room, there are several doors, and one of the doors with a sign next to it has a sign that reads something like "Please don't tell my wife I left my stuff here," and there's a chest behind that door. So, this uses the idea that the game directly tells the player earlier (read the signs!) but this is something that the player will probably not do since they think they can just look for a door without a sign.
All this is to say, I don't want to write a walkthrough to cover up bad game design, but I want to help completionists. The game also has a character later that will tell you how many chests are left in each dungeon, so this might cause players to rethink the puzzle, but, still, I could see people pulling their hair out trying to find this one, especially if they don't know that beating the game rewards them with an item that nullifies random encounters. These are the kinds of things that walkthroughs will point out to allow maximizing your time.
Anyway, while I still think that fans should write their own walkthroughs, I'm not sure if that opinion is coming from the right perspective or if I'm just lazy (it IS a lot of writing). If a player gets stuck on a puzzle I made that's difficult but fair, I might lose them without a walkthrough. It's really easy to throw away a free game since you don't have any money invested in it.
That's what's been milling around in my skull, anyway.
While I think my game is intuitive, it does have puzzles, and some of the hidden things require obtuse thinking to find. For example, in the first level, early on you come into a room with two switches, and the switches are connected to locking mechanisms by a series of pipes. One character jumps on a switch that opens a door and triggers a fight. The door clearly has a sign next to it, and that character then cautions the player to read the signs. The next puzzle plays on this idea by having four doors with one missing the sign, so the player is primed to open the door that's not next to a sign, which is the correct solution. However, in the next room, there are several doors, and one of the doors with a sign next to it has a sign that reads something like "Please don't tell my wife I left my stuff here," and there's a chest behind that door. So, this uses the idea that the game directly tells the player earlier (read the signs!) but this is something that the player will probably not do since they think they can just look for a door without a sign.
All this is to say, I don't want to write a walkthrough to cover up bad game design, but I want to help completionists. The game also has a character later that will tell you how many chests are left in each dungeon, so this might cause players to rethink the puzzle, but, still, I could see people pulling their hair out trying to find this one, especially if they don't know that beating the game rewards them with an item that nullifies random encounters. These are the kinds of things that walkthroughs will point out to allow maximizing your time.
Anyway, while I still think that fans should write their own walkthroughs, I'm not sure if that opinion is coming from the right perspective or if I'm just lazy (it IS a lot of writing). If a player gets stuck on a puzzle I made that's difficult but fair, I might lose them without a walkthrough. It's really easy to throw away a free game since you don't have any money invested in it.
That's what's been milling around in my skull, anyway.
Necessity of a Walkthrough?
A while back I had a request to include a walkthrough on one of my game pages. I tend to not like walkthroughs since the mere act of having one available tempts me to use it instead of figuring things out for myself, but I'm also not everyone, and I'll admit that I've relied on Gamefaqs quite a bit in the past. Anyway, I thought this would be a good discussion topic:
Should we feel obligated to include a walkthrough for our games?
Should we feel obligated to include a walkthrough for our games?
Final Fantasy 6 Remake!
author=UPRC
I'm worried about Celes' suicide attempt myself. If they botched that up, I'll be an unhappy Canadian.
Follow the on-screen arrows to make her fall.
Misaos Voting Begins!
What do YOU look for in a (good) story? (In a video game)
author=Craze
i stopped reading your post after the first paragraph because you apparently think i don't think that games are a storytelling and/or art medium so
>exuent topic, chased by bear
I wonder where I got that idea.
author=Craze
writing is unimportant.
What do YOU look for in a (good) story? (In a video game)
Yes, Craze, games should be fun (actually, this is debatable, but I want to make fun games, too, so I won't contest this), but you'd have to be delusional to not see them as a storytelling medium, too.
Writing novels is a medium with only one dimension. Game making is a collaborative medium that involves game design, graphics, music/sound design, and writing. It's a complex art form with several aspects, and if you brush off one or more of them, your game isn't going to be as good as it could be. Yes, many genres function with less storytelling than others, but RPGs are a story-forward genre.
The reason I insulted your sensibilities is because you don't seem to put much thought into the writing process, and writing is something that takes a considerable amount of thought and experience in order to be effective. I understand why you got offended--you put a part of yourself out there when you write a story--but I want you to understand that completely devaluing storytelling is offensive to me, too, as I've spent a lot of time thinking about what makes a story effective.
The only reason that earlier post's sliding scale of good game story lines is subjective is because that guy didn't explain his post. It's not difficult to see that Mother 3's clever plot, heartfelt, nuanced characters, and well-balanced dialogue are leagues above Golden Sun's stock characters, mundane plot, and primarily expository dialogue. All I'm saying is that there's objective criteria to good storytelling, and a discussion of storytelling on an RPG forum isn't something that should be so quickly shrugged off.
Writing novels is a medium with only one dimension. Game making is a collaborative medium that involves game design, graphics, music/sound design, and writing. It's a complex art form with several aspects, and if you brush off one or more of them, your game isn't going to be as good as it could be. Yes, many genres function with less storytelling than others, but RPGs are a story-forward genre.
The reason I insulted your sensibilities is because you don't seem to put much thought into the writing process, and writing is something that takes a considerable amount of thought and experience in order to be effective. I understand why you got offended--you put a part of yourself out there when you write a story--but I want you to understand that completely devaluing storytelling is offensive to me, too, as I've spent a lot of time thinking about what makes a story effective.
The only reason that earlier post's sliding scale of good game story lines is subjective is because that guy didn't explain his post. It's not difficult to see that Mother 3's clever plot, heartfelt, nuanced characters, and well-balanced dialogue are leagues above Golden Sun's stock characters, mundane plot, and primarily expository dialogue. All I'm saying is that there's objective criteria to good storytelling, and a discussion of storytelling on an RPG forum isn't something that should be so quickly shrugged off.
What do YOU look for in a (good) story? (In a video game)
Craze, I love your ideas on gameplay mechanics, but you've got really terrible taste when it comes to writing. Saying storytelling is completely subjective would be like if I came into a gameplay thread and said, "Look, I don't get why you guys are talking crap about Bubsy 3D. Yeah, it's not like you need a PhD in game theory to appreciate it, but it gets the job done, and, personally, I had a lot of fun with it."
There's a level of subjectivity involved with the kinds of stories that we seek out and enjoy, but there's also an objective standard of craftsmanship for a good story. Games are largely terrible at making characters that connect with people on an intimate level, but that doesn't mean we shouldn't try to correct that. It's good to see topics like these pop up, and running with the theory that storytelling is subjective is reductive and toxic. It's the easy way out, and it's a guaranteed way to keep your stories mostly uninteresting.
There's a level of subjectivity involved with the kinds of stories that we seek out and enjoy, but there's also an objective standard of craftsmanship for a good story. Games are largely terrible at making characters that connect with people on an intimate level, but that doesn't mean we shouldn't try to correct that. It's good to see topics like these pop up, and running with the theory that storytelling is subjective is reductive and toxic. It's the easy way out, and it's a guaranteed way to keep your stories mostly uninteresting.
Misaos Voting Begins!
What if nominations for Misaos are handled the same, but the actual voting is done by a panel of experts? Each category might be judged by past winners/nominees that are still involved in the community and aren't nominated for that particular year. This will also ensure that the people making the decisions have actually played all the games in their category.













