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Choicemaking: Character Relationships

Choice making is great; it gives your game replay value, gives the player more control, and can even make your game's world seem more organic. Of course, this is assuming there exists a rational amount of choices - too many branches or story arcs can cause the player to become more preoccupied with the choices they didn't make than the ones they did.

If I'm making a serious game, I generally like to make it so the amount of impact a player's choices have on the outcome is directly proportional to how much effort they put in. For example, making a couple of text-box choices getting you access to a mediocre item or something, versus going far out of your way on a multitude of intensely difficult side-quests to revive a dead hero and bring them back into the story. Like treasure, the most significant arcs should require the most effort.

What are you thinking about right now?

author=Isrieri
I know hell is down and heaven is up.

And there exist people who would tell me I'm being exclusionary and racist for assuming that "down" is automatically a bad thing, considering that there are many upstanding examples of things being down in nature, and it is my narrow-minded, predisposed notions that inhibit me from being progressive and embracing a world where down and up can both be represented without bias.

Check your up privilege!

I feel the same way about those people as you do. I'm really quite astonished that they seem to actually believe everything they say.

What Videogames Are You Playing Right Now?

After years of having Doom 3 recommended to me by friends, I'm playing Doom 3: BFG Edition.

I hope there's a drastic environment change coming up at some point, because so far the game is unbelievably dull.

The Screenshot Topic Returns

I need one or more keen eyes to have a look at this:



I will be tending to the area around this church later, but for now I'm trying to perfect the structure itself. It seems like it's lacking in detail, but it could just be me being my toughest critic, so I need some outside perspectives.

Does it need more detail? If so, what kind of detail?
Less detail?
Does it look fine?

What are you jamming to?

The Screenshot Topic Returns

author=Milennin
Need some opinions on this chipset/screenshot. Designing my volcano dungeon I was thinking of having the feel of the interior being an ancient fallen temple inside of it to have something more to look at than just rocks and lava. I'll also have some pillars here and there, and not sure what else since I don't have much room left on my chipset. Does this look any good so far?

http://i57.tinypic.com/25hzns6.png

The map looks good to me, as does the chipset for the most part.

My only nitpick is the slight inconsistency with some of the colors. You should darken the lava pool to match the flowing lava, darken the stone floor next to the lava pool to match the stalagtites better (and keep the a good contrast), and perhaps tint the walls to match the maroon-colored dirt.

The Screenshot Topic Returns

Ultimecia's castle is good inspiration from a design perspective, but it's even more important to consider scale in the case of a game like FFVIII which has free movement and much bigger areas. If you were to recreate the entire thing in RM2K/XP/VA for example, you'd need to compare character dimensions with the environment, determine how much space a tile would consist of by proxy, determine how much distance one tile's worth of movement would cover, etc.

Try out some more condensed designs and show us when you've got something you like.

All talk, no play

Honestly, finish a game if you want to finish it, and for no other reason.

It's nice to have other people play your games, and it's even better when they enjoy them. However, once you start announcing deadlines and designing the game around what the community will like, then your project is suddenly all about them. Unless you're working on a commercial game, there's no real reason to limit yourself to what others want.

A lot of people forget that RPG making is just a hobby, and let it become just another workload in their lives. Like any recreational activity, if it stops being fun, stop doing it.

The Screenshot Topic Returns

Like the others have said, that map is way too large.

There's something you should when designing buildings, interior or exterior: you have to think in terms of scale. If the above map was an actual house, you'd have hallways as wide as actual rooms, and rooms as big as auditoriums. Unless the tenants are monstrously fat, there's no need to have that much space.

If you absolutely must have large rooms and hallways though, split them up into different maps. By creating alcoves near the entrances to other rooms and hallways (even just different parts of a hallway) will allow you to divide one large area into several smaller, more manageable areas.

If you've ever played FF6, think back to Owzer's mansion and the large house in Tzen. The rooms and passages were relatively condensed, but both places still felt huge.

TripleTriad.png

Warning: Adding a Triple Triad minigame to your game significantly decreases the chance that players will get on with the story.