The way I look at it, it's not just a game for game designers, it's a way of providing food and shelter for your family so you had better put your heart and soul into it or else you might be out of a job.
The way I look at it, it's not just a game for game designers, it's a way of providing food and shelter for your family so you had better put your heart and soul into it or else you might be out of a job.
Oh. Thanks for that. I'll think twice the next time I make card battle games for my RPGs.
:monster2: One, AH! AH! Two, AH AH! Three, AH AH!
This all looks resonable on paper (er computer screen, w/e) but look at it like this: If you had 30 people, and you had to make a great masterpeice painting - think it would turn out just as great?Originally Posted by I'm my own MILF
Why 30 people? Because like the junkie said its what puts food in mouth and warm beds for the kids. There for you need to make sure your fiscally sound as well.
I have my own project, that I work on very slowly, and I am taking my time on it. I am trying to make sure my input is perfect for it. I am not too great with music, nor am I that great with graphics, so I may eventually get some help in this area. I may pray and hope that the music, and graphics are great, but at the end of the day - I know my contribution will be great in my own aspect.
Point is even the most sought through game (I have been planning for over 10 years - granted, much since child hood - but none the less) for a long time, and in the industry you don't get that luxury. As you want your colors to be vibrant, your code well done, the music godlike; its noble, but technology moves so fast you would be stuck restarting over and over again.
bipper
I think when you start nitpicking, it is reasonable to say "hey, it's just a game." I don't think the character designers of FFVII had any hidden message behind Cloud being able to so easily carry a gigantic sword.
Now, when there's actual symbolism, yeah, go nuts. Otherwise I just see it as pointlessly nitpicking fine details that really have nothing to do with anything.
Frankly it's their game, they have the right to make it as abstract as they want.
Word/s.
Naive view. I know you like the idea of making games and so do I. When I was writing my gamescripts, I encountered many many plotholes. Who were these new characters I was introducing? Where did he come from? What is this place they're heading for? Why is this particular item so important?Originally Posted by Craig
I had to alter parts of my story multiple times for it to make sense. I realized at times that I had added things simply because they had entertainment value. However, I had to remove them because they simply didn't add well to the story.
It's a fine and wise philosophy to relax when pressured and to realize that the world won't explode if the game your making isn't perfect. However, if you're adding things just to make the game look or feel cool, then you're destroying the credibility of the story. Despite the fact these games are mere fantasy, their appeal is the idea that the events within could really transpire . . . at least within the boundaries of that world.
Bipper, I think you've missed the point. Accidentally leaving in or out contingencies to the game are not an identical circumstance to putting in features simply to make the game more attractive. I'm not saying any particular producer is guilty of this or that any producer is beyond it. I am, however, saying that a game is belittled by extraneous features.
Last edited by Mercen-X; 03-04-2009 at 06:51 PM.
Gothcya, I do agree, my own arguements lied me aside from the point. I am still a firm believer that in the real world, games are made to quickly and often result in these silly plotholes. Again, as I said, havingso many people working on the game, it often comes down to a project manager making everything come together. This was a horrible fad, and I see it digressing now. I see Final Fantasy IX as being a great example of this. Final fantasy VII was theoretically rushed, but that one turned out fine.
/shrug thats all I got at the moment
Bipper
I believe in certain genre's it should be kept in the motion of just a game. Some people aren't mature enough to distinguish reality from game. Creators have beautiful imaginations but bringing it to the scale of real life in some genres like violence may be quite disturbing and unpleasant for the world as a whole.
And movies like Saving Private Ryan or something like that are pleasant then? Not to say people arent able to distingush something like Evangelion to real life but it still applies.
I cant wait till Mario Theft Auto. Pick from one of five characters including the Main character: Mafioso Mario!! Go around with weapons including: Shroom Grenades, Flower Power Rocket Launcher, Petey Pistol, and Bowser could shoot fire out of his ass probably.... I wish I could make that game.....
Active after a year? ZOMG.
But yeah when i DID post a year ago I was an ass to everyone. So sorry about that. You can totally tell I used to think i was "gangsta" just by my name. Boy have I changed.
Jay . . . go away. You're bugging me.
Star Trek, Star Wars, Battlestar Galactica, Dungeons & Dragons, Final Fantasy.
People who are naive enough to say, "it's just a movie" or "it's just a game" should steer clear of trying to create anything, 'cause they'd fail miserably . . . and then I'd kill them.
When you create a story, you make up your own facts to set ground rules for what can and can't be done in the story. If you don't, you get FLCL, Abenobashi, Mel Brooks productions. Having no rules in your story is great fun for parodies and cartoons; things that are meant to make people laugh instead of paying attention to non-existent plot.
However, when any set of rules exist in a story, there must be reasons for every feature included or not included. For example, the Judgement Ring system in Shadow Hearts was symbolic of leaving your journey in the hands of fate. The stronger you tried to become, the less your chances of success were in battle.
The cards in KH:CoM were symbolic of the dreamlike world of Castle Oblivion. They didn't really do anything by themselves. However, Sora's memory had been stripped (and he was remembering less the further he travelled), the cards merely helped him remember: his attacks, his friends, and his adventures.
Although the execution is really what makes it so great, FLCL actually has a very good plot.
Sure it has plot, but how do Manga shots and out-of-character conversations have to do with that plot. (i.e. "Those slow-motion scenes are hard." "What? I thought that was special effect. You're saying you did that?" or "You know what fooly-cooly means. The main character always knows these sort of things." It's funny, but it's pointless.)
I don't see how they subtract or even distract from anything.
That's not what I mean.
It's clear there's an actual story and plot, but there's nothing in there that explains how those scenes are possible, which makes the entire premise a mere jest. It doesn't distract from the story, but you certainly wouldn't take it seriously in the slightest bit, which is what the writers want: They want you to laugh.
Quote one point in the series when someone gives the slightest explanation as to how these odd things are even remotely possible and I could declare this to be a solid story.