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Action Scenes in rm2k3

note - this conversation about action scenes ran off into the other thread, I'm putting this back here and updating the OP for focus

Well, I wasn't specifically asking for a critique of the scene. I knew the action was well choreographed. And I knew the graphics were really bad. I wanted to know if people found scenes like that entertaining. If it was worthwhile, basically. You could be "impressed" but not like it. Or "unimpressed" but enjoyed it. I wanna know if other people liked it.

THEN, I got comments on how the "action" itself could be improved. Earsplitting noise, ease up. Too much battle animation clutter, try smaller animations or using pictures. Lighting was bad, can't see choreography when it's dark. THOSE were really helpful.

Does it sound silly to ask if people like action cutscenes? It sounds obvious, of course they do! Then I'm like... well why are they so rare? It's not like these gamemakers are lacking in any technical ability. It might be because 2D action is kinda lame. So I ask. Here's an example.

Visual appeal vs other content

author=LockeZ
Action cut scenes are rare for two reasons. 1) because people want to play the action, not watch it, and 2) because it's much more work for novices than creating real battles.


Play the action, absolutely. I try hard to program minigames where the "reward" for getting it right is an action sequence.

Is it really more work than creating real battles?? I dug into the databases of some well made games, and I saw some really complicated battle eventing for pretty basic sounding battle features. Dunno, looks rather scary to attempt.



Visual appeal vs other content

Well, I wasn't specifically asking for a critique of the scene. I knew the action was well choreographed. And I knew the graphics were really bad. I wanted to know if people found scenes like that entertaining. If it was worthwhile, basically. You could be "impressed" but not like it. Or "unimpressed" but enjoyed it. I wanna know if other people liked it.

THEN, I got comments on how the "action" itself could be improved. Earsplitting noise, ease up. Too much battle animation clutter, try smaller animations or using pictures. Lighting was bad, can't see choreography when it's dark. THOSE were really helpful.

Does it sound silly to ask if people like action cutscenes? It sounds obvious, of course they do! Then I'm like... well why are they so rare? It's not like these gamemakers are lacking in any technical ability. It might be because 2D action is kinda lame. So I ask. Here's an example.

Should probably carry this discussion over to the other thread.

Visual appeal vs other content

stupid, double post again, sorry

Visual appeal vs other content

author=Dudesoft
Man, with those NPCs I almost think you're going to steal my thunder.

No way. That would require my game to get popular, which it won't. If you made something similar though, I'm morally obligated to try it.

author=LockeZ
Uh. Dude. "Action" consists of two parts: graphics (95%), and choreography (5%). Someone started out the thread saying that your choreography was stellar and that was pretty much the end of that. So from then on all that was left to talk about was the graphics.

Maybe it'll make more sense describing my surprise this way. Why were they talking about the clashing facesets? If there were NO facesets at all, would that have changed ANYTHING about the action? I would say no. Others say it still detracts. Like the cringe factor hurts too much.

How about if there is no dialogue at all. Any difference in the action? Comments about the battle animation clutter, earsplitting noise, dim lighting were fully warranted and were great pieces of advice. I said so.

I get it now that when I post a video, I should expect criticism on EVERYTHING in the video, regardless of how I intended to narrow the discussion.






prisonscreen.png

author=supremewarrior
Is that dhalsim I see in the bottom left?


It is. That won't be his name though. He was once a normal man who's gone through a 'renaissance' since his sentencing to life without parole.

Visual appeal vs other content

author=Link_2112
If your doing silly things like joke credits and random street fighter sound bytes then it's a joke game. It's what most would consider "low brow humor". Putting jarring things in the game for shock value.

A comedy game would be genuinely funny (to the average person). It's achieved by using smart means of comedy; clever dialogue exchanges, humorous situations, play on words... Your game might have some of this.

It seems like your mixing the two, so it comes out as a joke game. Lowest common denominator.

I'm not the arbiter of comedy. These are just my opinions. There is another topic on Comedy Games somewhere in the forum. It's one of the hardest aspects of a game to do right on a broad scale; "comedy" varies from person to person. You say comedy - I say joke.

I guess I'm just interpreting "joke game" as not putting effort into making the game. Sounds like you mean something different.

I throw in cameos mostly to make my town NPCs more entertaining.

I vary up my styles of comedy often. Slapstick. Dramatic irony. Group banter. Cameo spoofs. Nothing grossly obscene, that's pretty much the only thing offlimits for me.



Visual appeal vs other content

author=Nightowl
Even if my game is awkwardly silly sometimes, I wouldn't still fill my game with countless videogame character cameos such as Cloud, the average angsty swordsman retard seen in many RPGs, Mario or anything else. In fact I doubt I would even add any cameos.
I would only probably add references to Gordon Freeman like a crowbar or stuff like that as an easter egg but that's that.


Well most of my spoofs would be like... if I need a hotel, it'd be called Hotel California.



That ugly thing in the middle is right off the box art.

The theme inside would be an instrumental version of the song, and all the NPCs would be say something along the lines of the lyrics. A concierge mentions there's pink champagne on ice available. That kind of thing. Zero impact on the integrity of the story, just good fun.



Visual appeal vs other content

@Link

Where, oh where did I say my game was gonna be "great" by anyone's standards here?

Secondly, where did I say this game was a joke? There's a ton of comedy relief. I take that to mean I should categorize it as a comedy game.

Lastly, I had a whole section in that last post you responded to as to why I want to use those facesets. Very few of those cameos are remotely important to the story. They're just there inbetween major events for comic relief.


Neo Jado

author=Mweem
When do think you'll put up the download?


We have a lot done, but good sections here and there are unpolished. We're trying to decide on a good cutoff point for the demo and clean up everything up to that point.