New account registration is temporarily disabled.

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!)

Search

Filter

First alpha! + Beta testers?

Thanks! I'll get in touch with you once there's a ready beta out.

Are you interested in having a release? (something)

I'd also be interested in participating in a Game Gale.

What Kurt Vonnegut Can Tell You About Game Design

@LEX: You raise a good argument, but my point is that you *shouldn't* try to pad out the length of your game if you're out of ideas. If your game turns out to be short, then so be it; that's all the time it takes to get to the point of the game. Don't drag it out any longer than it has to be.

What Kurt Vonnegut Can Tell You About Game Design

@LEX: I think you're missing the point. Just because you make grinding more bearable by breaking it up doesn't make it any less of a waste of time.

Culture of crass, apathy and cynicism

I don't think anyone mentioned anything that suggested we should remove RM2k3 support from the site.

While I'm not at all opposed to expanding into other genres, I think a name change might be going too far. With RMXP.org recently becoming HBGames.org, RMN's now one of the few big sites centered around RPG Maker. It's part of what makes this place special. If we become another general indie game development community, then we're suddenly like a hundred other communities.

I'm not advocating that we should restrict our games to RPG Maker only, but I do think that we should hold onto the name or risk jeopardizing our identity.

What Kurt Vonnegut Can Tell You About Game Design

I'm going to disagree with this somewhat because there are some games where the battle system is fun to the point where you want to get into fights.

That's true, but fun is very subjective. Some players might find fights very fun and some might find them annoying. From a design standpoint, it makes more sense to give players that enjoy grinding the option to do so while not forcing those that don't enjoy it to do it. In that case, reward players that go out of their way to grind but don't punish players that don't.

Eventing a Flashy Credit/Intro Sequence

This looks pretty cool. I'm definitely going to play around with it.

How To Be A Reviewer

In short, reviews can be a useful tool to help you make a decision, but they shouldn't make it for you.

Although that's true, the fact of the matter is that if you're an uninformed user browsing the games database, you're going to gravitate toward games with higher reviews.

Culture of crass, apathy and cynicism

post=126769
Actually the review idea thing is a good example of what I'm talking about: it's a fair enough point to make but on the other hand you cannot seriously talk about why so few people play games without looking at the games themselves! And, okay, the majority are:
- made in easy-to-use engines which make it difficult to change the actual gameplay in any real way
- using a fairly well-worn series of ripped and built-in graphics and even music tracks
- extremely similar to each other in terms of setting, characterisation and overall story
- loooooooong lol as rpgs in general are based on long-term character and story growth rather than instant thrills
These are not new points and I'm sure everyone is already being ROLLEYES at them getting brought up again but really there is no way they do not contribute to the problem. Stuff like community reviewing events and gameswaps are noble ideas but the fact that they're even necessary points to a larger problem! I don't think this has to do with game designers not being interested in other games (if anything just the opposite) because places like the AGS forums and TIGSource and GameJolt repeatedly show otherwise. And this is where the idea of standards come in: i am uh very hesitant to adopt some laissez-faire attitude in any way, shape or form but I don't think it's particularly groundbreaking to say that if you want people to play your games you should make games other people want to play. You could say this leads to pandering and I'd agree but this is where the concept of standards comes in again: of recognising what is and is not important, of valuing some spark of actual intelligence and originality over some trivial superficial garbage about map consistency or quid pro quo, of working out what is IMPORTANT.
I'm sorta rambling and do not have any concrete suggestions for improvement along the lines of events or something but I do think it's necessary to think about this shit aaaaaand i'm too lazy to continue aaa rip biggie rip pimp c

Although that's true, many of the unextraordinary games are by newbie developers working on either their first or second project. Without feedback, they won't know what they did wrong or what to improve in their next project. If only the well-designed games made by veteran developers are getting attention, then we run into a problem where the experienced developers are getting an abundance of feedback whereas the people just starting out, the people that need it most, are left in the dust. It creates an atmosphere where you feel you have to compete just in order to get attention. The community shouldn't be competitive. It should be cooperative and supportive.

Culture of crass, apathy and cynicism

I agree with a lot of the points raised here. I personally think that the best way to encourage a sense of community is to further encourage people to play other people's games and give feedback on them. From what I've seen in the year or so I've been here, there seems to be a kind of strained atmosphere where most people have their own game(s) that they want feedback on while not ever giving feedback to anyone else.

HBGames.org has been suffering from the same problem, and one of their new initiatives that I think is worth trying out is the Project Criticism Partnership. Basically, it's a monthly program that you sign up for and everyone is paired with a partner. It's then your job to play your partner's game and give them feedback and suggestions on how to improve it. If we implemented it here, I would extend the criteria to require that you leave a review on your partner's game.

What do you guys think? I'd be willing to coordinate it if there's interest.