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Movie Influences

author=Avee
I've always been a big fan of Luc Besson's movies, like The Professionnal and Taken,

I have a "this is for... Mathilda" type scene in my game.

author=LDanarkos
Conan The Barbarian

If you don't have a character that knocks out a camel with a right hook... well, I do.



For me, movie music is killer. First of all, it's less cliche in the rm community to be using movie music versus music from squaresoft games, etc. Secondly, it has the potential for evoking different emotions than you're used to.

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

I believe there's a completely objective line.

Know what you want to accomplish. Take only the advice that leads you to that goal. The rest you say fuck it.

For example:

If you want to make a game that is praised by the community, listen to what the community has to say. Even if you disagree with what they think.

If you just want to make a game with a story/concept/idea/etc that you like, then don't give a damn if someone else doesn't like your story/concept/idea/etc.

If it's somewhere in the middle (most people's projects), establish to yourself what you're not willing to change. This could be anything. Then ask for opinions about everything else.

In the end, everything in your game falls under the category of "this is my game, I do what want." I mean EVERYTHING. However, people do care about the opinions of others. They do aspire to make a 'better' game. Just take whatever advice you want to take.

The point of a place like this is discussion. "I don't know what's best by myself, so I want to hear what other people have to say." They should never ever ever ever ever dictate to you what you will do in your game.

edit:

I will say this though. I've noticed that some critics don't realize how much influence they have on their fellow gamemakers. It's pretty sad to see people get thrown off or quit because of a few comments here and there.

I Woudln't Mind Some Thoughts On My Magic System

Er, culturally, I mean depth within a particular culture. Not the difference between cultures kinda deal.

For example, there's a continental sports league (like champions league) in my game. The intense rivalries between the major cities and their representative teams is tangible. It makes small talk with NPCs more varied and probably more realistic than simply talking about the war or the new king or that monster blocking that cave.

This can be done with any kind of cultural depth. Holidays, celebrities, local newspapers, dissenting political opinions. Anything that makes a town feel like more than the next weaponshop/armorshop/inn pitstop. I want my cities to have everything, because real cities usually have everything. I want to make the gamer feel as small and lost in the new big city as my main characters feel.

But that's what I meant, not what you were asking about.

Mass Effect has a great example of deep rich worldbuilding history. And the ramifications of that history are pervasive racial tensions.

This one krogan (giant anthropomophic reptile if you don't know) says to your human character:
"The Bloodpack recruit Krogan only, human! Go flash your smooth skin elsewhere!"

I love that kind of attention to detail. Of course the other races would have their own derogatory comments, but it'd be from their perspective. Yup, nonscaley skin would be pretty weird and gross to reptile people. But in developing your culture, it's easy to forget that you may need to illustrate that.


I Woudln't Mind Some Thoughts On My Magic System

Does this fall under one of those unethical ways to get people to see your gamepage? Haha, just kidding.

The worldbuilding is good. I always feel like there's two hugely important sides to worldbuilding: history and culture.

You've got a pretty decently constructed history going. Personally, I get more carried away fleshing out culture than history, but this is well thought out. And I say this with a predisposition against Tolkienesque fantasy lore. I'm more into political history in games.

Obviously, presentation of your world is just as important. I'll hope you don't force an exposition onto the gamer and expect them to digest, but rather, throw them into the fire and let them piece to together the lore.

But I also wouldn't make it completely optional. If worldbuilding like this is optional, it becomes the lore of say an MMORPG world. It's there if you're interested, but most people don't read it anyway.

Whatchu Workin' On? Tell us!

It should never be a debate about perfect originality. Anything anyone ever 'creates' takes some inspiration from somewhere in life, whether its from one source or many.

"A similar character exists, so I shouldn't make mine like that" isn't a very good philosophy to subscribe to.

As a matter of fact, for amateur writers, having quality examples to base off of is a great way to generate deep characters.

I look at it this way:

"You're using that double clutch layup? Jordan did that his whole career. Hell, he stole that from Doctor J! Why would you use it? You'd be xeroxing a xerox of... a xerox."

"Um... because it works?"

Please welcome our new Editor-in-Chief Solitayre


Aw man. I might be encouraged to write a disastrously spectacular review, now that I know who has to read it. Or maybe I should make my game first.

Whatchu Workin' On? Tell us!


I don't think a character introduction scene just for the sake of introducing the character is pointless. First impression for the character is always going to be the most important.

But if you need the specific plot events, then just use it as your canvas for painting his personality.

How would House act in this situation? I don't think watching 10 minutes of an episode would tell you everything there is to know about his personality. The same can be said of your game and your presentation of the character. If he gets enough screentime, let him develop naturally.

It's a hard character to write, for sure. The one you're emulating wins Emmy's.

Whatchu Workin' On? Tell us!

author=LockeZ
ON TOPIC:
I cannot write scenes that introduce new characters for the life of me. How do I portray a character as sarcastic, confrontational, analytical, a good detective, and crippled in a 2 minute cut scene? Which qualities can I leave out of the first scene he's in, and how long can I leave them out for before introducing them makes him feel like his character has shifted?

House? Wait, come to think of it, your avatar was House recently. Heh. Watch more House. Take notes on how he responds to people. In what situations is he sarcastic, confrontational, analytical, etc. I do tons of studying for character archetypes.

I have a similar character in my game. He's a detective named Callahan. His boss is Mack. I wrote his intro like so:

Mack - Callahan!! In my office!!

Walks in.

Callahan - Need something?
Mack - You see this pile of papers on my desk?! You have any idea what this is?!
Callahan - I dunno. Fan mail?
Mack - Real funny. They're lawsuits, Callahan! Eight injured! You were chasing a shoplifter, goddammit!
Callahan - What can I say? Shoplifting's a serious offense.
Mack - You're a loose cannon, Callahan! I'm putting you behind a desk! Hand in your weapon!

Puts down his Glock 9MM.

Mack - ALL of them.

After a pause, puts down six more guns. Mack stares at the pile.

Mack - Ahem.

Puts down his last gun, a S&W 500.

Callahan - My grandmother gave me that gun...
Mack - GET OUT!

===============================================================


I don't think it's completely necessary to show all of a character's defining characteristics immediately. It's only important that you maintain his personality throughout, barring an intentional change in personality.

It's fairly weak characterization if your detective is snarky in one scene, then confrontational in a similar scene(unless your character is supposed to be that unpredictable). To show the difference, you'd really need to make it clear that it's a different scenario and thus a different reaction.

Also, as in your case, I wouldn't force an intro scenario that shows all those different traits at once. First, you wouldn't know what to think of the character. Secondly, such a scenario is unlikely to be natural.

Whatchu Workin' On? Tell us!

your intentions - Your title's crappy. I don't like crappy titles. Let me tell you why it's crappy.

reasons - That title is crappy, because it's meaningless to me. It doesn't make me want to play the game

"I don't care about your intentions." "I took issue with your reasons." It does compute. I just wasn't very clear.

As for, "well he doesn't have to just because we said something (criticism)," ask widely popular gamemaker Neok if community backlash influences him.

author=AABattery
I kinda agree Max McGee. Don't use a word just because it sounds cool. It should have something to do with the game, otherwise it's misleading...

Maybe his game has everything to do with Gaia.

Whatchu Workin' On? Tell us!


author=Max McGee
Tales of Falonia which has since been renamed Revelations of Gaia
from bad to terribad


This would be why.


author=Max McGee
The name change was from "generic title that tells you nothing about the game" to "even more generic title that tells you even less". At least with the first title, you had a proper noun to individuate it to some small degree, rather than Gaia which like everyone uses.



Then to defend your completely unnecessary dig. This is why I 'started shit.' I don't care about your intentions. Ashley seems to like his title. Of course, he's gotta change it "due to feedback from the community" as he put it. I took issue with your reasons.