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Read the price of the highlighted DLC item. To be even more amazed, read the crossed out price of the highlighted DLC item. That will be the price of the item starting Monday.

http://img52.imageshack.us/img52/6928/lollaa.jpg

TF2 costs $10, by the way. Amazing.
it's probably a joke...heh

Duke University Student submits a written dissertation of every dude she banged as her thesis.

I love the state I live in. :)

Lowering your standards and finishing your game

Games that have stood the test of time?

Castlevania: Symphony of the Night.

People want what they can't have.

Fou-Lu.

Yeah, it's usually not a good idea to only give back the powers and things you had before you lost them. Things have to escalate.

However, the exact opposite scenario can be executed just as well. Losing powers and abilities is great if you look at it differently than how you guys are. Well, I guess it isn't exactly like losing powers, but feeling weak and vulnerable? Anyway, some of the best parts of a game are when you lose things and have almost nothing left. Sneak scenarios or areas where you lack weapons or spells adds a new dynamic to a game (example of what not to do though: Black Sigil). Fallout 3 pretty much feeds off of this, that game is really really boring once you're maxed out. Running from the SA-X in Metroid Fusion, having only a pistol with one clip in Resident Evil (or the RE4 scene where you're trapped in the house), or a lot of the scenarios in the Metal Gear franchise all do this very well. I guess what I'm trying to say is that getting more powerful constantly, is sometimes not as fun as taking a step backwards. It's impact depends on where you place it in your game (beginning, mid-point, etc), and how soon you get that empowerment back. It's an interesting dynamic and great when it's done properly. =)

guys i think its time we rocked some gothic neclord up in this bitch

People want what they can't have.

post=203312
I found that by telling people to use items in In Praise of Peace, they would use them to great effect. Then they would use attack items found later on, too.

Make them useful, show that they're useful, and make your game warrant the use of them, and ta-daaaa!
This is very important. You did this well in your latest game, simply by explaining how treasure chests are done by giving away a gold key for opening a rare treasure chest. All 3 steps done in less than 30 seconds.

I thought this was a dumb topic at first since I thought all of this was fairly obvious. Apparently, it isn't! Attraction mostly forms from preconditions, rather than the actual results. Usually a person will strive for a treasure chest even when it contains something terrible, simply because of the preconditions. I will list some famous game examples to show you what I mean.

The Legend of Zelda: Ocarina of Time treasure chests.

A precondition is what I would define as what occurs before obtaining the thing you want, down to the last second before obtaining it. In this case, it is a treasure chest. This is from memory, so maybe I am wrong on how this goes. The game breaks chests down into small, normal, and boss chests. And the preconditions for each one would be:

Small Chest:
-Obtained by clearing a room full of enemies (precondition, sometimes not applicable)
-Walking up to the chest and opening it (precondition)
-Shitty jingle sound when obtaining item (precondition)
-Getting the item (result)

Big Chest:
-More appealing graphically (precondition)
-Obtained by either clearing a room full of enemies, solving a puzzle, or beating a boss (precondition)
-Walking up to the chest and opening it (precondition)
-VERY INTENSE CAMERA 360 SCENE WITH LIGHT SHINING OUT OF CHEST (precondition)
-VERY INTENSE MUSIC PLAYS (Precondition)
-Getting the item (result)

Boss chests are the same thing except even more graphically appealing (IRON CHEST)

Castlevania: Symphony of the Night and Metroid Prime. Having the best equipment/power ups right from the beginning of the game.

Both games do this very well. In Symphony of the Night, you are shown how badass you can get right at the beginning, but are quickly stripped away of everything, leaving you with Alucard's fists. ;(
This entire sequence and hours of gameplay are the preconditions before receiving the items. You wanted those items. Do not lie. You were teased. Anybody who did not want them is lying. Same thing applies with Metroid Prime.

Also yeah, Chrono Trigger does this with the sealed items. The tune that played before you could open them makes you want it!

edit: wow what a long post! My apologies!

Alive

Yeah, I think the best feedback comes from people who have never touched RM in their lives.

also you should post more screens (or videos). They never disappoint!

1 monster = 3 enemies

Craze is a walking billboard.

Mapping Standards and Commercial Games

post=202612
I have noticed that commercial developers don't *necessarily* put effort into their maps (You see things like wide open spaces, simple square mapsetc.), and I don't *necessarily* get turned off by simple mapping, as long as it isn't detrimental to navigation or whatever.

But how about you? Have you ever been turned off by the *mapping* of a commercial RPG?

The world RM developers live in is a vastly different one. When you create an entire level, tileset, structure, etc, you have nothing to base it off of except your own skills. Final Fantasy 6 maps don't look as good to RM users now because they associate them as tools more than a game experience. That's why Crimson (and probably 99% of us) have never looked at a new 2D commercial game and said it looks bad. It's a fresh, new experience. And you can't be the judge of a commercial games 'mapping' when they're the first (and in reality, the only) people to create that experience. If it was impossible to rip and make a game that used resources from Final Fantasy 6, and you erased all images of RM games that used any resource from that game, it would still look just as good as it did when it was first released. RM users basically have somewhat of a tarnished image of the game because of this. Seeing something being used over and over again does this to you.

In a world that is now mostly 3D, you can say that textures and lighting look bad. However, it's a lot harder to say that in a 2D game using tiles. Level design, empty spaces, and what most users here call 'mapping' is a different issue altogether.