SLASH'S PROFILE

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APATHY IS FOR COWARDS
4158
I make video games that'll make you cry.
BOSSGAME
The final boss is your heart.

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Enmity

I'm all for control over who gets targeted first because I have a raging design-on for non-random number systems, although I think there's probably a better way to implement it instead of MMO-like threat. Any step in that direction is good though, even FF1 had a threat system.

Anyone ever play pokemon cards? How it worked was each player had an Active pokemon, and they could attack each other, while the pokemon on the sidelines could swap in and out. Some could also support from the sidelines... that actually sounds like a pretty fun kind of battle - there could be a like of strategy in that.

No idea how you'd pull that off in RM though :P

How do you decide to make a story into a game?

The only kind of book that is interactive is a Choose Your Own Adventure. "Interactive" implies that the player (or reader, in the case of a book) can give input to the media, and the media can change and respond in turn. While every book will be read and interpreted, the book itself will never change. Games can, and not many designers utilize that.

I'm not talking sandbox RPGs or dialogue trees either, although these can play a part. Everything the player can truly interact with (meaning the game can respond) will more deeply engage the player.

Love in games

Hahaha, of course, but people will ship over inanimate objects if they have to. It's just surprising for such a popular show to get by with so little, when the same channel shows 80 episodes of Inuyasha and Kagome blushing when they look at each other.

"No, no, I refuse to like you! Even though I like you so much!"

I used to love those kinds of stories too. It's like guilty pleasure :P

Love in games

time to corner a niche by pretending i know anything about a gay relationship and making a game around it
i'm sure no one will be able to tell


Love is overdone. It's a relationship most people have either experienced or desired at one point, so it's easy pickins for a designer, but there are so many relationships that never get explored. Father-Son? Yea, that one happens a lot too. But two brothers? Two sisters? Mother-Son?

Full Metal Alchemist had a lot of pros and cons, but damn I love how they tried to tackle the two brothers trying to survive on their own. Plus they get credit for being a famous show with very, very little 'shipping.

If you are gonna tackle a boy-girl relationship, try your best not to make it cliche. Not everything has to happen with heaping amounts of teenage angst.

Length of games, number of characters, and various other things!

Willpower is something you have to build; it's a skill, just like anything else. Some people have the willpower to finish a big game as their first project, but that likely means they built the discipline to do that somewhere else. I can't think of a reason why anyone SHOULDN'T start their first project small.

Only add new characters if they bring something to the gameplay and story. Filler is no one's friend, your players can smell it and you'll hate making it.

Demos are great, and everyone should make them. Games are an interactive medium - screenshots or even gameplay videos don't really cut it as promo tools. They're good for a quick overview, but the meat of a game is in the gameplay.

Debug rooms can be fun, but don't just throw 'em in because they're there. If it doesn't make sense for your game to have a debug room (like most RPGs) you probably shouldn't add it.

In the end, it's up to you.

How do you decide to make a story into a game?

The difference between a game and a book or movie is interactivity. If the interactivity isn't there, then it's not really a game.

Sit down and figure out if your story would truly benefit from being interactive. Will the player be able to affect the outcome? Will the player's actions mean something to the story, or will every battle just feel like turning a page, only more arduous?

This is also one of the main reasons cutscenes are criticized in games: if you no longer have any control, it's not interactive.

Your Top Features in Games

Possibly ironically/accidentally, he's making the same point I did earlier in the topic

Rendertile system (rpg maker 2003)

I wouldn't shoot it down so fast. While mixing realistic 3D objects with 2D sprites might not work to create a "standard" aesthetic, this sort of style could be very beneficial if you're aiming for something more stylized.

Pre-rendered backgrounds did a lot for FF7's scenery, even if the clunky low-poly meshes detracted from that. I'm sure there's a way to use this and come up with a unique and fleshed-out aesthetic.

Does negative feedback deter you?

If the feedback is belligerent or doesn't have logical reasoning behind it, it usually doesn't bug me and I tend to ignore it.

If the feedback is well-thought out and reasoned... it depends. Most of the time I'm pretty accepting, although if I'm in a bad mood, I might take it a little personally. Even then, when I look back, I'm usually able to tell that it was meant to be professional, not personal.

Everyone has ideas, and everyone will offer you their ideas. Being a good designer means picking out which ideas fit in your game and which don't :)

Your Top Features in Games

I actually remember screwing myself over as a kid a few times because I forgot to save after playing for like 5 hours and then I died. Save Points are nice even if you can save anywhere, lol.