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The Customer Is Always Right - Perception Of Designer & Player "Responsibilities" In Amateur & Commercial Video Games


quitting is almost always the developer's fault

however, I'm saying that if the dev quit because of your review, you have failed in helping the dev improve their game

Suggest-Me An-OST

You probably know the RPG OSTs already, so I'll suggest others.

Try Soul Calibur and Ace Combat









That ought to be a good start.

Edit: There's quite a few amazing trailer music albums out there. Two Steps from Hell and Immediate Music I would highly recommend.








Funky Weapon and Armor Ideas

Napalm Supersoaker... legendary status achieved.

edit: I have Inquisitors throwing holy hand grenades as their primary weapon.

The Customer Is Always Right - Perception Of Designer & Player "Responsibilities" In Amateur & Commercial Video Games


This conversation is inherently philosophical, because there is no right answer.

And it seems to me that there's a good reason this conversation keeps coming up: people quit due to criticism.

In the end, I hope the critics remember what their goal is when they write their reviews. My basic assumption is that the goal of such reviews in this community is to help the dev improve their games.

If the dev quits because of your review, you have FAILED.

If I'm coaching and I bitch a kid out so much that he quits the sport, I haven't really done my job in making him a better player, have I?

Yes, yes. You never know how someone's going to react. But given that quitting is a pretty common response, it's not as though that reaction is unforeseeable. So do remember that someone might quit, because you were too harsh.

That is, of course, if you want to be helpful. If you just want to be a quality critic, fuck their feelings, go ahead. I don't like you anyways.

The Customer Is Always Right - Perception Of Designer & Player "Responsibilities" In Amateur & Commercial Video Games


Inability to see the big picture for some peoples, imo. One review does not represent the overall opinion of the entire audience. If 100 people like your game and 10 people vehemently don't, the dev should pack it up and call it a useless project? C'mon people. At the end of the day, the most critical voices are also the most active voices.

If your aim is to please everyone, it won't happen.

12.PNG

ash, you should be able to make one picture with varying transparencies built in and go from there - the current effect is a bit odd

the rest of the picture is great

Graphics and the sorts


Hey man, I'm cool with long cutscenes if the story is good. Second disc of xenogears was not good, not intentionally bad either, obviously ran out of budget.

I'm also cool with over the top 3D photorealistic graphics... as long as the rest of the game doesn't suck. Unfortunately many of them do. Y'all know what games I'm talkin about.

Gathering data during gameplay. Yes or no?


Sounds like a pretty cool idea. Also sounds really hard parsing those numbers for usable info. You got that figured out? Could be a lot of work for what could amount to something like "lower hi-potion from 100hp to 75hp."

What's your New Year's resolution?


Two consecutive postseason appearances. One and done each year. Last year of eligibility for me. My resolution is to actually win a playoff game.

Graphics and the sorts


MGS4 had some long long long cutscenes. Not only were they actually long, they felt longer than they were because of how boring they were. That game might be the most extreme example of what you're talking about.

It's not the quality of movie elements from a game that people would complain about. It's that the graphics and cinematics are there in lieu of actual gameplay/story etc.

The reason the quality of graphics is mentioned at all is because we know that's where all the budget is going. And the wish is for all that money to be redirected towards making the game fun.