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Seongjun Kim

Member Since 22 Mar 2010
Offline Last Active Oct 28 2014 12:08 AM

#5149066 Communicating "scariness" without openly showing the enemy

Posted by Seongjun Kim on 23 April 2014 - 04:34 PM

How about showing the things that this monster has destroyed? Other humans, who, the player's character knew before, just massacred, torn apart, and scattered around, might help the horrifying setting, especially if the dead ones were stronger than the player.

 


but given that what techniques are available to show that it's getting close and keep the player on their toes?

 

Things such as only showing only limited view of the monster might help. You see a massive claw reaching out from the corner of the room for you but you can't see the whole monster? That would be scary if done right. You hear the monster walking around, stops, starts sniffing the air, and then you hear the monster suddenly start running towards you. You're at a dead end and you hear someone or something cry right next door and you have nowhere to run except towards the screaming.

 

That's all I can think of for now.




#5147552 Side-story episodic content

Posted by Seongjun Kim on 16 April 2014 - 11:31 PM

The game "Walking Dead" comes into my mind. If you can make each episode self-contained with different main characters (a protagonist) and market your game as a story-based game, I don't see much problem from it. A game doesn't have to have only 1 main character.




#5147272 [Game Mechanics][Theoretical] Income/Resource Allocation in a unique, made-fo...

Posted by Seongjun Kim on 15 April 2014 - 11:05 PM

How about scattered global objectives, doesn't have to be a neutral mob, it can be a mini flag that you have to bring it to certain risky spots, or a zone you capture after standing there for x seconds, but you're revealed while standing on it. 15~20 seconds seems reasonable.

 

Another idea is vision-control based income. You start off with X number of invisible wards that are permanent, and everyone has a skill to reveal the ward, but it has a fairly long cooldown. Revealing the ward and destroying it gives your team gold. So do you place the ward at their part of the map, allowing you to see what they're doing but risk losing it and giving them gold? Do you place the ward on your side of the map, more defensive but you wouldn't know where their team is as much.

 

That's all I can think of right now. Hope it helped




#5124147 Giving Enemy mechanical meaning

Posted by Seongjun Kim on 16 January 2014 - 09:42 AM

Diablo 2, during the end game-phase, gave an incentive to go back to a specific dungeon to farm because of the resistance to certain element, but made sure that all the dungeons gave similar item drops (in your case, it can be xp and currency).

 

I would say as long as the difficulty/reward difference is negligible, people would farm in their own preferred dungeon for that class.

 


Should I introduce farm mechanics like "to unlock a class you need currency and this shopping list of enemy parts/items"?

I personally don't like this sort of mechanics, and it's a main reason why I shy away from most MMORPGs that require a list of X items for Y rewards. It forces me to do something that I don't enjoy so I can do something that I want to. Instead, if you can make them want to go back, not just for the reward, but for the enjoyment of playing in that dungeon and then give them a reward on top of that, it's a good system.




#5109754 Multiple starts for RPG

Posted by Seongjun Kim on 16 November 2013 - 01:08 PM

What do you guys think of different starting points for a single-player RPG? The different starting points will be based on the decisions you've made within the first 5~10 minutes of the game.

 

I would say very similar to how pokemon lets you choose your starting pokemon and that decision is basically irreversible since you can't get the other two starting pokemons (unless you decide to trade or use cheats). However for my case it would affect your storyline a lot more since your starting country will be completely different. Also, the players who are playing the game for the first time won't know the consequences of the decisions they're making. I think the closest example of this would be "The Walking Dead", where each decision you make affect your storyline later on.

 

My questions are:

1. How early is too early for your decisions to actually affect your storyline?

2. Would this make you as a player frustrated that the consequences of your decisions aren't so apparent?

3. Would this make you want to replay the game to see the alternate storyline you could've taken? (especially if each playthrough is only about 10~15 hours)

 

If any part of this post is unclear, I will try to explain it better. English is not my first language so bear with me.




#4953521 Weekly Discussion on RPG Genre's flaws [The "Fight" Command]

Posted by Seongjun Kim on 27 June 2012 - 06:18 PM

How about some kind of "leveling" system for skills, where if you use the skill certain number of times, it levels up and gives you higher damage?
Basic attacks would level up only so far that later on it won't be useful, so it isn't always wise to just use basic attacks. But then again you don't/can't spam the powerful skills because of the lack of proper resource. So you use the powerful skills from time to time, mixed with the basic attack, to level up those skills for later boss fights.

I feel like that should break up the monotony of mashing the basic attack, because although mashing basic attack will get you through the random battles, it won't help you in the long run, so if you want to become more powerful, you must use other skills even in the random battles.


#4944270 continuity in games?

Posted by Seongjun Kim on 29 May 2012 - 01:07 AM


Hello Gamedev, i am currently in the brainstorming phase of several different video games. I am currently
playing with the idea of making all of these games persist within the same "universe".
Given all my current ideas do not fall into the same genre of game, but i feel as though its possible to make
them all fit together like a puzzle somehow.
Is this an idea worth pursuing? Everyone i have asked so far seems to enjoy the idea, but i was hoping i could
get a more professional and peer driven opinion.


Sorry about trying to resurrect this topic, but i was away for school and was hoping i could further emphasize my idea.

Lets say game A is an Action adventure game with a character who wields a particular sword After the events of his/her game, he/she dies and is forgotten by history.
Game B(on the other hand) is a fighting game, where a character has unearthed The sword from Game A and uses it in Game B.


Do you mean like a series? Isn't that what Bioware did with Mass Effect series? One ending led to the different beginning in the next game, and so on because the later series were able to read the save file of the previous series and begin the story like that (and for people who do not have previous series' save file, they had the default data)

But the only difference now is that meanwhile the first game was FPS, second game is Fighting game. Then the third game becomes RTS, and so on.


#4944269 That was a good story

Posted by Seongjun Kim on 29 May 2012 - 12:59 AM

So you are suggesting that my main character eventually changes his personality since he is effected by the environment.


I think this part is correct. For most of the story driven games, you WANT the player's character to have some sort of progression, a growth, a change, something. That, majority of the time, makes the story more engaging and by showing WHAT and HOW this change occurred will get the players to be emotionally attached to the character, more so if they can sympathize with the character's change.

This "new personality" should be reflection of what is "right thing" in contrast to the society today.


This can either be this way or it can totally be the opposite. The character might start with doing things morally/ethically right, but then throughout the game, the outside forces (NPCs and monster killing/jumping/going through puzzles) make him become more in sync with today's society. This all depends on your plot and the character.

I kind of think that games require more of a simple story rather then complex one. How do you make this simple story a hit is using environment, astonishing environment. Shadow of Colossus (with those huge beautiful colossus approaching to you leaves a breath taking scene) as well as Bioshock and God of War used that environment to increase the size and importance of the story as well as attach people emotionally to it. So I think environment in which player plays is equally important to the story. Posted Image


This is true to the certain extent, yes video games can engage players using beautiful graphics. However, a good storytelling within the game can also engage the player. Consider IF (Interactive Fiction). There is no graphics involved, only texts. However some of those stories can be astoundingly engaging, and that comes from the complexity of the story, the deep history and background of the game world (although not a game, Tolkien's Lord of the Rings series pretty much created a whole universe, and is very engaging to the readers).

Basically, it all comes down to good storytelling. I would suggest showing your game story to other close people around you and ask for their opinion. Was it engaging? Was it too hard to understand? Which part did you particularly like/dislike? Where do you think I can improve on? etc.


#4937750 Organizing for non-linear storyline

Posted by Seongjun Kim on 06 May 2012 - 05:49 AM

Lastly, have you ever written a storyline for a game start to finish? If not, start with a linear storyline and familiarize yourself with writing interactive fiction. THEN move on to the confusing, obnoxiously complex behemoth that is branching storylines and non-linear narrative.

Yes I have, although it was pretty simple without much background story :/ Just the usual you're the hero and you have to go kill the enemy who took your loved one stuff. But I did write bunch of small stories (not for games tho) which helped me develop what I have so far. Plus, it helps that this game with non-linear story is pretty short in terms of length because of memory restraint I have (specifically, I'm developing this RPG for TI-83+ calculator which only has so much memory that if I developed a long storyline it would not fit in the calculator)

Now onto writing the story itself. Start with an outline. Starting by writing the story itself is the equivalent of trying to build a house without any architectural designs. The outline at first should incorporate only the MAJOR branching story trees. Include NO side quests or anything of the sort. Stay broad and high concept. once that is done, rewrite it. Then rewrite it again. Finally when that outline is GREAT, add in additional branching storylines, quests, etc, working your way down and repeating the process. What I mean is first you write major secondary quests into the outline, rewrite, and then make sure that is all working well. Then you add tertiary quests, etc, etc, etc, etc.

That is also what I'm doing. I've wrote a document that shows my overall outline and the description of the world that the character lives in, the history, etc, and wrote the overarching major storyline. I haven't touched on the details yet, which I plan to do now.

Both when outlining and writing the rough edition of your story, I recommend using a flow chart or a mind map. If you go the mind map route (my preferred method for outlining non-linear narratives), Freemind is a great open-source program for creating mind maps. You can find it here: http://freemind.sour...x.php/Main_Page

Wow this is amazing!! thank you so much for it :D this is exactly what I was looking for! This does seem 100 times better than what I was trying to do with powerpoint.


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