THATBENNYGUY'S PROFILE

I am CashmereCat now.

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Twisted baubles replace my brain and I am toxic yet nice. There's a lot to me, but also not a lot going on up there, they say. PM me because I love attention, I do interviews, I do reviews, I do stuff. Here for the long haul. Gotta hustle.

I'm working on whatever I'm working on, and I love RPG Maker games that aren't traditional RPGs. Puzzlers, interactive stories, but nothing too abstract that'll weird me out. Just give me a polished gem and I'll stare at it for days, marveling at the way the light reflects just right, inner inflections, potato top pie.

I want to make games with you.

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Which message system do you guys think I should use?

The first one is traditional message system, and works reliably, as people know where to look on-screen, but it can seem a bit boring and default-ish.

The second screen is non-traditional, requires some scripting, and has people kind of looking everywhere on the screen for bubbles. But done right, it can create immersion, and give a really custom experience.

Both ways can work, it's just how you implement them. Just a few notes.


  • For the second one, try including the player picture and name. It helps you visualise the person's face when they're speaking as well.

Immersion vs. Game Mechanics

author=LockeZ
Super Mario is the exact polar opposite of a focus on immersion at the expense of gameplay.


Agreed in that the gameplay creates/supports immersion. But what kind of gameplay does not create/support immersion? What comes to mind for me is the feature-loaded RPGs with this combat system and that menu system + crafting + locksmithing + every other feature under the sun and 1000 characters, multiparty system with open-ended quests, as opposed to a simple platformer that sucks you into its experience. I'd say the 2nd game is a ton better.

Immersion vs. Game Mechanics

author=slashphoenix
You can make a game with simple mechanics good if you can create deep immersion. The kinds of players that like deep, complex mechanics might not care for it as much, but the people who love wild, emotional themes will love it. It's probably good to pick one and stick with it, rather than trying to make a game that will appeal to everyone.


That's the thing I was trying to get at. Is it sometimes better to focus on the user experience rather than the list of gameplay "systems" or "features". Games like Ico and Shadow of the Colossus capitalize on this, but even games like Super Mario -- is the plot of Super Mario an excuse plot? But yet you get immersed in it anyways.

The Screenshot Topic Returns

@alterego: It's gone in an entirely different direction. I like this direction.

here

The Screenshot Topic Returns

What are you thinking about right now?

author=mawk
if you show me an ocarina that can actually control the weather I'll change my tune 100%, yeah


there's one in Zelda

What are you thinking about right now?

author=mawk
ocarinas kind of suck

they're recorders but with a weaker sound


but Zelda tho... o_o

[Poll] Xbox One or PS4? Which one will you be buying?

PS4 looks best at the moment even if purely for The Witness. That game will blow minds beyond infinity.

I mean, it's Jonathan Blow... if he has a cult I'll join it, kind of thing.

Movie Discussion

Superman has always been a hard movie to make. The fact that he's pretty much invincible excepting a type of metal kind of adds to that cheesiness. The only good ones were the ones with Gene Hackman as Lex Luthor, and those were amazing.

"Responsibility" is the theme of Spider-Man, dudesoft :I

Also, check out this: