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Whole World or Not

author=Feldschlacht IV
author=Pokemaniac
I'm a robot.
Affirmative.

It's not that I can't enjoy a certain amount of that type of gaming. It just can't hold my attention.

Whole World or Not

author=LockeZ
I loved the linearity of FF13 because I was automatically directed to the next part of the gameplay, I didn't have to search and hunt just to find the gameplay.
This is me so much.

Non-linear games, 99% of the time, just feel... aimless. It always feels as if everything is either a long-term goal(the main story), or unrelated to the main game(side-quests). A notable exception for me was FF-AT2(which I assume is like the other games in the series), because everything was broken up very nicely and neatly and you always knew what you'd get if you did each quest, and more importantly, which quests would advance the game. That game was a rare case where I did all the optional content.

I honestly don't understand the appeal of non-linear games. They're meant to make the world feel alive or something, but to me they've always felt really empty. I love options, but I think you should know your choices and be able to actually make them without stumbling around for a few hours.

Favourite puzzles in video games?

author=soniX
999 on DS had some good puzzles that you needed to solve in every room you go to. I actually got stuck on the very first puzzle in the game and ended up solving it by probability (Okay, stop laughing now!). But the rest of the puzzles were pretty easy except for one which I needed to use a walkthrough, oh and the sudoku puzzle at the end was also pretty good.
As much as I loved that game, I didn't feel the puzzles were anything special. They mostly felt like busywork(I don't know why, since I got stuck a few times :S). They weren't bad, they just didn't feel very original. But yes, the sudoku...

Ghost Trick is probably the game with the best puzzles I've ever seen. They focussed on basically 1 core mechanic that was relevant to the plot, but it was utilised in so many different ways. And it was so beautifully animated, and all the puzzles in the game went perfectly with the story.

Emotional Movies

I don't actually cry at movies(believe me, I want to!) but my God Up! It had that amazing bit at the start, and the bit at the end where he reads the rest of the scrapbook...

Houses with not much in vs locked houses.

I do, although I don't remember any parts of the argument or the participants :P
EDIT: But, uh, back on topic...

Houses with not much in vs locked houses.

Feeling kind of stupid, but which long discussion? I guess I've had one too many of those in my RPG Making days :P

Houses with not much in vs locked houses.

I'd prefer the house wasn't there at all to it being locked. If I'm playing a game, and tons of things that I can normally do can't be done, then it really makes the experience shallow; you start off feeling that there's a large world to explore, when in fact there's next to nothing.

On the flip-side, exploring tons of houses is boring shit. Unless you're doing something with extraordinary writing(tempted to cite Earthbound here despite never having played it...), which you probably think you're doing regardless of whether you are or not, then I can bare it. Certainly have as many relevant locations as you like, and have locked doors if they'll one day be open, but otherwise, another solution's really needed.

I like the idea of colour-coding ala LA Noire, if you can be bothered putting the time in. But that game had a massive and atmospheric world, which I doubt your standard RPG town is going to match. It literally was Los Angeles. So maybe the real answer is to just make towns smaller; although if you end up with only one location because of it then you have a problem. Another solution is to just leave doors off houses(I only skim-read, did anyone else suggest this), which is perfect so long as you can do it without it looking weird.

EDIT: Yes, Blitzen said it first.

Text Base RPG

Text Base RPG

author=psy_wombats
author=facesforce
Ah, just use Renpy then, or any other visual novel engine. You can use variables to do as you wish if that is your idea. Other wise, I would advise you to program it in C, quick and easy.
That's pretty spot on. Ren'Py might be a little harder to get the hang of but you have graphical options if you need them. Otherwise some beginner C will get you where you need to go.

(I also have the LCPANES engine Java source code if you want it. You can use it with .txt files to just turn a story into a program if you don't need anything fancier than variables and choices)
I'm actually learning Java at the moment and I was kind of interested in doing something like LC PANES at some point. Could I get a copy?

Games you want to be made?

Ace Attorney Investigations 2 needs to be localised, and Pokemon Snap 2 totally needs to be a thing.