SAILERIUS'S PROFILE

Sailerius
did someone say angels
3214
Something happened to me last night when I was driving home. I had a couple of miles to go. I looked up and saw a glowing orange object in the sky. It was moving irregularly. Suddenly, there was intense light all around. And when I came to, I was home.

What do you think happened to me?
Vacant Sky Vol. 1: Conte...
I died once. (Complete Edition Act II+ now available!)

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For anyone into AI culture, this video is downright fascinating/mildly creepy.

author=Dyhalto
but if we go forward with some dopey situation where billionaires own all the robots and everyone else is reduced to immiseration then, well, that's not good :x

http://www.zerohedge.com/news/2015-02-08/singularity-already-here-its-name-big-data

You're unfortunately more right than you probably know.

First and foremost, a review is written for the benefit of the audience and not the creator. Thinking that the criticism within a review isn't valid because it isn't sympathetic towards the creator is remarkably silly.

I think a big part of the cultural divide here is that RMN can't/won't firmly to commit to whether it's intended for developers or for players. If it's for developers, then features like reviews and scores serve no purpose but creating drama and cliques. If it's for players, then reviews should be written for outsiders and not rank games by metrics that are only informative to other RM devs (like giving a minimum 3/5 for any game that is complete and doesn't crash).

As a result, I think there has been a long-standing gulf between people who approach the community differently depending on which audience they think it's supposed to serve. Reviews are a good example of that, where the nature of the review you write is going to be completely different depending on who you think the intended audience of the site is supposed to be.

If RMN was really supposed to be primarily geared toward developers, then I'd expect reviews to be replaced by something like "critiques," which are posted addressed to the developer(s) with a list of feedback items. Feedback that would be action items, like "I think the sewer dungeon would be better if it was shorter," or "I think cutscene XYZ should be broken up with some gameplay in the middle." Think like Github issues. It would be about constructive feedback.

The problem with reviews is that they're intended to be informative to would-be players, which isn't necessarily useful to the developer. But when people write reviews that solely address the merits of the game in the context of whether or not it's worth playing (to end users), it can come across as hostile or negative because clearly the creator is going to read it. So as long as that identity crisis is there, I don't see this kind of drama going away.

MAKE GAMES THEN YOU DIE

Playing games is about learning how to live. Making games is about learning how to die.

Someone recommend me a good Steam 2d RPG with a really interesting story.

Also not an RPG, but Umineko no Naku Koro Ni is a murder mystery visual novel which does some clever things with metanarrative.

Someone recommend me a good Steam 2d RPG with a really interesting story.

author=kentona
author=LockeZ
Final Fantasy VI
Oh right that's on Steam now.

Excellent story on that one. One of my all time fave games.
I thought the Steam release only changed the graphics? Did they replace the story with a good one?

Someone recommend me a good Steam 2d RPG with a really interesting story.

I can find you 2D RPGs and I can find you RPGs with interesting stories, but I have never played a 2D RPG with a good story.

Any way to get your game more noticed?

Use FF6 or Rudras rips. Guaranteed 5/5 reviews.

Good freakin dialog tutorial: https://twitter.com/JesnCin/status/814839109210566656

author=LockeZ
In a movie/game, I think it's better to have amazing memorable action/gameplay and unmemorable dialogue than amazing memorable action/gameplay and corny dialogue.
Why is it one or the other? You should strive to do everything well.

Good freakin dialog tutorial: https://twitter.com/JesnCin/status/814839109210566656

author=Sooz
Now errybody quit writing everything like it's translated from Japanese, dang it!

This so much. You can always tell when the only exposure to writing someone has is from games poorly translated from Japanese, because they use weird grammar and turns of phrase that never appear in English. The one that always, always gets me is when a character says they "saw a dream." When have you ever seen a native English speaker use that phrase? Every time I see it I cringe, and it's everywhere in indie RPGs and visual novels.

author=LockeZ
Honestly, overdoing this kind of themed dialogue is way worse and way more noticable than having character-neutral dialogue.

I don't think there's any quality that's worse than being unmemorable, though. I would rather experience something that stands out badly with character than something I'll never remember. If I never remember it, then what was the point? Why was it there? Ideally, a player should be able to identify the speaker of every line of dialogue without a speaker tag, portrait, or other indicator. That's the mark of strong character writing.

tracer's gay

Is that buttpose girl?