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Commercial games and creativity

HuniePop definitely had to be censored to be put on Steam.

Commercial games and creativity

I never sell my games. Why? Hmm, good question. First of all, I got a job and my demand to buy any luxury is pretty much zero (other than one game per month), so I don't really need more money. Second, I don't think anyone would actually buy my games. Third, I really just make games because I want to play them myself. If others enjoy this thing I made as much as I do, I'm happy alone from that. Fourth, I really just want people to play my games, they shouldn't be required to pay money for that, because I probably get more enjoyment out of them playing my games than they get!

I guess that's it.

I'm honestly not worried about my game design depending on money decisions either way, as I'm not in the need of money. The only reason to sell a game for me would be that it might get more known if it's listed on game stores.

Crafting in Games

Like with anything that forces me to browse menus and selecting options instead of having an adventure, I don't like it.

"Fan games can still ruin your life. Please stop believing otherwise."

Also, depends on country. In my country for example it's allowed to copy pretty much anything for "educational purposes". Also many of the copyright laws are so vague, it's really hard to give concrete answers. Like what the hell means "the original was modified so much that it can no longer be recognized"?

But in any case, I'd prefer if people made games with original ideas over fangames anyway. There are tons of game designers with great ideas and nobody who actually makes games out of them, so lack of ideas shouldn't be the issue.

[Poll] Girl Guide Cookies, Which Is Your Favorite: Chocolate, Vanilla Or Mint?

I really can't stand vanilla and mint at all.

What are you thinking about? (game development edition)

If you go for pure programming, it should probably be because you want more flexibility and not because you think that once you got it down, you never have to learn a new "engine". Programming also gets constantly new technologies you can learn. You can just stick to one programming language and library of course, but that's pretty much the same as sticking to one engine.

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Right now my developing has completely stopped. For some reason I'm currently enjoying playing games much more than making them. I'm afraid I'm kind of done with working on games alone (I still enjoy helping others).

What was your introduction to making games?

My parents bought me Klik&Play when I was like 10.

[Poll] Is Final Fantasy 13 trilogy that bad?

FFXIII is one of my favorite Final Fantasys. It just did so many things right. Removal of boring gameplay (towns) and focus on the interesting parts of an RPG (story and combat). It also has amazing music. The one thing that it's missing is good dungeon design, though. Dungeons are too simple and that one big area feels like a crappy open world game. Still, it was once of the last RPGs I actually played from start to finish without getting bored beforehand.

FFXIII-2 I just didn't like before of the monster catching aspect. FFXIII-3 I didn't even buy because I had games with time limits.

Balancing battles

Balance isn't really all that hard. You have many variables which create a complexity, yes, but if you turn almost all variables into fixed constants by just deciding for any values, then balance depends only on the remaining variables.

For example just make up any kind of damage formula, make up any kind of character development system. And then just create balance by implementing monsters.

I really don't get why so many RPG Maker games are always so horrible balanced, honestly. I can't be that much better than other humans, right? So I'll rather assume that there wasn't enough effort put into.

Exploration as a challenge

Oh man, I've written so many articles about this that I just don't know where to start.

So instead, I'll link you to a post I made about this in my development blog: http://www.talking-time.net/showpost.php?p=2256146&postcount=15

I really wish somebody, anybody, would manage to make complex dungeon design again. Dungeon design where finding the correct path is a challenge. I'd so instant buy that game, assuming it has the three must-haves:
1. The dungeon makes physically sense.
2. You can instantly escape the dungeon, keeping your exp and gold.
3. Wide dungeon design instead of deep dungeon design.

(Of course having multiple layers is also important, but I guess that's included in "finding the correct path is a challenge".)