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PicklePet

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About PicklePet

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    Design
    Programming
  1. I'm only going to try this once, since the pulse here is pretty slow and I don't want to annoy the community (that badly). I would love to have some one to talk to regularly (and probably casually) about why games work or don't. I haven't met any one who really wants to dissect them yet, just people who like to leave it at "it's good" or "it sucked". It's a conversation vein I feel a little starved of. It'd just be nice to have a buddy I can mention anything to, as opposed to fishing around on forums for other people to respond or finding an existing thread. But y'know, if I've had so much trouble finding that person until now I somehow doubt they're suddenly gonna pop up, even here. But if I don't try I'll never find one! Some games that I really like: Banjo Kazooie, Don't Starve Together, Final Fantasy 6,7,8,10,12&tactics, Undertale, The Last of Us, Bioshock, Dragon Age 2&Inquisition, Heroes of Might and Magic, Tetris Attack, Wario's Woods, Portal1&2, Beginner's Guide, Stanley Parable Games I had fun playing: Ib, Assassin's Creed 1&2, Katamari Damacy, Super Monkey Ball, Kirby's Dreamland 3, most Mario games from Bros. 2 for the NES through Galaxy, Donkey Kong Country 1&2, Dark Souls, Rogue Legacy, Many Harvest Moons, some League of Legends, Grandia III, Jade Cocoon 2, Azure Dreams, Disgaea 1&2, Spelunky, The Wolf Among Us, Ogre Battle 64, LoZ Ocarina of Time, Medievil, Fire Emblem (GBA), Risk of Rain, even Pokemon once upon a time (pokemon stadium's minigames could be surprisingly fun), Suikoden, Chrono Cross, Secret of Mana, Legend of Mana, Shadow of the Colossus, Starcraft (the first one), Star Ocean Second Story, Tales of Symphonia, DDR, Rhythm Heaven, Pikmin, Mass Effect 1&2, Cave Story Games I'm sadly not very interested in: Counter Strike series, Halo series, most fighting games (I can enjoy tekken but I think that's more to do with who I play it with), sports games, most 'simulator' games, racing games, Final Fantasy XIII & XV, Mass Effect 3 & Andromeda *wretches* And there are a ton of games I haven't played that I would probably really like - like Chrono Trigger, Twilight Princess, the Mother/Earthbound series, Persona, more Tales of, Half Life, etc. Also I'm a fan of the youtube channel Game Theory. That's not to say I agree with every video, but overall it's entertaining and promotes observation & analysis. Kind of stuff I'd probably say: Dragon Age (and Mass Effect) were breakthrough series most notable for their excellent and branching dialogue. While you generally don't go too long without a spoken scene, party banter is an excellent feature that keeps the personality of the game alive while slogging through dungeons or wandering around lost on a quest, and they flow completely naturally as real spontaneous conversations do. Their greatest fault is being so good that you're disappointed if they're interrupted (which is very easy to do, since they start randomly). ---Ironically, my thread was moved to this forum by a moderator, but I don't have enough posts to post here yet, so I have to edit my first post in order to publicly respond.--- Reply to ScoutingNinja: I have not tried GameFAQs specifically, and perhaps I should. However the general problems I run into when trying to talk to some one the way I want to are like this: "Aren't you overthinking it?" "It's just a game." response to a long ponderous statement, "Yeah/I guess so/I have no idea," or even, y'know - just not responding to me any more. I assume all these sorts of answers come from the other party not being interested in the way I'm trying to look at things. Thus why I thought maybe a forum of people interested in game development would have a chance of holding the kind of person I'm looking for. Is wondering why mechanics are enjoyable or how they can be altered to be more enjoyable not along the veins of game design? Very good point and I will probably post some such threads in the future. However I am looking for 1 to 1 interaction on a chat service more like skype or discord because the style of conversation is completely different. Forums tend to run like debates - posts are often long, well thought-out and responses come slowly. They're a great thing! But they're not the same as "just talking to some one", where thoughts can be a bit more loose, spontaneous, free - I can say something and not worry about it being tackled by 5 hypothetical counter-arguments, and I don't feel like I'm sitting in a fishing boat waiting for anything to bite. I don't think I'm quite doing this explanation justice, but I'm sure you know very well the difference between the two modes of communication. I used Counter Strike as an example because I didn't want to say "all FPSs", because Bioshock and Last of Us are FPSs. I suppose I could have said "multiplayer FPSs" instead, but that's also not true because I enjoy playing those with small groups of people in the same room. I don't like playing competitive FPSs against strangers, especially in team settings because I am not good at them nor do I have the desire to improve my skills when I'm getting flamed from all directions. (You might be wondering how I ever play League of Legends - I do it with friends and I don't do it often) I'm a sensitive soul and I don't take bashing well - if some one rips the hell out of my art or whatever, that's one thing, because I know I can't be universally liked and I'm doing it for my own satisfaction or goals - but if people are ripping into me when I'm just trying to play a game and have a good time, I can't. That's not fun to me. Also I'm extremely introverted. I'm sure it's a great franchise and I would play a bit to learn more about it, but that's about it. I don't know of any other games before them (especially for console) that had that amount of script (it basically reads like a novel) that the player could really interact with to a great extent. The responses you pick in a conversation really can lead it down a completely different path. In many games I've played you have the illusion of choice but you get a universal response or end result. I suppose there was The Witcher (also made by BioWare) released 1 month before Mass Effect 1, but I believe both DA and ME are better reviewed and received more critical acclaim than The Witcher. Also speaking of novels, I know there's a whole genre of visual novels that I don't actually know much about. But perhaps that's my point - as your average consumer I've heard of Dragon Age yet I haven't really played a visual novel, so it was a breakthrough to a certain demographic. Also visual novels as I understand it don't involve much game play outside of dialogue options, so DA/ME are a breakthrough in bringing expansive dialogue together with other full-game styles of gameplay - kind of like a, "why shouldn't dungeon crawlers or FPSs also have deep, interactive compelling plots to them?" That's how I see it at least. Please feel free to contest me. Thanks for responding to me! I was expecting no answers, but I suppose I should have equally been expecting this - a very forum style response. But you've been helpful.
  2. PicklePet

    How do you balance gaming and game dev?

    This is very slightly off topic, but after reading all the posts here I'm wondering something: What does everyone here think about AAA game designers vs. smallish indie developers in terms of the overall quality of the games they put out? So obviously AAA games have big teams and huge budgets, but indie games have innovation and 'passion' (the-hard-core-gaming-nerds-that-love-games-so-much-they-wanted-to-make-one that the OP seemed to be idolizing). Do you think the two categories can/do on average come out equal in overall quality? Do you seem to enjoy one more than the other, or do you think your like or dislike for a game has nothing to do with these categories? Do you think the AAA model is working, or a little broken? (I'd just like to say also I realize not all indie games are made with passion, it's just that most of the ones that make it to the surface of the public's attention probably are)
  3. PicklePet

    New game prototype: R.O.W

    Hi, I tried out your program. Cool that you got a working piece! However as a consumer of games and just from my life experience, I feel pretty confident in saying a game based on math is a bad idea. Can you think of any that were big hits? And I know most games have some mathematical aspects in them, but usually the game calculates the answers for you. Most people do not enjoy doing math, or if they do, they're at a much higher level than simple addition and subtraction. The main demographic for mobile is children, teenagers and young adults. If you look at successful mobile games they're all very simple and very visual. If you want to stick to a snap-decision answer model, I might suggest something that has more to do with colors and shapes. If you really want something to do with numbers, counting questions might work alright (example: how many cats are there on screen). And then aside from, there need to be more levels. Each successful round should award the player points that they can spend on something. Having a goal to work towards so they can buy "that thing" can keep some players in a game that might otherwise be a bit monotonous to them.
  4. Thank you both for the replies! Just ordered a copy of the C++ book and will be sure to look more into the Level Up one. Also glad for the chart, Marcus - interesting to see a few of the different programming specialties. If I had to guess, I'd say there's probably many more roles within "gameplay programming" mostly? I'll try to do more research myself. The hot rod modeling is very cool to watch - I remember I took a 3D modeling class in junior high from a professor who didn't really know how to use the program. Nice to finally see how it's used for real. Haven't even gotten half way through, but I can tell already it will definitely give me a better idea of the steps of modeling. I'm getting far ahead of myself here, but I have to admit it really makes me curious to see the rigging, animation and coding steps that come after. Any ways, thanks again!
  5. I want to learn more about game design and programming. I basically know nothing, so I want comprehensive overviews to build a foundation. All I have is your standard background of growing up playing games, but no study, vocabulary or experience creating a game. I messed around with actionscript in flash once upon a time, but I was mostly copy-pasting code out of tutorials - so I learned almost nothing. The scripts did what I wanted them to, but I didn't understand why they worked, or I wouldn't be able to tweak them if I wanted something to work a little differently (at least not without fumbling trial and error). "Why"s and "how"s are very important to me - I don't just want something that will work in most situations, I want to know when something will work in which situations and why. I've tried sort of limp-wristedly to 'teach myself programming' once or twice, but perhaps I chose some poor resources - the principles weren't getting through to me at all. I guess maybe I'm saying I don't have a natural knack for it, I may need something that breaks the concepts down pretty simply (but preferably without over-simplifying a concept into an inaccurate analogy, if you know what I mean). And if possible, I'm interested in something that isn't specific to one programming language - although perhaps I can be convinced otherwise, since I've heard once you learn one there are few differences between them all. If you would be so kind, I would like to know if any particular books, schools or other resources were most pivotal at your earliest stages of breaking into these subjects. Or if you're ridiculously generous, I'd be interested in picking some one's brain via messaging. I'd even give a gander to review blogs or youtube channels, if you think they're good. Also in case it has any bearing on what one would suggest to me: I'm typically most interested in narratives, strategy, and puzzles - but I've certainly enjoyed some platformers, beat 'em ups and FPSs. Some more specific topics that interest me are: Game production workflow - what stages it goes through and all the positions that have a hand in it (both small indie games and AAA titles) The evolution of gaming genres with technologies and their place in the modern society What unique advantages story telling through gaming has (interactivity) and what challenges to writing that comes with The future of interactivity with open betas, patches, feedback forums, online play, etc.
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