They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
Hi I do art mostly but also do games.

Please read my comic, Patchwork and Lace. It's about a Lovecraftian Disney Princess dark mage and her superpowered undead partner hunting monsters and being bad at communication.
Yume Wheeky
What do guinea pigs dream about? Probably not this, but just roll with it.



A Different Approach to Difficulty

When scientists asked six years old children whether they wanted candy immediately or (the same amount/size) after tidying up their rooms, 100% of the children chose the first option. :P

If you associate playing video games with dull chores like cleaning your room, why do you play video games in the first place?

I like playing video games because they're fun to play, personally.

A Different Approach to Difficulty

I know lots of folks do a casual mode nowadays as well, and my issue with that is it takes away one of my favorite forms of story telling.

But if it's a casual mode, that implies that there's a non-casual mode, so the form of storytelling isn't really gone?

A Different Approach to Difficulty

I can see some players using them even when they don't need them and then complaining that the game is too easy.

Or, contrariwise, dumbasses like me who never figure out that those things are supposed to be for the kindergarten baby gamers, and give up in frustration because we never figure out the easy mode.

A Different Approach to Difficulty

As I've mentioned throughout the article as well as in my comments above, this model is to serve exactly this purpose.

I mean, not really? Like, it's a bit difficult to tell what you're proposing, beyond "Do good design, not bad design, also explicit choice of difficulty is bad design because reasons."

What I'm saying is, sometimes, I like to play hardcore, and sometimes I just want to dick around, and in both cases, I prefer to be allowed explicitly to choose what level I'm doing, rather than having to guess at things or trust the dev to have been able to predict how I play. Forcing difficulty to be part of the gameplay (somehow) is forcing the player to 1) figure out that the difficulty is part of the gameplay and not just totally static, and B) figure out how to alter the difficulty to their taste according to the whims of an unknown developer.

I don't think there's a perfect silver bullet to make difficulty levels suit every player; conversely, I also don't think that having elements separate from the gameplay are necessarily bad for Flow or enjoyment. (TBH it feels like that stuff is treated like garlic for vampires these days, rather than just one of many options. It's silly, especially when designing for an already low-fi medium like RPG Maker games.)

I'm also not sure why you're confused as to why "game pretty" can't be the opposite of "game easy." People deliberately forgo high level equipment all the time just because they like the looks of a lower level equipment set better. Or people ignore high level skills all the time just because the lower level skills have higher combo count, which can help them break their own combo count record, which serves absolutely no purpose besides unlocking achievements or simple bragging rights. You can find these in every Tales game ever.

Aight but what does that have to do with "visual and auditory appeal of using the subject matter or the subject matter itself"? Like, yeah, people often use the pretty equipment over the functional equipment when that's a thing, but it doesn't work so much as an inherent duality. You'll just as often find that the best equipment also looks the best, or find that equipment doesn't vary in aesthetics, for example. It just strikes me as a false duality, is all, since the design of stuff is independent of the use of stuff.

A Different Approach to Difficulty

The thesis seems to be, at least partly, that difficulty modes are Bad because they're not a significant choice for the player, which strikes me as a silly thing to say. What color windowframe or what costume elements I wear don't generally have any effect at all on the game itself, and I'm not weighing the upsides and downsides of the cat ears versus the beret, but I still find them valuable elements to the game.

Similarly, if a game allows me to choose difficulty, I find that a valuable element because, y'know, sometimes I don't WANT to play like a True Hardcore Gamer. Sometimes, I want to breeze through and have some fun for once in my miserable existence without having to figure out the One True Perfect Speedrun 100% Perfect way to play is.

ETA: Also I am not sure why your ELS scale is putting "game pretty" as the opposite of "game easy."

Bows Are Easy And Only For Women - Clichés To Hate

Oh cool, I don't have to worry about necromancy because someone else already did that today! :V

Anyway, I skimmed the comments and nobody brought up another reason why archery is The Thing for ladytypes- at least in Japanese settings: in Japan, the bow is one of the weapons (along with the naginata) that's considered acceptable for a woman to wield, and is popular as a traditional art form.

Also WRT the crossbow discussion: Vinland Saga's most recent volume (as of this post) has a female character who uses a crossbow for its power, but who designed her own custom frame to make up for both the weight and the reload time. It's pretty badass. (Which could be a good summary of Vinland Saga in general.)

I'm personally just inclined against archery for characters in video game making just because, if there's not some mechanical ability to do something like sniping, or some way to distinguish them from the characters with melee weapons, it just feels pointless. :I

Visual Character Design

Awesome! I'm always gad to hear my stuff is helpful to total beginners. Hope we'll see some of your stuff soon!

Visual Character Design

Also you get to look at pretties! :DDD

ETA: Like, here's my collection of inspo and reference that live in my work room:

(That one's hard to get a good angle of because it's right next to my window seat work area. It's mostly costuming and figure stuff.)

Every once in a while I'll grab one of them and just flip through it and admire stuff. It's great for breaking out of your own mental boxes!

Visual Character Design

Oh yeah, I am constantly collecting images of stuff that I want to rip off somehow. Gotta lotta creepy photos and old 80s and 90s videro gamr art. :D

Visual Character Design

Pages: first 123 next last