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Pacing VS Character Development

author=LockeZ
I can occasionally cobble together something halfway decent


Prove it.

Pacing VS Character Development

author=LockeZ
author=Radnen
We are all good writers here, I presume?
I've never written anything decent in my life.


Interesting.

Pacing VS Character Development

author=Nightblade
Why not? How is there no benefit? Explain.

You're offended because games do not need good villains. Let me open the view. Some games may "benefit" from "well-developed" villains. A truly fun game does not need this. Let's move on.

author=Nightblade
Games can tell stories. Some games meld stories and gameplay seamlessly with one another. Go play Half Life 2.

Some games tell good stories. Fun games don't need them. And no thanks, I'll pass on Half Life 2.

author=Nightblade
...What part of this makes even a tiny bit of sense? There is absolutely nothing to lose by being strong in both areas. Of course it's not necessary; but it sure as hell is nice when a game has both a strong story and is fun to play.

You're confused. Nobody said anything or hinted at any sort of "loss". You're confusing "Games don't need a good story to be fun" with "games suck if they have good story." Obviously I enjoy both, but this is about necessity, and I could not care less if Mario's parents were murdered by Koopa Troopas and Mario inherited his fire ball ability from the burning flower of (insert-made-up-name-to-sound-cool-here).

author=Nightblade
...Am I tired or something? What the hell is this?

I'm sorry, but if you're trying to explain something here; you're doing a very poor job of it.

Yes, you're tired and confused, and not doing a good job of reading. It's very direct and bluntly stated, let me try to explain it in even blunter terms. Because I say "games don't need good stories or complex characters", you immediately assume (and take offense to the notion) that I mean "GOOD STORIES SUCK". No.

author=eplipswich
author=The_Ghostman
So to NEED a good story, it is because you lack good gameplay. To NEED good gameplay, it is because you lack a good story.
I'm sorry, but this makes absolutely no sense at all. Who says a game with a good story will not have good gameplay? Likewise, does that mean a game with good gameplay will have a bad story?

Sure, games don't require complex villains, but if complex villains exist, it's of course all for the better. Majority of games are either great in gameplay or great in story, but there are definitely games that have both good gameplay and story, and those kind of games are what are truly great because it's the best of both worlds. And besides, we're talking about RPGs here. Gameplay is still the no. 1 prospect in RPGs, but if it is combined with great story, wouldn't it be all for the better? Just so you now, complex villains are part of character development, which is important in contributing to story.

If your game lack gameplay, of course you would improve the gameplay. It's kind of nonsensical if you say your game lacks gameplay, oh so you go for good story instead...Likewise for vice versa...

Don't be sorry. Nobody says or said a game with a good story will not have good gameplay. Nothing confusing about it.

I believe this was made clear, but I suppose I need to explain it more directly to you. If a game lacks fun gameplay, it NEEDS story, it does not HAVE story. And vice versa.

author=Jericho
You say that games don't benefit from complex villians, but stories do. The thing is, I would argue that most people, including myself, consider the writing as a significant factor when deciding whether or not an RPG is enjoyable. It is, after all, the stalest genre when it comes to gameplay. I would also say that, considering the length of most RPGs, a good story is imperative. You cannot keep the player playing if he does not care about what is going on.

This is saying gameplay can be thrown out the window, though. I am curious to what happens in Alter Aila Genesis, but cannot bring myself to play it anymore.

Saying that games do not need good writing to entertain is one thing. I disagree with regards to the RPG genre, but hey. The idea that they cannot benefit from it all is erroneous and assumes that the player is a half-dead neanderthal.

Also, am I correct that you are saying that a good story can make up for good gameplay, and yet games do not benefit from competent writing? Doesn't this mean that games do, in fact, benefit from good storytelling?

Clearly there is no actual disagreement. RPGs are among some of the most boring games in terms of gameplay, at least in my humble opinion, and that is why they are often saturated in story, almost to the point of whining in some cases. This goes back to the idea that bad gameplay needs good story, and bad story needs good gameplay. Meaning, a "not fun" game benefits from good writing. This simple idea is being ridiculously mistaken for meaning something else.

Wanting to make your game difficult.

author=LockeZ
...challenging and hard mean the same thing.


In game terms? No.

An example would be a game with "hard" or bad controls, but easy gameplay. That would not be fun or challenging, it would be "hard" and boring.

Wanting to make your game difficult.

"Hard" games are just as tedious, if not more, than "Easy" games, although both terms are somewhat dependent on the player. The goal is create a challenging game.

Pacing VS Character Development

author=Nightblade
]A "person" antagonist must be diametrically
Obviously "kick-the-puppy" villains are unwanted, but good games don't require complex villains. Stick them to books, movies, comics, manga, etc. But games don't need them. Games need gameplay.
Mario and Bowser works well because it was a non story driven game. All you really need to know in Mario is that Bower kidnaps peach for laughs or something and it's up to an mildey obese plumber to save her.

It's a pretty narrow minded perception to think that games don't benefit from being well written. Mind you, there are places for games like Mario and Devil May Cry; but that doesn't necessarily mean that you toss a well written script in the garbage because "GAMEZ ARE FUR PLAYIN, IF I WANTED TO REED ILL GO TO SKOOL".

What would Soul Reaver be without Kain? What would FF6 be without Kefka? There's plenty of room for story in all types of games. Be it a side scroller or an traditional RPG. It's not necessary, but there's most definitely a place for it.

Games don't benefit from complex villains. Games benefit from good gameplay. Stories benefit from strong character development and complex villain/hero relationships. There is nothing narrow about it. A game with redundant or boring gameplay may benefit from good story - Chrono Trigger comes to mind (I would not enjoy Chrono Trigger had it not been for its story, but that is only because it is repetitive), and as for an RPG that is so fun it doesn't even need a story - Secret of Mana comes to mind. So to NEED a good story, it is because you lack good gameplay. To NEED good gameplay, it is because you lack a good story. But as you said, it's not necessary. Clearly there is no real disagreement.

author=Radnen
Hey you are absolutely right

Thank you, I know.

Pacing VS Character Development

author=Radnen
A "person" antagonist must be diametrically opposed to the ideals the protagonist stands up for. In that regard it doesn't matter how much "face time" the villain gets, the more the better. A good villain is someone who has justifiable intentions that are diametrically opposed to the player. If they are all so similar then there's no villain there.

Philosophy 101:
Do not speak of villains in terms of good vs. evil. Villains are not evil. There has been no single villain ever at any point in human history; nor in any book I've ever read that stood up for "evil" intentions. "Evilness" and "goodness" are constructs of society that engineer a binary reference scale we call "morality", it's no different than race or gender. You may use them as categorical terms, but not as a means to an end. This is due in large part to the notion that evilness and goodness change depending on who you are (the reference point or perspective on the matter).

To pull out the Philosophy 101 card when we're talking about game villains and/or character development in a 20 or less hour home-made game is somewhat ridiculous.This is about games. I don't play games with very interestingly complex villain/hero relationships, and that's probably because you don't require complex villain/hero relationships to establish an interesting game or plot. Mario and Bowser have more charm than most villains or heroes in games, and their relationship is based off of extremely simple terms.

Obviously "kick-the-puppy" villains are unwanted, but good games don't require complex villains. Stick them to books, movies, comics, manga, etc. But games don't need them. Games need gameplay.

Pacing VS Character Development

Character development is not important for a fun game experience. It's important for good story-telling, which, if you consider, is not exactly common in most games. JRPGs tend to go for it, and you get mixed results. It's difficult to balance having too much or too little, even for mainstream development teams. Unless you plan on writing a story, I don't think your game has to make too much sense to be fun at the same time.

As for your questions -

-No.

-Define "enough development".

-Yes. It is better to set the scene at the very beginning than to introduce the characters.

Lowering your standards and finishing your game

post=Pokemaniac
post=eplipswich
post=Pokemaniac
post=The_Ghostman
I use only custom graphics,music, CBS, Pictures, and more. I do not lower my standards. If I cannot achieve something, I stop production, or I work until I can achieve it.
0 makerscore does not necessarily mean he hasn't worked on any external projects...It doesn't have to be rpgmaker.net specific...
I know. This just isn't a very effective attitude around here.

Thank goodness for here's sake that I'm not trying to "affect" anything with my personal preference to customizing everything. You shouldn't worry about it.

A question in terms of fan games.

post=LockeZ
post=The_Ghostman
I have less respect for someone who steals a game's story, and therefore less motivation to play the game. Everything adds up.
In the long run I don't think this is any more significant than using resources you've ripped from commercial games or using scripts you've downloaded from the internet. People who can't draw steal art; people who can't compose steal music; people who can't code steal scripts; people who can't write steal stories.

Writing seems inherently easier to those of us who can write, or to those of us who are used to accepting shitty writing in games. But even if it really is easier, does that mean people who write an original story but rip commercial music and graphics have more of an excuse for their theft? Or does that mean people who steal a story but make their own graphics and write their own code put in *more* effort, and thus deserve more respect? You could make both arguments.

Obviously the most respect and most effort would come from doing everything yourself from scratch, but not many of us are willing to do that.

This is why I create everything myself. And yes, I do lose respect for people that rip resources for almost any form of art, although I have low expectations since so little games which are completed have accomplished this imaginary idea of a completely customary game with actual authentic charm rather than forced positive feedback.

But no, stealing SOME resources from various games, and stealing almost EVERYTHING from A game are two different things. For one thing, fan-games have everything mapped out all the way down to the style. At least when you're making your "own" game you have to choose which resources look right, and have actual decisions to make since there isn't everything bottle-fed to you from the very start. I am working on a fangame right now, and trust me, it is a much smoother and easier process to begin using the ideas of another rather than your own. But coding obligatory events is more bothersome and difficult.