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FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


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Zionmoose

Member Since 07 Sep 2007
Offline Last Active Jun 29 2013 02:16 PM

Posts I've Made

In Topic: Name for Concept Character

27 May 2013 - 08:02 AM

When I lived in Australia, I got the sense that several first names was very common. Mainly using just one, of course. Like Graham George Murdoch, Benjamin Philip Ayers, etc. Maybe something in that fashion?

 

Very interesting. I will keep that in mind.


In Topic: Cryshock Studios First Game - Looking for Game Mechanics Opinions

11 March 2013 - 12:47 AM

I think that going around asking a developers forum what type of game people would like to see is a recipe for disaster. Everyone has a different answer (for example, I'm perfectly fine with a linear experience as I rarely ever really play games more than once). In fact of the few games that I've replayed in the past ten years, Metal Gear Solid 4 (a linear game) was one of them. Mainly because the experience was excellent (deep story that took multiple play throughs to grasp a lot of the subtleties to it, and a different gameplay experience from every other action game).

To me non-linear games are rarely done very well. Having a core story in a non-linear game is also pretty common, although certain people have funny personalities (myself included) that hate it when you can't do everything possible before advancing the story. This type of preference in the market is why you really need to first have a strong vision for the product, present THAT vision, and then iterate on that after feedback or market research. I think by gathering feedback too early you end up with a little bit of what everyone wants, and a lot of what no one wants.

 

 

Thank you for your feedback. I will definitely be coming back to the forums at a later time in development to get feedback on systems we already have implemented in the game. I was mainly here to spark up a conversation about the mechanics people enjoy in story rich games and to get an overall sense of what is fun for the majority. I realize we will not be able to please everyone with out game, but we would still like to make it great for a majority of folks.

 

Your little rant about what you liked about MGS4 compared to other games was specifically the kind of feedback I was looking for. Even by you just saying what you liked about 1 particular game helps me envision the things you thought were memorable about it, and that helps. 


In Topic: Cryshock Studios First Game - Looking for Game Mechanics Opinions

05 March 2013 - 08:15 PM

I don't know how I can say that in a nice manner, good story goes hand in hand with good story telling and this is via mechanics in this medium. You can't have one without the other.

 

You are absolutely correct, at least in my opinion, which is why I am here.

 

Our story is what we are really trying to tell. Some games want to let people build cities, some just want you to run around aimlessly and shoot things. Both of those types of games in their own right may not have any sort of story whatsoever. This is why we absolutely do realize that the core base we need to reach are people that just enjoy playing a game, not watching a movie. The story will be very rich and the dialog will be heavy, but how the players experiences it is currently under development. 

 

I had originally come here to ask what mechanics you would want to see in a game that is rich with story and dialog(not text); stuff that you think would make the game "fun" to play.

 

Also, thanks for the tip about dissecting games. I knew it was probably going to throw some people off a bit with those references, but there were just some "general" ideas from each of the games that I wanted to relate to.


In Topic: Cryshock Studios First Game - Looking for Game Mechanics Opinions

05 March 2013 - 07:38 AM

Question: Are you simply looking at having one main story with minor subplots which will adjust as the player makes decisions, or do you intent to include separate stories within the same game which may or may not found/experienced by the player?

 

To answer you question, any subplots you may find along the way will more than likely be their own stories to promote the atmosphere of the game, and most will not affect the overall main story of the protagonist. I guess you could call them fillers...but not in the sense that they will be after thoughts; no, more in the sense that they are there to help promote the authenticity of what is happening even if it is not directly related to you.


In Topic: Cryshock Studios First Game - Looking for Game Mechanics Opinions

05 March 2013 - 03:46 AM

Deep story and linearity is not always a bad selling point. Lets look at Uncharted and MGS series. Both series offer you a very rich story that is full of exemplary character development, thus capturing its audience. At the same time, their core game is a very linear experience. This has not deterred people from investing in either one, as they are some of the best selling out there. 

 

Now imagine though that you had such a grand story, but you didn't have that obviously linear path to walk down anymore. Your key objective is to just survive. How you survive is up to you. Let me put into perspective how it will work. The story itself is obviously a very linear entity in the entire package. No matter how the game is played, ultimately the players will all enjoy the same rich story that is passionately being created by our team. Imagine though, that the "main" story only progresses based on certain conditions. You will be in a deserted place trying to survive. You will encounter people that will allow you to engage in sub-plots that might not be related to your own story, but they will help build the atmosphere. Maybe an area you have been living in and gathering supplies from no longer bares any fruit. You only decide to move from that location because you can no longer fulfill your basic needs. Moving has always been extremely dangerous due to the nature of the apocalypse, but you have to do it. While you are trying to find another area to call home, you stumble upon an area that you decide to investigate. This investigation leads to a character dying and hence the story has moved forward. Had you not visited that location, that character would still be alive and you might experience another part of the "main" story that does not involve the character dying yet. 

 

As you can see, we want the overall outcome to be the same for all of the players, because with a story so rich, having multiple outcomes is just not something we are striving for. At the same time though, how and when you progress through that story will largely be up to you.


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