Jump to content

  • Log In with Google      Sign In   
  • Create Account


#Actualglhf

Posted 26 September 2012 - 07:43 AM

omg.. i just facepalm..


Nothing he said every implied he was making a game, he was discussing design for games in general.

how small or big is my niche?

If he is asking about his niche, he wants to sell a game, then he has to make one. If he only wanted to talk about the design in general, his whole last section would be missing. For a discussion thread, it asks the wrong questions. Did you see any questions in his post about game design?

Now to you, glhf

where have i ever said anythign about that im making a game?

Then why are you asking about niches? You even talk about you writing the story in your next post and about presumably "your game studio". So what are you doing now?


I am talking about the player audience that are like me that like doing evil stuff and can't stand doing heroic things in games when I talk about my niche.
I haven't said anything about having any studio, Where did you get that impression from? Quote plz.


And I see ur point that if im evil i shouldnt make heroic quests.
...But if ur just one guy doing everything then u dont got a choice...

What?! NO! Where did you get that one from?
I meant that good and evil questline first seem dangerously simple. And if you go for the simple way, it most likely will be bad.
What is the fun of making good or bad decisions? Like you said, most of them are very boring, the evil part is funny, but like in the first fable, it didn't matter what you did.
Generally, decisions that involve a dilemma are interesting, but you have to have a storyline that sets is up, that leaves the player with questions to think about.


Good, We somewhat agree on something at least..
I did say in my op that I don't like when they put in zero effort in giving us moral choices by just adding a demand for money for example.. but you still end up doing the same things anyway.

Either way, if you want a good game with meaningful choices, you have to put a LOT of work in it.


This is what I also said in my OP..
I said that making good evilvsgood choices/dilemmas in a rpg is easier said than done.
That it would take a lot more work.

But work isn't the only thing, the story also needs to set up the choices. The player has to care about it, and work doesn't make that happen. It starts with you caring about the story itself. If even you don't care about it, why should anybody else?

Which brings me to the last point, which you did responded to, with this:


all studios have to thikn about costs
just an extreme example so u can understand...

you completely missed the point. You are here, asking what story you should make, so your income is higher than your cost. You didn't ask how you make it fun, what the difference is between fun and boring choices. You'd like to be a business man. Making money from your work is not a bad thing. The bad thing about what you seem to do is, you ONLY care about the business side.

If you are not passionate about what your game, your game is going to suck. I haven't seen you care even one bit about what you do.
Imagine a teacher. The best teachers are passionate about what they teach and about teaching itself. I've never had a teacher who didn't care and who was good in what he was doing.
Passion doesn't make you good, it is your driving force to get good.

I saw many opening posts here, this is the first one that didn't ask a real question about the actual game design. You talk about the storyline like you could sit down and make it in a few days. And you seem to think that making a sellable game is that easy.
So my suggestion is that you don't think about selling it, start to have fun with what you are doing and start asking questions about how you could design a good rpg game that incorporates choices.

If you respond, please take some time and write it in proper english.


I don't understand where you get the impression I don't care about that a game should fun and good storyline?
Just because I mention the word costs/money? You know you can make a fun game AND do it work/cost efficiently at the same?
That is part of being a good dev.. you can't ONLY think about fun.
If I didn't care about that games should be fun and interesting then I wouldn't of made this thread and saying I am dissapointed in how meaningless and boring morale choices we get in a lot of games. Because making these simple and boring morale choices is the most cost efficient way most probably.
So I'm obviously not only thinking about money.

After reading everything you have said I am assuming that you think blizzard is an amateur studio?
Because they definitly think about money like hell... and they think about player audiences etc... costs.
They don't make fun stuff if there's not enough audience for it to make it worth while.

That's one thing I wanted to find out in this thread.. if my niche of evil players are enough in the singleplayer rpg genre.
To put in all the work to make a meaningful and interesting morale choices... that changes the storys path etc.

One thing I learned from replies is that making evil choices doesn't have to be only fun for the evil players.
It will also be fun for heroic players because..
I'm not sure how to word or explain it exactly but..
Without evil there can't be any good..
It's more "interesting" to do the heroic deed when you were faced with good vs evil dilemmas.

#1glhf

Posted 26 September 2012 - 07:33 AM

omg.. i just facepalm..


Nothing he said every implied he was making a game, he was discussing design for games in general.

how small or big is my niche?

If he is asking about his niche, he wants to sell a game, then he has to make one. If he only wanted to talk about the design in general, his whole last section would be missing. For a discussion thread, it asks the wrong questions. Did you see any questions in his post about game design?

Now to you, glhf

where have i ever said anythign about that im making a game?

Then why are you asking about niches? You even talk about you writing the story in your next post and about presumably "your game studio". So what are you doing now?


I am talking about the player audience that are like me that like doing evil stuff and can't stand doing heroic things in games when I talk about my niche.
I haven't said anything about having any studio, Where did you get that impression from? Quote plz.


And I see ur point that if im evil i shouldnt make heroic quests.
...But if ur just one guy doing everything then u dont got a choice...

What?! NO! Where did you get that one from?
I meant that good and evil questline first seem dangerously simple. And if you go for the simple way, it most likely will be bad.
What is the fun of making good or bad decisions? Like you said, most of them are very boring, the evil part is funny, but like in the first fable, it didn't matter what you did.
Generally, decisions that involve a dilemma are interesting, but you have to have a storyline that sets is up, that leaves the player with questions to think about.


Good, We somewhat agree on something at least..
I did say in my op that I don't like when they put in zero effort in giving us moral choices by just adding a demand for money for example.. but you still end up doing the same things anyway.

Either way, if you want a good game with meaningful choices, you have to put a LOT of work in it.


This is what I also said in my OP..
I said that making good evilvsgood choices/dilemmas in a rpg is easier said than done.
That it would take a lot more work.

But work isn't the only thing, the story also needs to set up the choices. The player has to care about it, and work doesn't make that happen. It starts with you caring about the story itself. If even you don't care about it, why should anybody else?

Which brings me to the last point, which you did responded to, with this:


all studios have to thikn about costs
just an extreme example so u can understand...

you completely missed the point. You are here, asking what story you should make, so your income is higher than your cost. You didn't ask how you make it fun, what the difference is between fun and boring choices. You'd like to be a business man. Making money from your work is not a bad thing. The bad thing about what you seem to do is, you ONLY care about the business side.

If you are not passionate about what your game, your game is going to suck. I haven't seen you care even one bit about what you do.
Imagine a teacher. The best teachers are passionate about what they teach and about teaching itself. I've never had a teacher who didn't care and who was good in what he was doing.
Passion doesn't make you good, it is your driving force to get good.

I saw many opening posts here, this is the first one that didn't ask a real question about the actual game design. You talk about the storyline like you could sit down and make it in a few days. And you seem to think that making a sellable game is that easy.
So my suggestion is that you don't think about selling it, start to have fun with what you are doing and start asking questions about how you could design a good rpg game that incorporates choices.

If you respond, please take some time and write it in proper english.


I don't understand where you get the impression I don't care about that a game should fun and good storyline?
Just because I mention the word costs/money? You know you can make a fun game AND do it work/cost efficiently at the same?
That is part of being a good dev.. you can't ONLY think about fun.
If I didn't care about that games should be fun and interesting then I wouldn't of made this thread and saying I am dissapointed in how meaningless and boring morale choices we get in a lot of games. Because making these simple and boring morale choices is the most cost efficient way most probably.
So I'm obviously not only thinking about money.

PARTNERS