SAILERIUS'S PROFILE
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?
What do you think happened to me?
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i didn't even want the ff7 remake anyway (cries)
author=Ratty524author=Liberty... How is it silly to expect the same or similar battle system in a remake?
No, he's just upset that they've changed it a bit.
Geez, obviously it was never going to be the same game. Getting all in a huff about it is just silly. I'm going to get it and enjoy the fuck out of it despite the changes because I want to see how they upgrade things and what stays the same. An improved script, for one. Graphical changes for another. I'm looking forward to what they do with the gameplay - it was never going to be the same battle system and if you expected that then you're very silly.
Remake, not remaster. Now that I know they're making the gameplay fun, I'm interested in buying it. If you want to play the original, they're not confiscating your copy of it.
Xenoblade Chronicles X
https://www.reddit.com/r/Xenoblade_Chronicles/comments/3vikin/warning_the_xenoblade_chronicles_x_ost_has_a/
Warning to anyone who has the soundtrack: it has buggy DRM that will encrypt your hard drive if you try to play it.
Warning to anyone who has the soundtrack: it has buggy DRM that will encrypt your hard drive if you try to play it.
Xenoblade Chronicles X
author=Housekeeping
When I see that in something like Xenoblade Chronicles, it doesn't immediately negate the entirety of the game or anything, but it definitely tells me, "If they're willing to compromise the integrity of the game to sell more copies to pre-teen boys who are too afraid to go to porn sites on the family computer, then they probably watered down the experience in a number of other ways."
In this case, you're exactly right, since the game was released incomplete with the ending cut.
Xenoblade Chronicles X
Lions don't hibernate
It's heartbreaking to see you go, but it sounds like it's for the best. RMN is definitely losing one of its most driven developers.
But I know exactly what you mean. I hadn't really been able to put my finger on why it is that I've been avoiding this place lately, but you hit the nail on the head: the atmosphere here has been getting very hostile and aggressive again and most times, I just don't feel comfortable here.
Whatever it is you end up doing, whether it be games, art, or writing, please keep us posted though! You're a wonderfully creative person and I want to keep following your work. Perchance do you have a Twitter where you could plug your work? If not, you should get one!
Wishing you the best.
But I know exactly what you mean. I hadn't really been able to put my finger on why it is that I've been avoiding this place lately, but you hit the nail on the head: the atmosphere here has been getting very hostile and aggressive again and most times, I just don't feel comfortable here.
Whatever it is you end up doing, whether it be games, art, or writing, please keep us posted though! You're a wonderfully creative person and I want to keep following your work. Perchance do you have a Twitter where you could plug your work? If not, you should get one!
Wishing you the best.
Remember that players pay more attention to style than substance.
author=Liberty
*Some. Some players do. Just remember that all people are different and like different things. Ultimately, make the game you want to see without catering to idiots too much. Make things simple, but make them interesting. You do not have to compromise your game just to get people to play it.
Well, ultimately it comes down to whether you're making your game for people to enjoy or not. If you don't want people to enjoy it, then you don't need to let playtesters' experience affect your design.
As Solitayre says, there's a lot of psychology behind this stuff. It's not just audio, too; you can make people perceive weaker attacks as stronger by making the screen shake when they hit, even if the screen literally tells you that it did less damage.
Remember that players pay more attention to style than substance.
Just finished a round of playtesting VSA and feedback remarked about how one character:
-Had much faster attacks
-Did much less damage
-Good for quick precision attacks but not good at mobs
And the other:
-Had slower attacks
-Did more damage
-Hit multiple targets
-Was good for crowd control
Because of this, the second character was said to be overpowered and way more useful.
This feedback was interesting because both characters had exactly the same animations, exactly the same speed, did exactly the same damage, and neither of them hit multiple targets or were better or worse at crowd control. However, the second character's attacks had a heavier sounding hit SFX and had a flashier weapon trail - literally the only difference between them.
The audio/visual of the game has much more impact on the player's perception than what's mechanically happening, so it's important to make the style reinforce the mechanics in order to ensure the player's impressions are in line with what they should be feeling.
EDIT: Also worth noting that big numbers pop up showing how much damage you did, so it wasn't a matter of the mechanics being too hard to perceive.
-Had much faster attacks
-Did much less damage
-Good for quick precision attacks but not good at mobs
And the other:
-Had slower attacks
-Did more damage
-Hit multiple targets
-Was good for crowd control
Because of this, the second character was said to be overpowered and way more useful.
This feedback was interesting because both characters had exactly the same animations, exactly the same speed, did exactly the same damage, and neither of them hit multiple targets or were better or worse at crowd control. However, the second character's attacks had a heavier sounding hit SFX and had a flashier weapon trail - literally the only difference between them.
The audio/visual of the game has much more impact on the player's perception than what's mechanically happening, so it's important to make the style reinforce the mechanics in order to ensure the player's impressions are in line with what they should be feeling.
EDIT: Also worth noting that big numbers pop up showing how much damage you did, so it wasn't a matter of the mechanics being too hard to perceive.
Caligula Dreams
Aspiring game developer. Life decision dilemma
I'm afraid to say that both is the correct answer. Having worked in hiring for programming jobs before, there's no shortage of candidates with strong grades and strong portfolios, so if you can't do both, you'll lose out to someone who can.
It takes a lot of dedication, but it's not really hard as long as you accept that and work towards it. When I was in college, I would be in class from morning until 5, then work on homework in the evenings and games on weekends. You can make it work.
It takes a lot of dedication, but it's not really hard as long as you accept that and work towards it. When I was in college, I would be in class from morning until 5, then work on homework in the evenings and games on weekends. You can make it work.














