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• Hiiii, so ive been studying marketing in my own time and I have experiments i wanna try do to past recorded strategies of other marketing strategies. Also im on Redbull, Dr Pepper and a 48 hour energy mixture soooooo excuse my preppy nature on my typing and grammer usage.
As far as I can see I have a theory (actually I got hundreds of these), so as far as I know a game doesnt necessarily need to be advertised to be sucessful from the content publishers themself. There are other means to counter the forceful advertisment. Yea im not speaking of reviews and playthrews to go up in search ranking and relevancy tho that is a tactic that happens on its own.
Sooo whats on my mind today is that online games pretty much baits the players to spend money to look smancy, now what if the fancy panties were to be grabable in game without the need to spend actual money. Then no one would spend anything right? What if i told you there is a way to trick players mentallity using this method in order to get them to spend money. Your probably thinking to yourself "go to sleep Anthony you are drunk"... Im energy high theres a different... If a function were to be available in game for free then by all means players would go the free route, now if the free route was difficult to achieve the player would quit the game and you will have a fanbase on those rage quiters (Dark Souls, and binding of isaac). If the free route was easy to perform yet very time consuming and grindy then thats more hours spent on the game. Now heres the trick, what if the option to purchase instead of grinding was available?
Then the players would think, would they spend a full hour trying to fetch the item, which in a working net worth terms 10$... Or would they rather spend 3$ to get the item right away.
[deleted by moderator]
This weird drink mixture is making me lo key depressed.

• Hi! I am new here, so if I made some mistakes tell me about it. Also English is not my native language.

Let’s start. I am part of a young gamedev team. Now we don`t even have a title.
Shortly about a game. Our project is a T-RPG in the style of a bright noir (the closest example is L.A. Noir), where the story revolves around the misadventures of a private detective and his mixed team of comrades-in-arms. The main rivals are not only gangsters who have entangled the city with criminal networks, but also policemen who disagree fundamentally with the methods of the main characters. But at the beginning we faced with a lack of statistic information.

• Hi everyone!

Let me represent my first game.

It's mix of arcade and logic (just a little).

Play Market:
Gameplay:

Spiteful UFOs seized the hedgehog commune. Four hedgehog fighting commandos will not give them any chance to destroy it.
Be the fifth member of the team.
Destroy alien’s bases!
Use the commandos’ features to seize and destroy aliens’ bases.
You won’t be able to clean the commune from hateful aliens without rationality, speed and agility.
- 40 fascinating levels in different parts of the world;
- 8 different locations.
I'll wait for yours feedback. It's very important for upcomming updates!
Thanks!!!

• By oranssi
This is an adult psychedelic fighting game with spirits of the natural elements.
Choose your character to represent an anthropomorphic version of the different elements.
Earth, fire, air, water and more. There are 28 Archelemental spirits to choose from.
Take on challenges to unlock goodies such as NSFW content, new areas and even make
your own Archelemental to play and to share it with others.
https://www.patreon.com/posts/free-for-all-of-17591313

• I don't know if it's possible, but it'd be real nice if we could customize our front page portal.  I just noticed the current layout change when I logged in, and I found it quite jarring and busy looking.  I mean, I'll get used to it, so it's no big deal.  But still, it'd be nice if we could define our own layout. Also, you could offer it exclusively to one (or more) of your GDNet+ tiers, thereby incentivizing people to sign up for that feature (I would upgrade my account for this + ad free in a heartbeat).
To give an example: I really don't need (or want) the sections about contractors, game jobs, image of the day, upcoming events, who's online, etc...  It'd be nice if I could hide these or collapse them in some way.
I know this would not be trivial to implement, but if ever you get everything done, and you're so totally bored that you need something to do, then this is something you might want to consider?

# Dialog Writer in Need of Some Feedback

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Hi there!

My name is David, and I've been writing stories for several years now. I'd like some feedback on two public samples I recently wrote. Yet enough with the introductions, let's get to the meat of it:

Sample One, Mass Effect: Andromeda Alternate Prologue.

For this project I changed around the main characters and setting. The player now controls Alec aboard the Nexus. This made more sense to me, as the Nexus-being the first ship in Andromeda-should've had a Pathfinder with it. Moreover, the drama of the Nexus riots seems to establish much of the intra-factional conflict. Act 1 is what I have so far, and it's already half a book long. When it comes to game dialog, I try to give weight to every choice the player makes (hence the length of the document).

Choice is always a major factor in any Mass Effect game (yes, even 3), and I tried to emulate that here. The first choice the player makes is whether to delay some enemy reinforcements or shoot them out into space. This choice affects the dialog between Alec and SAM; and, in future Acts, it would help determine SAM's independent actions. The player's second choice concerns how to deal with the Nexus riot leaders. The player is given three options, two of which have their own sub-options. These choices can remove future bosses, as well as add to Alec's combat party.

Like with any project this size, I don't expect people to read all of it; yet, I would certainly welcome some feedback.

Also, Here's the Decision Tree for Act 1. In case you want to preview/track the choices I gave the player. Andromeda Act 1 Decision Tree.pdf

Note: I posted the Andromeda rewrite on the appropriate Reddit, but I only got a couple of responses.

Sample Two, End of the Imperial Line

This is an original project (i.e. I didn't use a pre-existing IP). The End of the Imperial Line takes place around 1890's London. An assassination plot against the Queen serves as the catalyst for the story. Episode 1 begins when three cops storm a train to find the would-be assassin. Players control Johnny Badger, a normal street cop. Johnny must interview the 9 passengers and use their testimonies/evidence to identify the assassin.

Episode 1 is kept short and contained. That said, it is ironically about as long as the previous mentioned project. Surprisingly, having 9 passengers answer the same 3-4 questions can add up to quite a bit. Especially when you try to make each one stand out.

Feedback is very welcome on this project. However, please don't bludgeon me too much about the accents (or lack thereof). I was trying to get this one done in time for a job application.

These projects can be found at:

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Hm...The first thing I see here is a formatting issues. Most game studios these days use screenwriting software like Final Draft and want to know that their writers can use the software and know the format. It's just a bit different from what you have here. I am attaching a screenshot to show what the format should look like. Note that it's a rough draft of a Supernatural spec script, and may have a few typos, but it's a good example of the formatting. If you need a bit of help, I'm always willing to help!!

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Thanks for the feedback, Gambit. I've already started looking into the software. I'll see which price option/release fits my needs best, as well as maybe shop around for alternatives. That said, does it damage my examples to submit them as PDF's; or, would using a program like Final Draft simply make it more appealing (to a studio I mean)?

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Final Draft, and most other screenwriting software converts to PDF anyway. So it's best to send PDF files. If you would like to use something that's free, I am using Trelby right now, and it's actually quite good. They're pretty much all the same. They just don't have all the extra bells and whistles on the free versions. If you want to check it out, here's a link. It'd fairly easy to use. http://www.trelby.org/

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Thanks, I'll check that out. In either document, did anything about the dialog or story stand out to you? Good or bad.

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It looked like it was good. Remember, it is good to have fiction samples as well. It depends on what kind of role you want to play. Whether you are writing dialog for the game or adding to the IP through books and that sort of thing. Some have their writers do that.

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Understood, I have some fiction samples already in my Public Portfolio. Or do you mean an original concept script? Because that's what End of the Imperial Line is meant to cover. I put did the Andromeda script and Imperial one to show that I can work with both an original and existing IP.

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No. As writing samples, don't present anything original to them right away. Unless f course it's copyrighted or registered with the Writers Guild of America. Unless of course you don't really mind. Mostly they want to know if you can write in an existing IP universe. So what you have is good.

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Thanks, and yeah I never put up anything that I don't mind losing. That's why my portfolio is as small as it is, I've mostly worked on projects with small groups, meaning that's work I can't share until the product's finished. You seem to know a fair bit about this; so, aside from getting into a program like Trelby or Final Draft, what else might improve my employment chances/portfolio?

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Publishing might. Selling any kind of screenwriting is incredibly difficult. It's far easier to publish fiction.