ORIAS_OBDERHODE'S PROFILE

Author of: Dragon Quest - Legacy of the Lost
Dragon Quest: Legacy of ...
Fangame inspired by Dragon Warrior 7 and Dragon Warrior Monsters

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What makes a game worth making?

If you have fun not only playing the game, but making it, it is worth your time to develop/release it.

When it becomes a chore moreso than it is fun, it is not worth it in my opinion.

Opinion on Fangames

author=SnowOwl
author=Orias_Obderhode
For me, a fangame has an advantage. I just don't have the time in the day to go through and look at every game on this site and try them out. So a game has to stick out to me in some way for me to want to try it.

What sticks out the most? A title that I've heard of and love/played! Then, I'll look at the graphics/features.etc and determine if it is similar to the series I love, and if it is, I'll be playing that one!
It's not like that in any way is a guarantee for quality, though. Often, I found, it's quite the opposite.
Fangames aren't inherently bad, if you actually put time and effort in.

People that didn't play or like the original probably won't be playing the fangame, which is also something to consider. On the other hand, you might get some players that searched for "Naruto" or whatever fangame you're making...


I completely agree, it doesn't guarantee quality at all. What it does do for me though, is cause me to at least look at it. A non-fangame has to have something special about it to really hook my interest. It pretty much have non-RTP graphics and a fun looking battle system (granted, fangames must have the same thing).

I pretty much only create fangames. It is not because I'm not creative enough to make something all my own, but it is more because I love the series so much and making my own "entry" into the series is fun for me. None of the games I make are prequels or sequels to already existing games though, just a game with an original idea that uses the theme of those games.

Opinion on Fangames

For me, a fangame has an advantage. I just don't have the time in the day to go through and look at every game on this site and try them out. So a game has to stick out to me in some way for me to want to try it.

What sticks out the most? A title that I've heard of and love/played! Then, I'll look at the graphics/features.etc and determine if it is similar to the series I love, and if it is, I'll be playing that one!

Making a game that's purposely "bad"(YMMV)

author=RyaReisender
The only purposefully bad game I liked so far is ARFENHOUSE!!!3 and that certainly doesn't use decent quality sprites and textures.


Never seen that before, looks pretty funny. :P

Should the last boss be super challenging?

author=ShineDiamond
A final boss should be challenging to a point--the characters shouldn't necessarily be lv. 99 and have the best everything, but at the same time, s/he shouldn't be a pushover, either


I agree with this. The final boss should be challenging - especially tactics wise, but in no way should require max level and the best equipment. Requiring maxed stats and gear is better served for an optional boss / post-game boss.

[Poll] More iconic for Nintendo, Mario or Link?

While I like the Legend of Zelda better, almost everyone knows who Mario is, regardless if they play games or not.

Would U play an FFX 2D made with RM2K3? (first screenshot)

While its not a horrible idea, it would be a no from me, especially considering FFX/X-2 HD Remaster just came out.

Now if you really worked on the graphics and you perhaps made a sequel to X-2 or something, that might be alright. I'm not sure I would encourage that though!

Your favorite game EVER!

@janussenpre:

I completely agree! Although the PSP version isn't really my favorite.

Tactics Ogre: Let Us Cling Together (PS1 Version) for sure!

What are you jamming to?



Great video and the song easily gets stuck in your head!

Necessity of a Walkthrough?

author=Housekeeping
All this is to say, I don't want to write a walkthrough to cover up bad game design, but I want to help completionists. The game also has a character later that will tell you how many chests are left in each dungeon, so this might cause players to rethink the puzzle, but, still, I could see people pulling their hair out trying to find this one, especially if they don't know that beating the game rewards them with an item that nullifies random encounters. These are the kinds of things that walkthroughs will point out to allow maximizing your time.

Anyway, while I still think that fans should write their own walkthroughs, I'm not sure if that opinion is coming from the right perspective or if I'm just lazy (it IS a lot of writing). If a player gets stuck on a puzzle I made that's difficult but fair, I might lose them without a walkthrough. It's really easy to throw away a free game since you don't have any money invested in it.

That's what's been milling around in my skull, anyway.


This sums up exactly what I would have said. :)

Only a developer knows the 100% ins and outs of the game, and posting the walkthrough gives the completionists out there a chance get everything. It's even kind of fun to make the walkthrough at times.

Because the walkthrough for my game isn't complete, I too feel that sometimes some players get to the point where the walkthrough stops, and then if they get stuck they just are more likely to quit.
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