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It's cute, Rasta. I liked it, and I submitted a nice review for you in hopes of bolstering your spirit, and ratings. ;)

Back at last!

getting ready to be married, so I haven't had time for anything fun

The real fun soon begins, Enker. ;)

"I'm born again" (in RMN)

Just to let you know that I'm a proud Kamen Rider/Masked Rider fanatic since Black, Black RX, then to Ryuki, followed by Faiz, Blade, Kabuto, Den-O, Kiva and now Decade.

The scary part is that due to my little brother owning most of the cosplay toys for those series, I know exactly what you are talking about.

Nice to meet you!

And so it begins

A sixteen year old that likes Pink Floyd? Kid, you just scored major points in my book! ;)

Why back in the day... <insert incoherent ramblings of an old Brick in the Wall>

Stroyer is here!

Welcome, Stroyer! Have a great time and enjoy game-playing and game-making.

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

So far, your game looks pretty good, with a healthy dose of nostalgia without going too deeply away from the heavily Japanese-influence character designs most players have grown accustomed to seeing. The information presented about the story sounds interesting, and the characters seem to be off to a good start.

I'd like to see a playable demo, or a video of game-play. Having made two RM2k3 games myself, I know how infuriating working with the battle engine can be, so I'd like ot see if you've done anything unique with it, or not.

Like Holbert, I have to chuckle at the people who bristled at your topic. Anyone who is turned off by the topic title is either looking for something to argue about, or insecure about their own Game Making skills. (And I expect to get some bristles in my direction for that comment) Either way, well played, sir.

Post an interesting fact about yourself!

I met my wife-to-be at a science fiction convention when I was sixteen years old.

I'll play yours, you play mine ;)

I am probably going to get yelled at for saying this, but I felt compelled to point out that I think this topic (and idea in general) is a pretty terrible attitude to have. We should take on a more altruistic and mutually-beneficial mentality instead of selfishly relating everything back to our own endeavors with HEY PLAY MY PROJECT. Is there some profoundly incomprehensible reason that so few of us actually contribute to the community simple for the sake of wanting to?

At least games are being reviewed, I guess? =[

Tone is important to context, Blindmind, but I get your drift. Yes, are first I felt the same thing you did, that this was not a good idea. The biggest reason is the very real possibility of retaliatory behavior. You know..."Person A plays Person B's game and doesn't like it, gives it a bad review, so Person B just gives Person A's game a bad review 'cause." Very real possibility when dealing with people who are insecure or just ill-tempered.

However, upon further examination of Verified's post, I can see that it took some pretty brass balls, so to speak, to post something like that. A person willing to put their game on the chopping block for the entire community at least deserves some encouragement.

So anyway, my opinion is that this is a good idea for the short-term, and for one or two people. But over all, no, as you stated, there should be community activity just for the sake of wanting to.

Honest Challenge, and Positive Reinforcement

I agree with the essential post Shadowtext has written here. A good game should have some degree of challenge, even if the challenge comes from beating one's own record. A great example of that is the game 'Super Rub-a-Dub-' that one can download from the Playstation Store. Essentially, it is a puzzle game where one navigates rubber ducks to a drain. The game's challenge comes in two folds, getting enough little duckies into the drain to award you a bronze, silver, or gold medal, and then beating your own best time in subsequent plays.

In RPGs, the line is a bit less blurred, but challenge should still be fair enough as to provide the player with both the impetus to succeed and the consequence should he not succeed. Failure does not have to be long-lasting (or permanent), nor does it have to be detrimental to the game's outcome. Often times, just having to repeat the event is enough. For example, in Ubisoft's Assassin's Creed, every event, save for the actual assassinations, are replayable in case of failure without the game restoring from the previous save. This gives the player effectively unlimited chances to succeed, with the greatest failure being frustration at an individual event, as opposed to the frustration of losing hours of gameplay.

Failure and losing is a part of life. Harmonic actually put it perfectly, but I'm going to paraphrase with my own example and experience inserted. Not everyone likes the stories I write or the games I create, and some are very vocal to express it. However, from the failures I have, I learn from them and move on. Much like in a video game, when you fail at a certain quest or activity, you learn from your mistake and incorporate that into your next play-through. So whether a game designer or a game player, failure is a necessary and often rewarding experience.

And now to address Shadowtext's controversial question:

So to those of you who have a problem with providing an easy game for those of your players who might not be up to the challenges you offer, let me pose this question:

Why?

A lot of times, Shadowtext, a lone Game Designer will make a game all by himself, with maybe one person making maps or graphics. And as that person plays through their own game, testing for bugs and getting it ready for release, they already know the way to solve the puzzles, get the treasures, and beat the bosses. Therefore, since they are playing the game with developer's knowledge, they are unable to see the true difficultly. Therefore, as Yoshio pointed out, when a game's boss is very difficult, the developer ends up giving strategies to those who contact him directly, not counting the hundreds, or even thousands of people who don't have the benefit of the Designer's email address. Therefore, their experience of the game is much harder.

That's why it's vital to have a beta-tester who is not on the design team, one who is completely unaware of the code, tips, cheats, etc. That beta-tester plays through the game, not only looking for bugs, but reporting frustration spots, or places that he or she just cannot complete. The Game Designer then must be willing to listen to the beta-tester explaining the difficulty of the game without resorting to defensiveness or explaining the solution. Only then can the game become something truly good.

What the HELL is THIS shit?!

Holy crap! When my wife yelled out, across the house, "Honey, The Rock is making a remake of Witch Mountain!" I seriously thought I was being Punk'd! Wow...what do you say to that other than 'No'?