MAYORANIME'S PROFILE

Search

Filter

What are you thinking about right now?

I'm thinking I'd rather be back home in my bed with my wife, then out here in a cold office with a coworker who can't stop farting. 0_o;

"I'm born again" (in RMN)

congratulations you have defeated hatsuya in "anime combat". you can now be his successor or in other words hatsuya v.2

you have big shoes to fill, but its nothing the mayor of anime shouldnt be able to handle

I don't know whether to be grateful, insulted, to laugh, or to cry.

So instead I'll just go get some Starbucks.

Knight Templar

I uploaded my game, Lost Legacy (which was about 210 mb) to a Megaupload site, as well as my own website, and just submitted an off-site link here. They allowed it, and Lost Legacy has a LOT of downloads so far. You may want to try that option! :)

mylink12.png

Credit him and you'll be fine.

How do you feel about games with a lot of secondary characters?

Secondary characters don't bother me so long as they are characterised in a half decent way. Using the excuse that someone isn't a major character to defend having a badly thought out characterisation just isn't good enough in my opinion. Also, the secondary characters have to have some sort of relevance to the storyline or need to somehow drive the storyline forwards otherwise they are completely useless and annoying. Why have them if they don't serve a purpos

I have to agree with Fallen-Griever on this one. As long as the secondary characters are developed, and not just poorly characterized, or even worse, not characterized at all (see pale stereotype), then the number of secondary characters can be great or many. Authors do this all the time (cite Rowling's characters in Harry Potter or Tolkien's characters in Lord of the Rings), and so can game designers.

I'd rather see a few number of well-developed characters than a truckload of undeveloped characters. A good recent example of a game with a lot of well-developed characters is Eternal Sonata. While it's by no means at the character counter of Shuikoden, there are a hefty number of well-developed characters for you to love and hate. A good recent example, however, of a game with poorly developed characters is Grand Theft Auto IV. With the exception of the main character, his cousin, and maybe two others, most of the characters in that game are really bad stereotypes. And some of them stay, annoyingly, in your character's sphere of influence for the entire game.

Whats in a sequal?

Oh wow, this topic came up so much in school, it's not even funny.

Okay, where is my take on the idea of a sequel...

Sequels are, in theory, not a bad thing, as they have the possibility of continuing a story further, and enriching characters more deeply. Having said that, those reasons are often not the reasons Game Companies, or likewise Film Companies, create sequels. It's for money, pure and simple, cashing in on a brand already established. And in the pursuit of the almighty profit, often times other things, such as continuity or integrity, are pushed to the side.

This is why a lot of Game Designers, now-a-days, are creating games that don't tie up all the loose ends, leaving some things open for both fan speculation, and for 'bridges' available in case the company decides to make a sequel. A lot of times, this is done without any forethought as to what the sequel will be about. A very good example of this is the epilogue and secret trailer for the first Kingdom Hearts game. It's very obvious that Sora's adventures are not over, and just as obvious that there is a darker side to things, dealing with 'some people' in hooded black cloaks. Nomura stated that he didn't really know where he wanted to take that hook, just that it felt right. He planned on making Kingdom Hearts II, he just didn't know what it was going to be about.

Therefore the first option to creating a good sequel, and my favorite option, is to create the first game with the sequel in mind. Leave hooks to the next game, leave things open ended, even though the main focus of the game is resolved in that games denouement. Decide how many games you want to make to tell this story, or keep adding new stuff in so that your series is ongoing until you want to end it. Note, though, that this is different than making a game series episodic. An episodic game, such as Xenosaga, is really with one long game release a bit at a time. Minute, but definite differences from a sequel.

The other option that Game Designers are opting to go with are to create a series of games that are in the same universe, and often times are influenced by the events of the previous game(s), but are not direct sequels. A perfect example of that is the Elder Scrolls series anything made by Bethesda that has a number in it. Another example is the Silent Hill series, where the only connection between the games (sans the Alessa/Heather connection in 1 and 3) is the town of Silent Hill.

A third option, and a favorite of mine, is to have the sequel focus on an entirely new set of characters, or use minor characters as the major ones, or characters that were relegated to support status set as the main characters. Two examples come to mind: Tales of Symphonia: Dawn of the New World, in which you play someone not from the first game, but who interacts quite often with the original cast; and Final Fantasy X-2, which shows the life of the co-star, Yuna, after the closing credits of Final Fantasy X. (Note to anyone who hates FFX-2...as much as you may hate the game, the Game Designers followed a sound reasoning to create the game, so on paper it cannot be faulted).

A fourth option, rarely explored by RPGs, is to just create the same hook for each game. Megaman and Megaman X are so guilty of this, it's become a franchise. Dr Wily is always captured at the end of the game, or escapes death, or just plain escapes. You know he's going to be the villain in the next game, but you don't care. It's Megaman. You can do the same thing with RPGs, but it will be more difficult, as people tend to want a bit more meat in their RPGs. Still, it could be done, and endless sequels could be made.

In conclusion, what makes a good sequel is twofold: Does it build upon and strengthen the overall story of the preceding games, and can it stand on its own without any support from the other games in all aspects save the meta-plot (overall series storyline). If the answer is yes to both questions, then it's a good sequel.

What does it take for you to work on your games?

One the important things to remember, if you is that to be a Game Designer, you have to design games. Even if they are short little mingames, something that only takes about ten minutes to play through, that's something. Some of the best Game Designers in the world got started making five minute 'coffee break' games.

Pacing is important. It's the same as being a writer. Even if you only write for an hour each day, you are still writing. Therefore, even if you only design a game for an hour each day, you are still doing something. You don't have to pull those all night Marathon-With-Monsters-And-Mountain-Dew Design sessions (although those can be fun). Just a little something each day.

So to answer the original question - I make time each day.

I plan on taking video game designing as a career, so this is a good start.
My dream is to have my game published, although the chances are slim to none.

You are where I was a few years ago. If you have the drive to do this as a career, you will find time to work on a game, even if it's only a single map per day.

Real world events. I am working on 6 games, currently.

O_O

That's hardcore.

Extraneous Review

First off, I could tell that they were either aliens or something otherworldly. As for the part the needs explaining, let's see. These aliens come down to earth, during Halloween, and start to murder Trick-or-Treaters by the dozens. If that was just for your demo, then that is fine. If that was for your real game, then the parents would be coming out, freaking out, the Police would get called, and it would be general havoc and mayhem.

(Hopefully, this will translate well into your native language. I will admit that while my English is very good, my ability to simplify things is not.)

I need a title screen/logo!

I've stated in the topic about my game that I need a new title screen/logo for my game because I do not have the artistic talent to do so, so I need some help doing so.

And as I said in your topic, I'd be happy to do it, but it looks like Ketona beat me to the punch. Ah well. No foul.

Chronology of the Last Era-The Last Great RM2K3 Game Ever Made.

@Fallen-Griever
You should do, it's a retarded comment.

A lot of games have been strung high in the past for overhyping themselves, that is why people can be a little uppity when someone generates interest in this kind of way.

Well, if that's the way you feel, that's fine with me. :)


@Feldschlacht IV
I stated this in the original post. man. Sad I need a new title screen and I do not have the capability to make a good one.

I'll make one for you. PM me and tell me what you want. Don't stop kicking arse!