STOIC'S PROFILE

Designer, producer, cool dude
Master of the Wind
An episodic superhero role-playing game

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The Future of Master of the Wind

author=rhb84
I was actually playing Master of the wind today. I was always mesmerized by the great writing and universe you guys created. My only question is will this effect the production for Project Kobold?


Kobold is already on hiatus while we both focus on our own separate projects. If we do move forward with a new Motw then it would probably remain on hiatus. Whether we return to it depends a lot on how well Motw does. So really I don't have a clear answer right now but I wouldn't expect any production on it anytime soon.

Drilling for motivation when the well is dry

author=LockeZ
Um am I still supposed to not feel guilty if it's been several months


If it's been several months there is probably something else going on. Whenever one of my own projects go on hiatus there's usually either

1. A health reason. Like many of my fellow RMNers I too have chronic health problems and if I can't work at optimal levels I rather not work at all.

2. Underlying anxiety about the project. "Writer's block" is really performance anxiety. If I stopped working on a game for a long period it's because I'm not happy with the direction it's going and I'm not sure how to fix it or whether it's worth fixing.

That's been my experience anyway.

[Poll] Alternate Gameplay

I thought about it more and I want to amend my earlier post. I don't usually use the term gameplay because it's so vague. I usually separate it out into mechanics and story. But if I was going off of Sid Meir's definition of gameplay which is "A series of interesting choices" then visual novels would most certainly fit the bill. There are a lot of different definitions of gameplay which is why academics don't tend to use it.

[Poll] Alternate Gameplay

I'm guessing the purpose of this thread wasn't meant to discuss the taxonomy of games but I do feel like I have to point out that games require certain elements to be games. If I were to put it very simply a game requires Rules, Goals, a Win Condition and some Player Effort. Using those guidelines, the last 2 poll options are not games. I'm not diminishing them but they shouldn't be included in a poll about Alternate Gameplay when they don't have any.

Traditionally, games take a Progression approach to gameplay. The player progresses through the game along the path the designer laid out for them. Games with storytelling ambitions tend to be games of progression. Even open-world games like Elder Scrolls have a main quest line to follow. Games that have more focused storytelling ambitions are more linear like a Final Fantasy X and have less player agency.

I don't think either approach is best but the linear, progression games are the most common. I enjoy open world games but I also enjoy linear games where I'm more or less moving along a set path. As a designer, I find games with more Emergent elements to be more interesting but as a player I enjoy Progression games more. I generally approach my own games as more linear with emergence in the mechanics rather than the world itself.

As for combat versus puzzles that's really up to what kind of game the designer wants. I put combat in one of my games that probably didn't need combat and would have been better served as an adventure, puzzle game rather than an action RPG. I've seen lots of games on here that had combat tacked on that didn't really need it. It's really something you need to consider when first planning a project.

Pale Echoes

Pale Echoes is solid for your first game. I feel the foundation is very strong and with some large improvements in the aesthetics and design tweaks this could be one of the better RM titles. The story and atmosphere of the game has a Terranigma/Dark Souls vibe which I really like. The way you reward players for exploring environments is good too. Encounters are like solving puzzles and while they are a bit trial-and-error you can sort of predict things later.

Still need to finish up the last section but Pale Echoes is a great example of what can be accomplished by a novice RPG Maker user.

How should we judge games?

That's what I thought you meant when you used "fun factor". My previous post initially had another paragraph tacked on about why I don't think a game should be rated on whether it's fun or not since a lot of my favorite games I wouldn't classify as fun to play but still fulfilling. Maybe "Engagement" is a better term?

How should we judge games?

It's good to have a framework for a review but I'm not sure about weighing the different categories. Not every game has huge storytelling ambitions or interesting mechanics. Some games make sacrifices in some areas to focus on others. Trying to apply weights is just an attempt to justify your final score. I generally know what kind of score I'm going to give a game without weighing the different components although maybe that's from writing a lot of reviews.

When writing reviews I've settled on focusing on Mechanics, Story and Aesthetics (visuals and audio). This covers most elements of games on this site and tends to lead to more balanced sections. But if a game has really interesting mechanics and not story I'll put more emphasis on that section. Same with story or aesthetics.

X-Noir

author=NeverSilent
Alright, my review is finally up and pending. I'm sorry for taking so long, I suffered from a severe case of writer's block. Still, I hope you'll find the review helpful.
Also, I have one question left:
Did you ever implement, as planned, the multiple endings and/or consequences for having too much anxiety? If so, I might have to slightly change something in my review and maybe play some parts of the game again to see the content I might have missed. Thanks.

Thanks I'll check it out.

There's not really multiple endings. The only difference would have been Eddie didn't reach out to Beth and Artie so that scene that you can't see anyway because of the bug wouldn't have triggered. It would have faded out instead with Eddie having isolated himself.

The anxiety meter had a lot of promise early on but it was never fully realized. As such it didn't have much impact on the game. Perhaps it will return as a mechanic in another game. With X-Noir it was really a case of too many ideas that didn't gel together well. It's a bit of a mess. Near the end we just focused on the parts that were stronger which were the dialogue and the investigations/puzzles.

OMNIS - the Erias Line (DEMO)

Ah I probably just missed it. I wasn't checking my mini map as often early on. Also I was playing in window mode which made it a bit harder to see since the game has a lot going on visually.

OMNIS - the Erias Line (DEMO)

Thanks for the prompt response. I'll be sure to take a look at it again in the future.

Also my last comment makes it sound like I got frustrated in the first map but I actually wondered around that entire first section and was unable to find a way to progress. I did find stairs but there was a gap. Then I returned to the start point and kept getting that repeat encounter which wore my patience down.