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The Customer Is Always Right - Perception Of Designer & Player "Responsibilities" In Amateur & Commercial Video Games

I think the issue is when a company makes a game, they've got a niche in mind, and generally find enough people that fit into the niche to stay profitable. Here, you get so little attention that the need to appeal to every single person is amplified. Unfortunately, this isn't a particularly sustainable attitude, and can cause people to burn out because they're so busy reworking their game to suit everyone that they're no longer getting anywhere.

Hands up if you've changed something in your game because of criticism, only to have someone complain about the exact opposite issue in the new version. People have different tastes, and the key is recognising who your market is, and which criticisms are down to taste and which are down to quality.

Share Your Skills/Battle Abilities and Battle Formulas.

@LockeZ:
I didn't read all of them, but from I did read combined with what you've said about your views on game design, I think there's something you're doing wrong.

All of these skills are based on negatives. Everything has a cooldown, or damages you, or does less damage each time you use it, etc. The problem with this is that a good strategy equates to "not getting fucked over by the negative effects", rather than "using the positive effects you your advantage". With your build, players have to use different attacks each turn, but it's not because they WANT to ro feel it's the better option, it's because if they DON'T then they're going to start kicking their own ass. The only cool tricks that you can pull of with these moves involve avoiding the negative consequences of actions, which is a cool tactic when a) it's not normal or b) the resulting effect is something amazing, but here everything seems to be based around not burning yourself out.

It looks like Dak is a lot better about this than the other two, but the first guy is just based on this stuff and the last one is kind of arbitrarily limited.

The Customer Is Always Right - Perception Of Designer & Player "Responsibilities" In Amateur & Commercial Video Games

I agree with this, but why isn't it an article?
EDIT: derp just read the disclaimer. yes it should be an article.

What can you do with squares? (VX RTP Mapping Contest)

"The theme of this contest is to make an inn, shop, pub, or house of some sort. This does not necessarily mean the map must be an indoor map. Be creative, maybe you can have a hobo's homestead outside! "

A Psychological Inquiry - The difference between submission and selflessness

You could use a bit of discretion and tip them more...

I live in Australia so I get out of this tipping stuff. :D

PS3 vs 360

I'm not really a console person. It's too hard to get the TV, and I don't like having the game blaring out throughout the house. I'm more of a handheld person myself(my computer sucks).

The 'Like' Button

This comes under the "things every site should have if they can be bothered making it" category, I think. There's been a lot of discussion about thumbs up/thumbs down for games, but it's the kind of thing that's a good idea for any sort of submission(although, perhaps for the forums it would be a better idea to just have thumbs-up, like suggested here).

YEM

If you're using any system but the basic turn-based, poison will only work if you put an expiry condition on it. It'll also only happen every few "clock ticks" rather than every time you attack(but that part's intended). BEM isn't without its flaws...

A "Not Reviewed Yet" section on the front page.

author=Dark Gaia
author=Deacon Batista
This is called the "Legionwood Tactic" ;-)
Is it? How cute.
I don't think this is a widespread term in any way, shape or form.

Title suggestions for my game

author=Yellow Magic
Why's everything a fudging system now?

Excuse me while I have a cup of tea system and ponder this in my room system.
You will, of course, ponder it by hitting the correct keys in order whilst smashing up/down to scratch your head.