Jump to content

  • Log In with Google      Sign In   
  • Create Account

sunandshadow

Member Since 23 Apr 2000
Offline Last Active Today, 04:46 AM

Posts I've Made

In Topic: Anyone here interested in real time strategy games and game design theory?

24 June 2016 - 03:15 AM

Here are some different links to materials about children's higher tolerance/desire for repetition.

 

Parenting magazine article:

http://www.parents.com/toddlers-preschoolers/development/behavioral/why-toddlers-love-repetition/

 

Two Forum Threads:

https://www.reddit.com/r/askscience/comments/3t7o17/children_seem_to_have_a_much_higher/

http://webcache.googleusercontent.com/search?q=cache:4xvYx_7X684J:notgames.org/forum/index.php%3Ftopic%3D656.0+&cd=17&hl=en&ct=clnk&gl=us

 

Psychology Book on Amazon (lots of technical language)

https://www.amazon.com/Psychology-Entertainment-Routledge-Communication-Jennings/dp/0805852387/ref=sr_1_1?s=books&ie=UTF8&qid=1466759521&sr=1-1&keywords=psychology+of+entertainment


In Topic: Anyone here interested in real time strategy games and game design theory?

23 June 2016 - 06:59 PM

Children have much much higher tolerance for repetition than teenagers and adults.  Your brain actually changes as you age - and it doesn't change just once, but at least three significant changes at different ages.  People over 20 (well, it varies by a few years between individuals) have an increasingly difficult time finding anything that is unfamiliar enough to trigger that learning-pleasure that children get from lots of things.


In Topic: Anyone here interested in real time strategy games and game design theory?

23 June 2016 - 03:08 PM

Yup - this is a community where you have several people who each have a few thoughts about RTSes, most of which aren't so extremely interested in RTSes that they would want to contact you privately.  So if you want to harvest all of those thoughts it requires a public discussion.


In Topic: Why Are Fantasy RPGs so Popular?

22 June 2016 - 08:46 PM

IMO ChronoCross had 2 main problems.  The big one was that there were just too many characters for the player to care about most of them.  The less important one was that the combat was kind of boring.  This was kind of related to the number of characters, because perhaps if there had been fewer playable characters each one could have had more of a strategic variety of abilities and/or equipment.  A possible third small problem was that the story was aimed at a fairly young audience, pretty much excluding all the people who had played Chrono Trigger.  Audiences of that young age at that time seemed to not have patience for turn-based combat.

 

As far as Final Fantasy goes, I myself couldn't get into the series until 7, and to me PS 1/2 JRPGs are the good ones, the ones I'd look to when designing one.  Which leaves me excluded from the gamemaker community and gamemaker-made games because they're all the generation before that.


In Topic: Dungeon - tactical combat (static or tile-movement)

21 June 2016 - 03:17 PM

Oh, like Card Hunter?  I really liked the tactical combat in that game.

http://www.kongregate.com/games/BlueManchu/card-hunter


PARTNERS