LEX'S PROFILE
LEX
50
While I might usually sound like
a) I think I know everything,
b) a stuck up idiot,
I blame it all on my inadequate english knowledge.
a) I think I know everything,
b) a stuck up idiot,
I blame it all on my inadequate english knowledge.
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Applying Auteur Theory to Amateur Games (Part I)
This is interesting, although I usually don't understand expressions with "creative" in them. Too vague.
But I read the article anyway, and HEY, this is like psychology! I always liked to analyze other people and doing this through the games they make is fun to read.
It's true, that you don't go too deep, and I wouldn't mind reading a more detailed version of it, though it may be true, that others with such perversions are few in number. Well, if you ever feel like it, go ahead.
Oh and it seems I read the article too late to read it, but analyzing yourself is usually an...interesting idea. It's like trying to draw you neghbourhood from above without ever seeing it from there (forget google maps). Certainly, who knows it better than you, but still, you never saw it. Yields interesting results, especially when you include someon else's analysis of yourself. Well it's a shame you removed it, but peace has it's price.
But I read the article anyway, and HEY, this is like psychology! I always liked to analyze other people and doing this through the games they make is fun to read.
It's true, that you don't go too deep, and I wouldn't mind reading a more detailed version of it, though it may be true, that others with such perversions are few in number. Well, if you ever feel like it, go ahead.
Oh and it seems I read the article too late to read it, but analyzing yourself is usually an...interesting idea. It's like trying to draw you neghbourhood from above without ever seeing it from there (forget google maps). Certainly, who knows it better than you, but still, you never saw it. Yields interesting results, especially when you include someon else's analysis of yourself. Well it's a shame you removed it, but peace has it's price.
What Kurt Vonnegut Can Tell You About Game Design
Okay, I can accept that, and you are right too, especially with (free) indie games. In this sense, you are right to say that indie game developers should really take this by heart....no deadline, nothing asked in exchange, so game can actually be short or can be in development for a very long time. Even if some people lose intrerest because of the long wait, they will come back, once it's finished, especially if it's good.
@Feldschlant IV
I think if a game has enough content, it could (or should...) be long. How much "enough" is depends entirely on the player (and the developers, though as you can see, this is debatable). I usually like long and difficult games too, but only if I feel the story worths the fight, or I enjoy battles, puzzles, whatever.
@Feldschlant IV
I think if a game has enough content, it could (or should...) be long. How much "enough" is depends entirely on the player (and the developers, though as you can see, this is debatable). I usually like long and difficult games too, but only if I feel the story worths the fight, or I enjoy battles, puzzles, whatever.
What Kurt Vonnegut Can Tell You About Game Design
Well it is a waste of time, or rather, something that actually makes up a decent portion of the game time. Most games have a story no longer than a huge short story (that's about 100 pages, which might be long in itself, but not compared to the actual game time).
What I mean is, everything is relative. If I don't feel like my time is being wasted, then my time is well spent, because I'm feeling useful or enjoying myself. A perfect (and obviously non-existent) developer is able to make the player feel like that every single battle he fights is very important, even if it is just grinding.
Of course, if someone has enough ideas for the game time they planned for their project, then all is good, but if that time is more than a few hours, what is very likely*, (especially in commercial games, so that the costumers won't feel like they wasted their money) then the plethoria of creative ideas needed probably won't be available. So there has to be some parts where the game becomes a bit repetitive. It's these parts that need to be made bearable.
We can also look at repetitivness on different scales. I for one, never liked when I receive the usual "get the 3-4-6-9 etc. crystall balls so that you can do whatever" type quests. They are like a big sign saying "YOU WILL BE DOING THE SAME THING OVER AND OVER". And well...that sucks. But the truth can be that each of these is a very different experience with the stroy progressing with each "crystal ball" you get. It still feels a bit repeptitive. And then, there is the reverse version, when the main quests are more colorful, but you actually do the same thing in them. You can go deeper than this and, for example look at the individual battles, and how much they differ from each other, even if they have the same types of enemies.
A good game would not feel repepetitive in any way, but that doesn't mean you won't do the same bits over and over with slight changes. If you would simply play through these parts with nothing in between them, they would feel repetitive, but with the story/etc. in between them and the slight changes, they suddenly became nearly unique events.
The least elegant (and effective) way to get this effect is to do the stuff I mentioned in my previous post. Better methods are usually the combination of these, carefully crafted, so that they won't feel out of place, or forced, with additional graphical and sound effects, if needed (and/or possible).
*(I know, it's only logical to make the game shorter if you are out of ideas, but shortness, being too "dense" and the lack of gameplay~battles come up from time to time in reviews. If one makes an enjoyable game, it is most unfortunate if it simply feels too short.)
While I tend to write these thing as if they were facts, I'm only theorizing, of course.
What I mean is, everything is relative. If I don't feel like my time is being wasted, then my time is well spent, because I'm feeling useful or enjoying myself. A perfect (and obviously non-existent) developer is able to make the player feel like that every single battle he fights is very important, even if it is just grinding.
Of course, if someone has enough ideas for the game time they planned for their project, then all is good, but if that time is more than a few hours, what is very likely*, (especially in commercial games, so that the costumers won't feel like they wasted their money) then the plethoria of creative ideas needed probably won't be available. So there has to be some parts where the game becomes a bit repetitive. It's these parts that need to be made bearable.
We can also look at repetitivness on different scales. I for one, never liked when I receive the usual "get the 3-4-6-9 etc. crystall balls so that you can do whatever" type quests. They are like a big sign saying "YOU WILL BE DOING THE SAME THING OVER AND OVER". And well...that sucks. But the truth can be that each of these is a very different experience with the stroy progressing with each "crystal ball" you get. It still feels a bit repeptitive. And then, there is the reverse version, when the main quests are more colorful, but you actually do the same thing in them. You can go deeper than this and, for example look at the individual battles, and how much they differ from each other, even if they have the same types of enemies.
A good game would not feel repepetitive in any way, but that doesn't mean you won't do the same bits over and over with slight changes. If you would simply play through these parts with nothing in between them, they would feel repetitive, but with the story/etc. in between them and the slight changes, they suddenly became nearly unique events.
The least elegant (and effective) way to get this effect is to do the stuff I mentioned in my previous post. Better methods are usually the combination of these, carefully crafted, so that they won't feel out of place, or forced, with additional graphical and sound effects, if needed (and/or possible).
*(I know, it's only logical to make the game shorter if you are out of ideas, but shortness, being too "dense" and the lack of gameplay~battles come up from time to time in reviews. If one makes an enjoyable game, it is most unfortunate if it simply feels too short.)
While I tend to write these thing as if they were facts, I'm only theorizing, of course.
What Kurt Vonnegut Can Tell You About Game Design
Okay, but first of all, FFI is a JRPG, and japanese have an obsession with hard work, which they seem to think equals to grinding in videogames (there are exceptions of course, but many, otherwise great JRPGs, are like that). It was actually really annoying in final fantasy I, II or II (I'm ashamed to say that I don't remember which one) that even with the several hours I spent grinding throughout the game (apart from the time spent in dungeons you must get through during the stroy) I still nearly died in the first mob fight in the final dungeon. I ground a few more hours and still, no effect (and I mean, really, absoultely no change). Now, that is why I never got around to finish that game.
Also, I think that battling new(ish) enemies in a new(ish), interesting dungeon is not exactly grinding, but a new(...ish) experience. That doesen't feel like wasted time until the point that it's not a new experience anymore. A dosage of plot advancment, comedy, a cutscene where something happens, a (sub-)boss fight, some backgroung information, a bit of character development, or even a few lines of small talk is needed to "replenish" the player's patience. If this doesn't happen, that's when the real grinding begins and too much of that can really kill the game.
Also, I think that battling new(ish) enemies in a new(ish), interesting dungeon is not exactly grinding, but a new(...ish) experience. That doesen't feel like wasted time until the point that it's not a new experience anymore. A dosage of plot advancment, comedy, a cutscene where something happens, a (sub-)boss fight, some backgroung information, a bit of character development, or even a few lines of small talk is needed to "replenish" the player's patience. If this doesn't happen, that's when the real grinding begins and too much of that can really kill the game.
What Kurt Vonnegut Can Tell You About Game Design
There is also the question of quantity. Getting in one fight or a hundred might be fun, but after that, it's not so entertaining anymore, even if it's a great battle system.
It's actually a very hard thing to make a dungeon or some other part of the game where you get into fights long enough for the player to feel that he/she is challanged and is achiving something, WHILE still enjoying her/him-selves. Depending on how fun the battles are, this can be sort or long, but obviously, people are different, so the developer has to find the length (or amount) which is optimal for the most players, and accaptable for the rest, or, like mentioned above me, implement an option to short down (or skip) the fights. This, on the other hand can lead to some people skiping fights and then complaining about the game being too short, or unchallanging...what is lame, but nevertheless, that's how it is.
On the other hand, I disagree with the statment that indie game developers who offer their games for free shoul especially consider what is written in the article. While every game developer (or story writer for that matter) should take these advices to heart, non-commercial games actually have a little more freedom in this area, since the developers usually don't expect to gain too much (apart from experience) from their projects. It's nice to have the public opinion in favor of the game, sure, but since the developer is not depending on it, (for livelihood at least) it might not be his/her first priority.
Then again, it's kinda pointless to develop a game that no one likes...
Oh and if you feel like writing about the rest of the 8 rules, please do! This was an interesting article.
(And sorry if my writing style seems like that of a stuck up idiot. English is actually not my native language and I can't use it as freely as I might want to.)
It's actually a very hard thing to make a dungeon or some other part of the game where you get into fights long enough for the player to feel that he/she is challanged and is achiving something, WHILE still enjoying her/him-selves. Depending on how fun the battles are, this can be sort or long, but obviously, people are different, so the developer has to find the length (or amount) which is optimal for the most players, and accaptable for the rest, or, like mentioned above me, implement an option to short down (or skip) the fights. This, on the other hand can lead to some people skiping fights and then complaining about the game being too short, or unchallanging...what is lame, but nevertheless, that's how it is.
On the other hand, I disagree with the statment that indie game developers who offer their games for free shoul especially consider what is written in the article. While every game developer (or story writer for that matter) should take these advices to heart, non-commercial games actually have a little more freedom in this area, since the developers usually don't expect to gain too much (apart from experience) from their projects. It's nice to have the public opinion in favor of the game, sure, but since the developer is not depending on it, (for livelihood at least) it might not be his/her first priority.
Then again, it's kinda pointless to develop a game that no one likes...
Oh and if you feel like writing about the rest of the 8 rules, please do! This was an interesting article.
(And sorry if my writing style seems like that of a stuck up idiot. English is actually not my native language and I can't use it as freely as I might want to.)
On Story Structure
This was a nice, basic lecture on the importancy of story. You could do one on gameplay too if you have time. Though I'm not sure if anyone would need it 'sides me. (I'm a story person :D)
Oh and, in most Elder Scrolls episodes, you are simply forced into saving the world, and don't have much choice. The main character has absolutely no personality, so the player decides whether the the hero would like to save the world or just wander around and do side quests endlessly. And the game still does fine in the story department because of the detailed world and the entertaining side quests. Or at least III and IV does.
It's probably not exactly the example you were looking for, but I think this is as close as it gets to an unintrested lead character.
Oh and, in most Elder Scrolls episodes, you are simply forced into saving the world, and don't have much choice. The main character has absolutely no personality, so the player decides whether the the hero would like to save the world or just wander around and do side quests endlessly. And the game still does fine in the story department because of the detailed world and the entertaining side quests. Or at least III and IV does.
It's probably not exactly the example you were looking for, but I think this is as close as it gets to an unintrested lead character.
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