SOOZ'S PROFILE
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
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.
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.
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What are you thinking about right now?
Y'know, if you guys just want me to not post, you can ban me. There's no need to get me arrested by the FBI. :(
Are achievements a poor way to increase game length?
author=Sated
I don't get why them being there would make the game worse for someone who doesn't care about them. Accept that other people do care about them and move on, they're not changing your experience of the game whatsoever.
People in this thread have posted exactly why they feel achievements ruin their enjoyment of a game, so I guess go back and read the thread?
What are you thinking about right now?
Boy howdy, I know when I log onto RPGMaker dot net, what I am most looking forward to is seeing a borderline pornographic picture of animu lolis. I cannot express how much that has lightened up my life.
Are achievements a poor way to increase game length?
author=Feldschlacht IVauthor=SoozAffirmation of an accomplishment.
So, what reason is there to implement achievements in the first place, if not competition?
That just seems like a really strange thing to me. Like, if I try to do something interesting or hard in a game, I can tell when I've succeeded and I don't need the game to let me know that.
My stance is basically that it does not add any appreciable benefit to the game to outweigh the annoyance it causes some players. It seems to me that not putting in achievements would cause literally no problems for any players, while putting them in causes problems for some players.
I just really don't get why anyone would care about them strongly enough to want to have them. vOv
Are achievements a poor way to increase game length?
author=Link_2112
There is no such sign. The competition comes from individuals turning it into a competition. Everything that exists on the planet will have individuals turning it into a competition. That is not a valid reason to scrap the whole concept.
So, what reason is there to implement achievements in the first place, if not competition?
Are achievements a poor way to increase game length?
If you really need other people to know that you did something in a video game, you probably need to get out more and get a more productive hobby.
Zombie Daughter game sketch
That's a great decision. :D Good luck with your studies and I'll look forward to eventually seeing more from you!
Zombie Daughter game sketch
A basic starting point for me was the Extra Credits show: http://www.youtube.com/user/ExtraCreditz/
It has quick and simple jumping off points for how to analyze games and gaming. Not terribly in-depth, but great if you want a simple starting point.
If you google "writing for games" you can get a pretty good-looking sample of articles writers have already given. And, as Milennin pointed out, there's a great sampling of articles on this very site. (I'd also suggest delving into the threads on the forum, particularly in the game design and theory board. They're darn good.)
Finally, one thing that's helped my own designing is watching Let's Plays, especially by people with a totally different style from yours. It gives you a new perspective in how a player would approach things, and helps you think of ways to guide a player who might not be quick to pick up what you're hinting at. (I find it also lets you analyze a game better than playing it yourself, since you're not worrying about survival!)
It has quick and simple jumping off points for how to analyze games and gaming. Not terribly in-depth, but great if you want a simple starting point.
If you google "writing for games" you can get a pretty good-looking sample of articles writers have already given. And, as Milennin pointed out, there's a great sampling of articles on this very site. (I'd also suggest delving into the threads on the forum, particularly in the game design and theory board. They're darn good.)
Finally, one thing that's helped my own designing is watching Let's Plays, especially by people with a totally different style from yours. It gives you a new perspective in how a player would approach things, and helps you think of ways to guide a player who might not be quick to pick up what you're hinting at. (I find it also lets you analyze a game better than playing it yourself, since you're not worrying about survival!)
Zombie Daughter game sketch
Before you get too far in the writing, I would highly recommend studying some game design and writing elements of games. It's a very different thing from regular writing: you need to think of things like how the gameplay itself can tell the story, how to keep players on the plot path without it feeling forced, and so on. If you ignore that kind of thing, it ends up feeling like a movie strung together by gameplay, with neither having any particular effect on the other.
DeviantArt Profiles/ Websites
I quit using DA a while back... I'm considering starting a new page on it, maybe. Tumblr works decently for me right now.
http://soozarts.tumblr.com/
Also, my portfolio site, which needs some updating:
http://soozart.blogspot.com
http://soozarts.tumblr.com/
Also, my portfolio site, which needs some updating:
http://soozart.blogspot.com













