SLASH'S PROFILE

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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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What would you do to increase the legacy of your game design?

gah double post abort abort

What would you do to increase the legacy of your game design?

author=heisenman
Assuming kentona theory is the right one, if I were to make something that would continue generating interest after a long time, I'd probably leave some things morally ambiguos or up to interpretation to encourage people to discuss and confront each others opinions on the matter.

Ok, this still falls into unhelpful stock and general obvious territory. orz

This is actually similar to a well-known literary technique that Hemingway coined "the Iceburg Theory". How it works: you have a fully fleshed-out plot, world, and storyline, but you only present the reader (or in this case, player) with 10% of it - similar to how you can only see the tip of an iceburg. What happens is that your story will naturally hint at but not directly tell the rest of the story for you. It avoids tedious or boring "plot dumps" and leaves a lot up to the player's imagination, which is often more interesting than what you would have written.

Example games that have embraced this: Canabalt, World of Goo, Super Meat Boy, The Binding of Isaac

Note that this works especially well in an interactive medium like games, because the story subconsciously develops in the player's mind as he or she plays, saving you from the doldrums of boring and terrible exposition dumps.

What are you thinking about? (game development edition)

Try making a smaller, more manageable game. Like one that would take a weekend.

Right now I am planning out new enemy AI instead of fixing our broken ladders or updating my website like I should be

Going commercial?

-Yes

-Absolutely yes, although I'd probably like a small team, and admittedly I'm a bit of a control freak so I'd have to work with people who are on the same wavelength

-Yes, even moreso than I do now

-I make games not for money now, although they're usually just game jam games or school projects, or just little fun things I throw together. They can help raise people's awareness of you (this guy makes GAMES?), they can be experimental pieces that you use for a commercial product in the future, and obviously I just love making games so fucking much

What would you do to increase the legacy of your game design?

Make my games really, really good; that's the general plan.

But more seriously, I focus on entertaining, simple and unique game mechanics that are fun, addictive, challenging but not frustrating, and that reward the player for learning. (It's too bad this doesn't stand out as much as art, ha.)

P.S. I'm responding solely to the topic title because your post is really hard to... comprehend. You really gotta put some blinders on your train of thought, dude.

Realistic Difficulty Curve?

@LockeZ: To be fair, I made the chess analogy, but in my case you could easily replace chess for "insert game here".

Snodgrass, I find it really hard to follow your train of thought in your posts. I can see that you think some games are too easy for players and I agree, but I'm having a really hard time trying to understand most of what you're saying.
Oh right, the run-on sentences don't help.

My point is that it's unfair and frustrating to kill the player before they know how to play the game, what the right buttons are, or even was HP means. Some games are innate enough where players can pick it up and know all of the rules, but not many. It's not like I think games shouldn't contain challenges.

Realistic Difficulty Curve?

Snodgrass, the trouble with your reasoning is that the player needs time to learn how a game works - there are very few games where you can toss the player into a high-level challenge with little to no instruction and say "they'll figure it out". It's not fun and challenging, it's unfair and frustrating, and justifiably so.

You have to teach the player the rules of the game before you truly start to challenge them. Of course, you don't have to show them the best way to use those rules to their advantage - that's the fun in gaming and it comes subconciously during play - but they need to know the basics.

You don't sit down to a chess game with a new player and only tell them what the pawns do - why would you do the same in a video game?

Realistic Difficulty Curve?

author=LockeZ
If a challenge isn't harder than challenges I've already done, it feels like it's not a new challenge. Once there is nothing to accomplish that I haven't already done, I have no reason to keep playing.

I agree in general, but with the caveat that you should insert short "rest points" for your players; areas of relatively easier difficulty. This has a two-fold advantage:

  • Allows players to recover mentally from the previous challenge and prepare for the next
  • Builds suspense - if the player knows the next part is going to be harder, it's less exciting.

In general though, the next BIG challenge should be harder than the previous. Otherwise the player will undoubtedly get bored.

lifespan.png

Oh man, that's the kind of badass tradeoff I could totally see me killing myself with.

If your game has these words in its title, it's a big red flag

Yea they're actually pretty good, I got my friend to try Hero's Realm and he was determined to hate it because it was an RM game, but he couldn't stop playing.