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I am now reading this thread.

You have all been warned.

-finger point-

Challenge versus Frustration

post=121765
See, for us that's an easy answer: the game creator.

Make the game first and foremost for yourself. If you think it is genuinely fun, chances are someone else out there will too.


The RPG-Advocate rule of thumb. "I like it, therefore others will too."

See, I like everything I create. But I fully accept the fact that what I create is not necessarily for everybody, and this is shown through unpopular opinions and ideas and such. So I rarely trust my taste for anything other than pleasing me. Which is why you have to deal with conflicts like challenge v. frustration as objectively as possible (and why you have to ask).

Challenge versus Frustration

post=121646
There's a simple answer to this question...

If it's going to frustrate the player to the point where they no longer enjoy playing and will turn it off... it should be edited or done away with.

Games are played for fun. =]


Okay.

Where's the threshold? Who's the arbiter?

Challenge versus Frustration

post=119335
Uh.....
make that difficulty legitimate enough.......
That works on me, I don't know with everybody else............


You have to define "legitimate", since something that is legit in your eyes may be bullshit to someone else.

Challenge versus Frustration

Here's the thing (and I'm sure this has been asked before).

I've added a series of events in my game that I do not doubt that players will find difficult and probably get inexplicably frustrated. Now, I want this to be challenging. It was designed to be challenging in mind, and right now, it is sufficiently challenging. I really like it the way it is. I've play-tested it the event several times through several different scenarios, and I've been sufficiently pleased. I don't think it's that challenging, but I also know the core game mechanics since I wrote the event, so maybe my judgment is biased.

So the question I posit is this: How do you reconcile difficulty with not frustrating the player?

How to get RPG Maker 2003 do things other than RPGs.

post=109824
Hey guys, late to the party, but I just wanted to share: I built this awesome trampoline.

All I've done is taken my car, ripped off the top, pulled out some of the seats, removed the wheels, drilled holes for some hooks, and added a kind of stretchy tarp thing to hold it all together with.

Oh, and my car was never actually registered or licensed, but I don't think that's really important.

Sure, I could have just bought a decent trampoline, but this shit is so much more fucking awesome anyway. AM I RITE?!

Where does your stuff come from?

I should note that the more I work on my game, the more I really fucking hate the story. Such bullshit I originally created.

Anyway, I'm heavily influenced by music. When I hear the right piece of music, I get lots of ideas flooding into my head, taken from a wide range of sources (books, film, games, whathaveyou).

PEOPLE NEEDED - NEW GAME UNDERCON (read)