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sunandshadow

Member Since 23 Apr 2000
Offline Last Active Today, 05:10 AM

#5274701 Why are there no AAA games targeted towards the young adult audience?

Posted by sunandshadow on Yesterday, 04:59 PM

 

 

Female readers tend to be more hostile to female protagonists than male readers are to male protagonists.  Women tend to judge other women more harshly than men, and the main character of a book is practically set up to be judged.

 


Hopefully without going too far off-topic, have you an explanation for why this is, or perhaps a link to one?

 

There is a lot of material available on the topic of why women are critical of each other:

https://www.google.com/search?q=women+critical+of+each+other&ie=utf-8&oe=utf-8

To sum up though: Historically women have been valued by men for their bodies and bodily properties such as youth, and women have been valued by other women for their behavior, while their appearances, political power, wealth, etc are a strong source of jealousy for other women.  By contrast men have more often been valued for their performance and achievements, as well as their possessions.  Women might be jealous of men's social freedoms or power and wealth, but men and women aren't usually in direct competition with each other; it's rare for anyone to be intensely jealous of someone of the opposite gender (though transgender or gay individuals might be in more direct competition with the opposite sex or each other and intense jealousies may occur there.)  To me the interesting side of the question is why men aren't more often jealous or critical of male protagonists.  There are certainly men who prefer female characters (e.g. the adult male bronies who love the almost entirely female cast of My Little Pony) but that's probably 30% or less of male audiences.  In studies of erotica preferences, there is a noticeable percentage of both straight men and straight women who reject seeing their own gender in erotic situations due to some mix of jealousy and repulsion.  But women seem to experience this with non-sexual fiction as well, while men don't as much.




#5274688 Why are there no AAA games targeted towards the young adult audience?

Posted by sunandshadow on Yesterday, 02:03 PM

 


YA books tend to be targeted to adolescent and preadolescent women, because that's who reads them.

I don't think that's entirely accurate. YA fiction is only majority-female by a small margin - data's a bit scanty, but looks like about 65% of YA authors are female. And female protagonists are even less common, despite the outsize popularity of a handful of series in the last 5 years.

 

Science fiction as a whole is very heavily slanted in the other direction - most authors are male, and even female authors write majority-male protagonists, presumably to fit in.

 

Female readers tend to be more hostile to female protagonists than male readers are to male protagonists.  Women tend to judge other women more harshly than men, and the main character of a book is practically set up to be judged.




#5274686 Why are there no AAA games targeted towards the young adult audience?

Posted by sunandshadow on Yesterday, 02:01 PM

My personal experience with trying to read YA fantasy and science fiction is that they are frustratingly dumbed-down (specifically in terms of plot) compared to regular adult science fiction and fantasy.  I'm fine with the teen characters, I love romance, but damn am I sick of simplistic repetitive plots about people running for their lives or cowering from political oppression.  But game stories are just as bad, I'd be happy to never again see another high fantasy with elves, dwarves, demons, and a side of political backstabbery and assasination.




#5272633 How do I make a good open world? (not engine specific)

Posted by sunandshadow on 25 January 2016 - 04:53 PM

Grassy fields that feel empty seems like the easiest of these problems to tackle.  First you want to vary your grass, such that you have wildflowers or taller grasses with grain heads in some places, shorter green grass, clover, or muddy patches in others.  Then you can add a tree stump or a location where animals appear sometimes, or a fallen-apart old fence or stone wall, or a little pond...

 

Also you may want to check if you are making your mountains too small proportional to the world, that might make it feel cluttered.

 

The style of a world is something you can research and then establish with a page of doodles or several pages of rough sketches.  An iterative design process in general is a good method for getting a consistent feel.




#5269729 Contrevertial Simulator Idea - Feedback Needed

Posted by sunandshadow on 06 January 2016 - 07:38 PM

It seems like the idea could be at least as popular as pandemic.  Definitely needs some humor in the design.




#5265019 Fleet Composition (a little experiment!)

Posted by sunandshadow on 05 December 2015 - 09:30 AM

1. Armored turret.  This thing doesn't really move under it's own power, aside from spinning around to aim the guns.  They are placed by another ship.  But they have crazy high defense and also accurate sniper cannons.  Maybe they are controlled by cyber pilots on the mother ship, or maybe they are normally automated but can be taken over by a human controller if necessary.

 

2. Barque.  This is a small, fast, agile ship.  It can carry a small cargo of armored turrets, heat-seeking missiles, or big bombs.  If they are not carrying missiles, their only real weaponry is gatling/strafing guns or lasers.  It can land in atmosphere or dip through atmosphere to come back into space, in maneuvers most ships can't do.  Holds a small crew - maybe 4 or 6.  Not intended for extended use away from the mothership, as they don't have kitchens, laundry facilities, or any but the most minimal showers.  Can function as a small shuttle or drop-ship by filling both the bunks and the bridge with people.  Vulnerable on the ground.

 

3. Stealth ATV.  This is a 1-2 person vehicle which has no weapons; it's extremely good at hiding and capable of functioning as an escape pod that hides survivors from hostiles or as a delivery vehicle for a spy or assassin.  It is capable of returning on auto-pilot after dropping a person off, capable of operating completely on autopilot while containing a bomb or bio-weapon, and also capable of underwater operation.

 

4. Galleon.  This is a hunter/tracker/patrol ship.  A medium-sized crew can live comfortably on them, and one is a good token military presence in a friendly system.  They cannot go in atmosphere or land, but they have either 2 barques or 1 barque and a cluster of stealth ATVs.  They are capable of interstellar travel, and have some specialized sensor equipment that the mothership doesn't have.  They can only hold a small amount of cargo, but are used for rush deliveries of vitally important stuff.  Retired, de-weponized galleons function as busses or ferries, in addition to picking up small cargoes from asteroid belts and places like that.  There are also science galleons which swap out most of their weapons for science equipment.  They do stuff like orbit a planet and study it.

 

5. Mother ship.  This is an armored carrier capable of carrying a ton of people and cargo between star systems.  It has comfortable apartments, lots of computer power, and the bureaucracy that controls the smaller ships.  Its manuverability is pretty terrible, but it can go fairly fast in a straight line.  It has multiple bays where the Barques, Stealth ATVs, and Armored Turrets live when not in use.  They can be used for colonization or as a military school with some changing around of equipment and personnel.

 

 

Oh, numbers... proportions in the fleet would be something like 1 Mother ship : 6 Galleon : 18 Barque : 30 Stealth : 30 Turret  You wouldn't normally see 2 Mother ships in the same place unless it was a shipyard, a shore leave station or planet, or a major battle in a war.  Unimportant systems would pretty much never see anything but a Galleon and it's smaller vehicles.




#5262345 Allow player custom items?

Posted by sunandshadow on 16 November 2015 - 08:02 PM

 

 Even if someone uploads a Let's Play of your game to youtube and his character has a custom penis sword, that's not actually bad publicity.  It does seem likely that players will go around your cost algorithm if they can, though.  If that kind of thing can be hex-edited without too much difficulty, it will be.

 

 

I'm not too concerned about obscenity or cheating. Cheating probably matters more for multiplayer, but if someone wants to cheat in single player, that's their business. Besides, the item cost isn't contained within the external file, but is calculated internally during asset-loading.

 

I don't plan on hosting any copyright violations or obscene items, but any attention they bring will be welcome.

 

They would do something like stick the already-made item into their inventory or a chest in the game, rather than try to alter the cost.  But yeah, basically in a single player game who cares if the player cheats.




#5262282 Allow player custom items?

Posted by sunandshadow on 16 November 2015 - 11:31 AM

If there's no multiplayer, it doesn't seem like there would be a problem.  The reason for rarely seeing it is probably that most players won't put the effort into modding the game.  But the ones that do will probably upload their content to the internet somewhere for others to download and play with.  Some of that custom content will be copyright-violating or obscene, but again this isn't really a problem in a single-player game.  Even if someone uploads a Let's Play of your game to youtube and his character has a custom penis sword, that's not actually bad publicity.  It does seem likely that players will go around your cost algorithm if they can, though.  If that kind of thing can be hex-edited without too much difficulty, it will be.




#5260705 What makes a City Builder fun?

Posted by sunandshadow on 05 November 2015 - 08:53 PM

Another aspect I don't think we've touched on yet is I love city builders which have an aspect of cleaning up the map as part of the expansion process.  Rebuild and Rebuild 2 are some examples of this - they are zombie apocalypse games where you are retaking a city piece by piece from the zombies - sort of a city-builder hybrid.  And a lot of games have piles of rubble or thickets that need to be cleared away before you can build there, and give the player some kind of resource or chance for a bonus item in the process.




#5258236 Is there any space left for games about zombies?

Posted by sunandshadow on 20 October 2015 - 09:45 PM

 


I think there's more room for funny zombie games, especially if they make use of zombie animals rather than just humans.

 

I think there's room for both extremes really, animalistic zombies, and zombies that are basically people shuffling around. It's the middle ground that people seem to be getting sick of, where you have some special zombies, and most just shuffle around.

 

Specifically, games that have well thought out stories (or at least "deep" survival stories) seem to be doing well with zombies right now.

 

I meant, like, zombie tigers and zombie penguins would be hilarious.




#5258221 Is there any space left for games about zombies?

Posted by sunandshadow on 20 October 2015 - 07:30 PM

I think there's more room for funny zombie games, especially if they make use of zombie animals rather than just humans.  But I don't really see any room left for games that are just about shooting zombies who are trying to eat brains.  Also if zombies are living beings, that kind of undercuts the original reason for using zombies as bad guys, which is that they aren't actually people and have no right to life, thus it's unequivocally good to slaughter them.




#5258164 rpg. high level gameplay. stone age setting.

Posted by sunandshadow on 20 October 2015 - 12:27 PM

How about, "Become a god?"  That seems like it would be the step above hero or shaman in stone age metaphysics.  Maybe each region of the game has an existing god or goddess, and you have to fight your way into the pantheon, then to the top of it.  It could be like "collect em all" boss battles.  And you would have to spend money to buy various god powers to beat some of the other gods.




#5256902 What makes a City Builder fun?

Posted by sunandshadow on 12 October 2015 - 12:38 PM

I'd quite like a city builder where you were a zerg overmind and the city was all biological, with grown and crossbred buildings...




#5256357 What makes a City Builder fun?

Posted by sunandshadow on 09 October 2015 - 07:45 AM

Visible errors or dangers, such as blackouts, water shortages, tornados,etc.

 

Character - There shouldn't be one generic well-functioning city, but several archetypes of successful city.

 

Humorous visuals - billboards, car accidents, wildlife, faux newspaper or letters from citizens or cartoons of NPCs giving missions

 

I personally love when the starting board is full of junk to clean up (and get resources from) and crazy terrain to tame.




#5255401 All video games have a USP. Yes or no?

Posted by sunandshadow on 03 October 2015 - 02:09 PM

You might want to look into the term "high concept" which is the arguable idea of whether movies need to be describable in one sentence to have selling power.






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