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The game has not been can'd

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Do count how many people lashed out at your game. If it's less than 100, then there's still thousands of people interested.

Don't let the haters phase you; you don't make your game for them.

The game has not been can'd



The number of people who play a game = 1000x the number of people who actively comment and criticize a game.

There's probably hundreds and hundreds of people who loved your game. More than a handful or so of harsh critics.

Keep that in mind when you mock your 'loyal' fans.



Mixing Tiles Effort..


If anything at all, the floor tile stands out too much vs the dark palete crates. Maybe use different crates. Or a more subtle floor.

Criticism, your audience, and putting your foot down; the concept of saying "That's too god damn bad."


First of all, criticism on here isn't inherently like coaching in sports. In that dynamic, there's an assumption that the player doesn't know as much as the coach. (There's a reason why this dynamic breaks down in the pro's. Todd Haley doesn't know more about running routes than T.O. for example, yet he's his "WR's coach")

The relationship is definitely more like a your painting being observed and critiqued by a fellow artist(s). That fellow artist might be a better painter, but that doesn't mean there's any kind of obligation, morally culturally or otherwise, to listen to his advice.

-"Your brush strokes are all wrong!"

-"So?"

-"Well, change them!"

-"What if I don't want to?"

-"Why can't you take criticism?!"

Or you can say "Yeah, you're right, I need to fix my technique." In otherwords, take whichever advice you feel like.

Battles Redone

Thanks, guys.

Credit to NewBlack for helping me with a critical detail. Phenix often changes in and out of the red armor he wears. But since the battle animation comes from the weapon itself, I needed a perpetual check and fix for if Phenix is wearing armor or not. NewBlack helped me with those logistics.

Criticism, your audience, and putting your foot down; the concept of saying "That's too god damn bad."


I think the only 'bad' is failing to accomplish what you set out to do. I remember playing Monstrous Wars. It was so whack and drugged out, you have no idea what's happening. From all standards of storytelling and direction it was awful. But I think the author said his goal was to mess with the gamer's head. Mission accomplished. I can appreciate it for what it's suppose to be.

If you mean for something to be tragic, but it's laughable, it's bad. That kind of thing. Nothing should be considered 'bad' because X number of people don't like it. In art, anyway.

Criticism, your audience, and putting your foot down; the concept of saying "That's too god damn bad."

author=LockeZ
Also, you have to know something is right and know why it's right before you can decide to go against it for the sake of artistic merit. If you just go against it because doing so is the first thing that comes to your mind and you're not aware of the "right" way to do it, the result will not be a piece of artistic genius. It will be a piece of amateur garbage. You have to keep preaching about the proper way to do things in order for the "improper" games to succeed.


I just can't agree that there's a "correct" way to make games. Or art, or music, or whatever.

Mixing Tiles Effort..

They mix well enough. To be honest, you'd have to have used both tiles to know that they didn't belong together. Which I have, but it still looks good.

Interweaving of multiple perspectives is my favorite part in storytelling. Have fun with that.

Stuff like... one party is in town, as they enter a building, the camera doesn't follow them. It locks, while the second party walks in and their perspective takes over.

Or making mention of each other in the other's POV. Say, some NPC tells Durane, "Man, the guards are all on edge right now. They're chasing some crazy guy in blue armor."


Game Mechanics and Pacing


dammit, why do I keep getting notifications for posts on this article??

kentona, save meeeee...

Criticism, your audience, and putting your foot down; the concept of saying "That's too god damn bad."

Feld, to answer you question directly, there should be ZERO responsibility on your part as a game creator to listen to advice/criticism.

There is no moral right in gamemaking. Only a list of if/then's.

If you want many people to play your game, then make it marketable.

If you want to be innovative, expect backlash from people who want games to be a certain way.

In appealing to an audience, you can't change what they want. You can only pander to their tastes. Or appeal to a different audience.

My advice is do what makes you happy. If you don't enjoy making a game that people like, you shouldn't do it. Conversely if the reward of people appreciating your game is enough for your hard work, then that's cool too.