VERSALIA'S PROFILE

Versalia
must be all that rtp in your diet
1405
"I married him because his kid is strong and he doesn't wear a shirt" - craze

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Hard to Choose: Engaging Monster Parties 101

I use both this and this when designing monsters and classes alike. Definitely make monsters act like weaker versions of the heroes. Enemy battles can be a great teaching tool in a way that most people don't often utilize; having the monsters use skills that are available to the heroes with synergy and strategy, essentially demonstrating it to them, adds a lot of depth to battles.


author=Max McGee
Like, if you have a bunch of area effect (or group effect) skills, be sure to have encounters that allow those area effect skills to be useful! (This is why I thought that the Whip weapon in DQIX was useless/undervalued. There were never enough times where there was a large group of same enemies where the use of the whip would shine!) Other examples: lots of elemental affinity skills? Add elemental weaknesses to enemies/groups. lots of heavy damage dealing single target skills? Have an enemy with a lot o' HP. Armor-piercing skills or debuffs? High DEF/ATK/<stat> enemies! Sleep skill? Enemies with weakness/resistence to sleep! etc...


This is the kind of thing that I do so unconsciously I never would have thought to mention it, so I'm glad Kenton did.


this

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author=Miracle
If you don't want to totally overhaul the sprites, what I would suggest is desaturating the color palette. ^^



It takes practically no effort and makes a big difference :D


I was going to suggest the exact same thing. FYI: Miracle gives excellent graphics advice in general

Review scoring: standardization, professionalism, etc.

author=Irili
Reviewing the reviewer? Not a bad idea.


people already do that by viciously ripping apart any review that is of the opposing viewpoint in the comments section

Review scoring: standardization, professionalism, etc.

author=Feldschlacht IV
I don't really want to be compared to professional games/game makers. I'm not a professional game maker, nor do I ever, ever want to be. I'm sure plenty of people who make games here feel the same way, and I'm sure plenty of people who play the games here aren't holding our games to a professional standard either (they're free, for one thing).

I am not a professional game maker.

Yes exactly, but then, there ARE people trying to hold themselves up to some kind of professional standards. I don't think we should review games by comparing them to professional games, but if we have to have a numeric rating system, we should use the same one.

If we don't have to have it, let's go with Racheal's idea. Terrible -> Poor -> Below Average -> Average -> Above Average -> Great -> Amazing

Review scoring: standardization, professionalism, etc.

author=Deckiller
The average was about a 3.15/5. In other words, the average RMN game received somewhere between 3 and 3.5 stars, or between a 6 and 7 out of 10.


this seems pretty much correct for "average" games out of a score of 5 where 5 is amazing

Review scoring: standardization, professionalism, etc.

I see nothing against the "game magazine"/professional model of 7.5/10 being average. After all, nobody wants a low rating on their game, we don't want an entire site full of what looks like crap. In school, 5/10 is a failing grade. Even RESTAURANTS are out of 4 stars, and a 2/4 is barely acceptable. Hell, even Hotels. Do you ever hear anyone bragging that their review got a solid 2 stars?


Whether you try to lift up the bad games or celebrate the good games is a matter of personal philosophy and I don't think there's a consensus on which should be done here.

The problem is the relativity of peoples' opinions. Frequently, people seem to want to respond to bad reviews or specific criticisms with "but it's better than so many other RM* games" or "well everyone else does the same thing" which is really the same as saying it is the most fragrant turd in the punchbowl. Let's stop pointing to "other RM* games" as an acceptable level of the bar, because any idiot can and has picked up an RM* engine and puked out gaem.


author=Sailerius
we should make better games that deserve a higher score instead of adjusting our scores to make our games look better.


author=Deckiller
Hero's Realm to me was an excellent RPG Maker game - just as enjoyable as an average professional RPG. My scoring would be whatever "average" constitutes (2.5/5 or 3.5/5...but not 4.5/5)

This seems pretty okay to me. As compared to a professional RPG, I would have to give Hero's Realm 3.5. Compared to "other RM fare" it's a solid 4-5 stars, because that is using the frame of mind that other people have mentioned about scoring based on intent. I understand what the game is going for, it entertains me, it makes sense... but if it was compared to a modern, professional RPG that wasn't 'going for' the nostalgic design? That score isn't going to hold up. I do think it's a little unfair to hold every RM* game to a FULLY professional standard. We're not professionals. Games like Hero's Realm DO deserve recognition for design intent, so it's hard for me to come down clearly on one side of the standard or not.

(can I also add that using 2k3 automatically takes you out of the running to be truly compared to anything professional? if you want to get down to the nitty-gritty, the engine, resolution etc are all going to hold you back on a 100% professional scoring scale)

Forever's End Review

author=yamata no orochi
It's just that my experience with this thing appears to have been so incredibly different from your experience that I'm struggling to see how we could have played the same game.

This happens a lot in real life.

OPINIONS ARE HAPPENING

screenie025.png

The cactus has a darker black outline than all the other graphics... soften it up a little bit, and he will blend right in :3

aberration03.png

Best spell ever.