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Just a simple demo question.
Because, in this community, the point of the demo is to expose the player to as much of the game as possible. To let them get a taste of, and experience, everything it has to offer. So that you can get accurate, helpful criticism so that you can improve the quality of your game for its final release.
Just a simple demo question.
author=Avee
I personally think content matters more than length. Essenceblade's suggestions are great, but you should also focus on making the demo interesting enough to have players look forward to the next release:
Make sure the demo introduces and lets players experience a good amount of features and possibilities, in the battle system, menu options and walkabout mode.
Also have your demo end on a cliffhanger, with unanswered questions or with promises of new things to explore and experience in the next release.
There is no reason for a demo to end on a cliffhanger, particularly the type of demo being referred to here.
Your demo should...
A) Demonstrate the artistic style of your game.
B) Let players experience your various gameplay elements. (Combat, Leveling System, Persistent Mini-Game, etc.)
C) Introduce the player to your story. In particular, your narration style.
D) Expose enough of your game for the players (who feel enticed) to give you comments and criticisms about the aspects of your game exposed in the demo.
Your demo shouldn't...
A) Keep anything hidden from the player.
B) Allude to gameplay elements but not allow the player to experience them. (Commonly done to create hype for features that may or may not be any good.)
C) Be highly cinematic if your game isn't (or lack any cinematics if your game is highly cinematic.)
D) Be set in stone. If the players of the demo make legitimate suggestions or criticisms over systems or features or styles that don't work, you should not keep those criticized things in your game (in their certain state.)
Skippable combat?
LockeZ has a point. Build it and they will come, as it were. If you put the feature in, people will use it.
I have an opinion on this but was unable to properly defend it on IRC earlier as I was typing on my phone and at work, so I am writing up a big whole thing on it and hopefully it will properly articulate my position on the situation and someone can get some sense out of it.
But to be perfectly clear, this is a debate on a whether a feature should be used, shouldn't be used, and its merits. There has been no research on this, and the use of the feature is limited. There is no correct answer to it. We have opinions, and we are debating the validity of them. Frankly, I am tired of people saying other's opinions are wrong and shouldn't be listened to.
If you don't want to debate the topic, and feel your opinion can't be swayed one way or another, don't post here. I haven't heard the more active people in this thread ADD anything to the debate in a while, only knock down the ideas of people who are trying to discuss the topic.
I have an opinion on this but was unable to properly defend it on IRC earlier as I was typing on my phone and at work, so I am writing up a big whole thing on it and hopefully it will properly articulate my position on the situation and someone can get some sense out of it.
But to be perfectly clear, this is a debate on a whether a feature should be used, shouldn't be used, and its merits. There has been no research on this, and the use of the feature is limited. There is no correct answer to it. We have opinions, and we are debating the validity of them. Frankly, I am tired of people saying other's opinions are wrong and shouldn't be listened to.
If you don't want to debate the topic, and feel your opinion can't be swayed one way or another, don't post here. I haven't heard the more active people in this thread ADD anything to the debate in a while, only knock down the ideas of people who are trying to discuss the topic.
The Screenshot Topic Returns
Skippable combat?
Battles are not inherently skippable because they are gameplay whereas Cutscenes and Tutorials are the glue that holds the gameplay together.
When designing an FPS, do you design it so that players can skip all of the levels, and just watch the cutscenes? Do you let players make all the enemies de-spawn so they can explore the maps and collect all the items?
When designing a platformer, do you put all the collectables on a flat plane that you never run the risk of danger on?
My point is that, for the most part, people play RPGs for the Battles. I know there are many people who are drawn to RPGs because they are a great way to tell an epic story; but if you aren't interested in the battles, the character management, and exploring the maps.. You may as well be reading a book/visual novel.
If you are dying 15 times on the same fight, either the designer didn't balance the battle properly, or you aren't meant to be doing that content yet. Either because it's optional and meant to be a challenge, or because the designer didn't account for something and you've missed part of the game.
When designing an FPS, do you design it so that players can skip all of the levels, and just watch the cutscenes? Do you let players make all the enemies de-spawn so they can explore the maps and collect all the items?
When designing a platformer, do you put all the collectables on a flat plane that you never run the risk of danger on?
My point is that, for the most part, people play RPGs for the Battles. I know there are many people who are drawn to RPGs because they are a great way to tell an epic story; but if you aren't interested in the battles, the character management, and exploring the maps.. You may as well be reading a book/visual novel.
If you are dying 15 times on the same fight, either the designer didn't balance the battle properly, or you aren't meant to be doing that content yet. Either because it's optional and meant to be a challenge, or because the designer didn't account for something and you've missed part of the game.
Faith, religion, and you
Faith, religion, and you
Athiesm isn't a religion.
The only one that applies to athiesm is 4, but Athiesm itself isn't a cause, a principle, or an activity. It's the lack there of. I don't deny that there are fanatical athiests who push their athiesm down thiest's throats, but it isn't a religion.
re·li·gion (r-ljn)
n.
1.
a. Belief in and reverence for a supernatural power or powers regarded as creator and governor of the universe.
b. A personal or institutionalized system grounded in such belief and worship.
2. The life or condition of a person in a religious order.
3. A set of beliefs, values, and practices based on the teachings of a spiritual leader.
4. A cause, principle, or activity pursued with zeal or conscientious devotion.
The only one that applies to athiesm is 4, but Athiesm itself isn't a cause, a principle, or an activity. It's the lack there of. I don't deny that there are fanatical athiests who push their athiesm down thiest's throats, but it isn't a religion.
I'm sexually attracted to Guild Wars 2
I don't remember saying GW1 wasn't successful... I'm also pretty sure I never said that GW2 wasn't warranted.
Also, WoW topped at 11.5 million accounts (non-unique and including non-subscriptions in the Asian market as subscriptions don't exist there. They determined an 'account' based on a criteria regarding minutes of playtime purchased) and has sharply decreased since its 6th anniversary. It hasn't published its numbers in a long time but I imagine it is sitting around 8 million or so.
A lot of MMOs may draw from WoW but to say 'copy' would be like someone complaining that Minecraft 'copied' Dwarf Fortress. All of the ideas and ideals in WoW have existed for years. WoW itself was a 'copy' of EverQuest (to the extent that most new MMOs are a 'copy' of WoW,) but with improvements. In fact, during WoW's Beta, many new features that were added and announced directly correlated to one of the new features in the EverQuest expansion that was in development at the time.
I'm not saying WoW stole ideas, or that it was completely unique. Its just a good standard to reflect against.
Also, WoW topped at 11.5 million accounts (non-unique and including non-subscriptions in the Asian market as subscriptions don't exist there. They determined an 'account' based on a criteria regarding minutes of playtime purchased) and has sharply decreased since its 6th anniversary. It hasn't published its numbers in a long time but I imagine it is sitting around 8 million or so.
A lot of MMOs may draw from WoW but to say 'copy' would be like someone complaining that Minecraft 'copied' Dwarf Fortress. All of the ideas and ideals in WoW have existed for years. WoW itself was a 'copy' of EverQuest (to the extent that most new MMOs are a 'copy' of WoW,) but with improvements. In fact, during WoW's Beta, many new features that were added and announced directly correlated to one of the new features in the EverQuest expansion that was in development at the time.
I'm not saying WoW stole ideas, or that it was completely unique. Its just a good standard to reflect against.
Production team...please?
I would start from scratch. I'm not saying one way or the other if the work you have done is good or not. But take everything you've learned making what you have already made, and apply it again. When that is almost done, scrap it and do it again. If this storyline is what your heart is set on.
There are lots of games on RMN that are on their second or third remake.
I'm not saying it isn't fixable, but I am also not saying it is fixable. I'm saying that you shouldn't expect it to be of commercial quality; especially if you yourself say you aren't good at certain aspects of the process.
There are lots of games on RMN that are on their second or third remake.
I'm not saying it isn't fixable, but I am also not saying it is fixable. I'm saying that you shouldn't expect it to be of commercial quality; especially if you yourself say you aren't good at certain aspects of the process.
The Screenshot Topic Returns
It wouldn't be perfect for a tactics style battle system because it doesn't represent height properly. I mean, yeah, it kind of looks like a tactics map. Mainly because its a small section of a field surrounded in black. with an orthagonal mapping style, you are restricted to a heightless map for a tactical game. You need a diagonal mapping style (30/60 Isometric like FFT works well) to properly show height. On my maps, two heights that are significantly different could have two units beside each other that couldn't attack one another. You also lose a ton of playable area for things like cliffs and such.
But thank you for the compliment.
(edit: I don't mean you can't do a tactical system on it, I just mean that visually its not good for demonstrating height and causes logic problems.)
But thank you for the compliment.
(edit: I don't mean you can't do a tactical system on it, I just mean that visually its not good for demonstrating height and causes logic problems.)