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Are we too generous with game reviews?

I'm in the "keep the star-rating" camp. If someone is looking for a game they don't want to spend more than an hour reading reviews for games they are not gonna play anyway before finally finding something that might be good. Not wanting to waste gamers time beats hurting some snowflakes feelings every day in my book. The games aren't here for the developers, they are here for the players. If you don't want your feelings hurt don't put the game up for public consumption.

It's also good for the site if players can find games quickly, because they won't get irritated by the shitty system in place and might come back for more. People are lazy and want things fast, and that's not gonna change anytime soon. And the star system is a good quick indicator on playability.

What are you thinking about right now?

If you don't know what happens at this point you're probably never going to.

Your favorite cellphone games

The only game on a phone I ever liked besides Snake on the Nokia 3310, the sturdiest phone in existence, is Out There: Ω Edition.
It's a "turn-based" space exploration game. Very slow and atmospheric. It kinda takes a decently sized screen though, I actually played it on a tablet.
I dunno how people can play games that take any kind of speedy input, phones really suck for those kinds of games.

Or maybe I'm just not phone-trained enough. I still take like 30 seconds to write a word on the phone.

[POLL] Would you be interested in a RMN meet?

author=slash
author=SnowOwl
I always imagine the average RMNer as a very awkward, depressed, pansexual, animal-loving anime-nerd that only rarely, if ever, make a game. I'm not sure if meeting anyone from here would make my image of the average RMNer worse or better.
I can't tell how much of this is projecting, lol. Like NS said, RMN has a pretty decent mix of people who are mostly linked by being nerdy for RPGs!

I'm none of those things. Except I rarely make games.

Are these ideas ok

Cut that list to 1/3 of its current length unless you have a team behind you to do all that stuff for you.

When do you consider yourself "good" at something?

Ironically, a person that considers himself good at something is very likely to not be good at it. The human psyche works in a way that when you first start something and sort of reach the first plateau of skill where you're far from good at something people will consider themselves the 2nd coming of Jesus.

It's a very common thing, because they don't know enough about their craft yet to know how high the skill-ceiling is. People in this phase are also very likely to respond negatively to criticism, because they think they have nothing more to learn.

For some great examples of people that reached that first plateau, look at alot of the people here on RMN that respond very badly to negative feedback on their games, or look at people on art sites that will howl banshees when they are told that their work is not perfect.

If they don't get too complacent and continue to train, they will usually find out just how wrong they were. After this period, they will fall to the bottom, thinking themselves dirt on the boots of a shit-golem. They will then slowly climb higher and higher, raising their confidence again, but rarely will they consider themselves as good as the first time they reached a skill-plateau. Once they reach this top, they will once again fall to the bottom, and so on and so forth, but the plateau gets lower and lower every time until it's kinda like a low hill.

That's why people that are truly great at something will often tell you they are only decent.

[POLL] Would you be interested in a RMN meet?

I always imagine the average RMNer as a very awkward, depressed, pansexual, animal-loving anime-nerd that only rarely, if ever, make a game. I'm not sure if meeting anyone from here would make my image of the average RMNer worse or better.

Why aren't you fuckers in IRC?

You can even have annoying bots spamming in IRC, too. Aren't you happy?

Attention to detail

author=KatanaHiroshi
I do that as a replacement for the world-building of my game (most of the time, I guess). People these days hate it when we go for overly long details (such as interpretations or info about the world) and they do that (what you did, @SnowOwl) later afterwards so they could brag about something. Also, I do remember that there's an anime that uses a memento as a driving plot for it (which deconstructs the character) or something like that.

I'll be honest, I'm having trouble understanding what you're trying to say, but from what I gather, you think that people hate "overly long details"? I dunno, if it's done wrong maybe, but surely there's someone out there with an attention span longer than a goldfish?
Details like this usually don't have to take any of the viewers time, and they are usually not even necessary for anyone to discover.

Maybe it takes longer to make something if you put stuff like that into your creations, but like they say, the devil is in the details.

It's probably better if the story can stand on it's own without all the small details, sure, but it can be used to give some added depth to characters, the world, or whatnot.

Even if it's not important to the story, it can still be like an added bonus. Something to make you care about this or that dude, or to clarify something about his character for anyone that cares enough to pay attention without having to waste the viewers time with flashbacks (as you can probably gather, I'm not a fan of flashbacks).

It also gives some replay/rewatch value to movies and games, I think, because it gives you something new to discover the 2nd or 3rd time you watch something when you're not so busy paying attention to the story and can allow your attention to move to stuff like this.

What are you thinking about right now?

Consensual heterosexual sex in the missionary position.