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

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Your Top Features in Games

Alright, well in that case, here is a feature that seems to be growing in popularity:

Removal of Random Chance from turn-based battle systems: Randomization plays a part in nearly every turn-based battle system, and its role can range from very small to very large. All in all, the mechanic is archaic and *usually* does nothing but detract from the game. A miss at the wrong time means the player dies, but it's not their fault - they just rolled poorly. A critical hit may guarantee them a victory - but instead of being rewarded for playing well or being clever, it was due to random chance, and this feels less fulfilling.
Not that all randomness should be removed from all games and that it doesn't have its place, but holy hell it does NOT need to be in every game.

Your Top Features in Games

author=Craze
Preference d'Craze: when developers don't go down a fucking checklist, and instead design a game around the game's concept - so top feature: make your damn game and release it
(crazy, I know)

I agree with this utterly and completely - these are the same reasons I had when I wrote the Misanthropic Mechanics article.

What "features" belong in what game are completely dependent on what the game is about. While it may seem more popular to have non-random encounters, that's the train of thought that restricts designers to certain game tropes and standards, and limits the potential of the game.

So yes, while these features are very popular, you have to understand why they're popular, and understand why the games that included them were so good. I don't mean to derail the topic, but emphasizing the importance -or worse, necessity- of particular features is dangerous and encourages a poor approach to game design.

Your first step in starting a new project should not be choosing a feature list, but a concept.

Multiple Games?

author=kentona
But in all seriousness, finishing a project is a skill, and not just something that happens automatically. And once you finish one project, your skill in finishing increases, which increases the likelyhood that you can finish other projects!


It's true! If you've never finished a project before, you should really set a very, very small project and give yourself a two-week deadline. Even if the game isn't perfect by any means (and it won't be) it will teach you the discipline to finish what you start and meet your own expectations.

It's advice I keep hearing from established developers: if you're starting to make games, start small. That way, if your game sucks, you haven't lost much time, and you've still learned a ton.

Indie Game Package Submission - ripped resources allowed(!)

It's not really for RPGs or long-length games, or for self-promotion. The Pirate Kart was started as a way to get people to make games - especially people who didn't already make games. For people here, I think it serves as a good way to just make a crappy & crazy idea in two hours and just have fun making something stupid because making games is fun :)

I just submitted a game called "Squidmancer Goes To The Drugstore". I managed to get it done in 2.5 hours, and I'm pretty damn proud of it :P

Number of Characters?

Like Lockez said, if you feel you have to water down your characters so that you can make 50 of them, you have too many. FFVI had 16 and it felt like just enough to make each unique, without making them feel too overlapped or any single one too gimmicky. Chrono Cross had like... 50... and one of the common complaints is how a good 80% of them never get used. If that's the case, why add them?

Misanthropic Mechanics -or- Finding your game's Core

There's no reason a game can't be "open" and still have a purpose or a core. Both The Legend of Zelda and Grand Theft Auto games are well known for having core mechanics deeply entrenched in exploration and unguided play.

This article is in no way meant to insult or belittle mini-games or cool features, or to imply that your game has to be "minimalist". I'm just pointing out that as a designer, you should take a step back, analyze your game and the feature you plan on adding, and make sure it will actually improve your game's quality. You should analyze everything in your game, and cut everything that doesn't make the game better.

Designers should question everything in their games. As soon as they start making assumptions about what works and what doesn't, the game begins to crumble.

Games that nobody remember?

author=Super_Llama
What I'm saying is that everybody needs to play Mischief Makers.


This game is so damn good. The gameplay is tight, fun and creative, and fits in perfectly with the crazy story and world. Play it!

Misanthropic Mechanics -or- Finding your game's Core

Mini-games and sidequests have their place in some games. For example, my first instinct was to mention The Legend of Zelda's penchant for fishing games and "find them all" quests, but Zelda is well-known and respected for its exploration and discovery aspects - the idea of a fishing pond helps build a more fully complete world, which Zelda games strive to do.

Final Fantasy games may have many opportunities for mini-games, but it's hard to ignore the weirdness of spending 20 hours of gameplay time grinding levels and doing miscellaneous sidequests when you're supposed to only have 7 days until you explode. Sidequests break the feeling of impending doom, especially goofy ones like breeding chocobos.

@LockeZ: I actually intended to mention Super Mario 3D Land, but the final reward for SM64's 120 stars was too obvious a target. The same point applies to pretty much all Mario games after SM64, though :P

Misanthropic Mechanics -or- Finding your game's Core

Coincidentally, the idea of a "core" in game design was discussed in today's Extra Creditz (Western & Japanese RPGS). They go more in-depth than I do, so take a look if you wanna learn more :)

"No one outside of RM communities gives a flying fuck about____"


"your feelings"

"the game you want to make"