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Charybdizs

burgers

Mar 22nd, 2015
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  1. * SSNTails ([email protected]) has joined
  2. * ChanServ gives channel operator status to SSNTails
  3. <Charybdizs> hi
  4. <SSNTails> Hey :)
  5. <CobaltBW> hey ssntails, just out curiousity
  6. <CobaltBW> what's the hardest part about game design in your opinion
  7. <SSNTails> Oooh boy...
  8. <SSNTails> Probably finishing the last 5% of a game
  9. <SSNTails> another difficulty is tools
  10. <SSNTails> Like right now, I'm actually making a whole custom level editor for RPP
  11. <Charybdizs> hardest part about game design
  12. <Charybdizs> designing the website for the game
  13. <SSNTails> If you're talking commercial, marketing is at least half, if not more, of your effort
  14. <SSNTails> if you want to be successful
  15. <SSNTails> (so make something crap, and blow all your cash on marketing)
  16. <Charybdizs> yeah I'm just sorta joking/commenting
  17. <SSNTails> well, making the website is part of the marketing
  18. <Charybdizs> I have done 0 web programming but two days ago I bought a web domain and got a host
  19. <Charybdizs> and am putting together a website
  20. <Charybdizs> learning as I go
  21. <SSNTails> Integrating myBB with RPP was a cool experience
  22. <SSNTails> I'd recommend it actually if you want to have online accounts, it makes a nice login system you can piggyback on
  23. <Charybdizs> neato
  24. <SSNTails> So why do you ask, CobaltBW?
  25. <CobaltBW> like I said, just out of curiosity
  26. <SSNTails> I would be happy to share code/info with you on how to do that, Wes
  27. <CobaltBW> I'm working on a game myself
  28. <CobaltBW> and just... well, I'm doing all of the work, basically
  29. <SSNTails> Are you at least doing Unity or something?
  30. <SSNTails> I know a lot of devs advocate outsourcing everything
  31. <CobaltBW> it's game maker studio, but it's just a 2d platformer
  32. <SSNTails> like, find a graphics dude. find a music dude. find an sfx dude. use a prebuilt gamemaker whenever possible
  33. <CobaltBW> yeah, that's what I mean lol. the physics, controls, audio, and whatnot I built all by myself
  34. <CobaltBW> I might be crazy
  35. <CobaltBW> but I guess it's just a project I have a lot of sentiment for anyway
  36. <SSNTails> doesn't game maker studio provide all that?
  37. <CobaltBW> game maker's basically a jump-start on the coding aspect
  38. <CobaltBW> but everything beyond that is a bunch of concoctions on my part
  39. <CobaltBW> lately I've just been fiddling with an FMOD extension
  40. <CobaltBW> which required me to transition over from my previous sound setup (which used game maker's emitter system)
  41. <CobaltBW> sooo that was fun
  42. <CobaltBW> the more I work on the game though, the more I learn about different facets of game designs
  43. <CobaltBW> like, organizing data, the importance of good debug systems and developer tools
  44. <CobaltBW> and just making better sound, graphics, and gameplay
  45. <CobaltBW> unfortunately, marketing is not one of the things I've learned yet
  46. <SSNTails> marketing stinks
  47. <SSNTails> and a big problem is the commoditization of gaming
  48. <SSNTails> Stuff like Unity has opened game creation to everybody, and while this has good aspects, it also creates an 80s-style market crash environment where you can't sift through the crap to find the good stuff
  49. <CobaltBW> yeah
  50. <SSNTails> I also sorta feel it has cut down on creativity -- folks used to mod games instead of make them with these tools
  51. <CobaltBW> I was thinking I could just try and go thorugh the Greenlight system on Steam but...
  52. <Charybdizs> uh
  53. <CobaltBW> how do I make sure I get noticed the way something like Freedom Planet did
  54. <Charybdizs> uhhhhhhhhh
  55. <Charybdizs> okay honestly that's a really stupid statement
  56. <Charybdizs> it is in the process of CREATING an 80s style market crash environment
  57. <Charybdizs> but it's not HERE yet
  58. <Charybdizs> in general that's not a problem for people at all
  59. <SSNTails> I'm surprised it's not here yet, actually
  60. <Charybdizs> a lot of creative games get a LOT of exposure, that they actually deserve
  61. <SSNTails> like...?
  62. <Charybdizs> CobaltBW, start with interviews
  63. <Charybdizs> freedom planet
  64. <Charybdizs> dust: an elysian tail
  65. <Charybdizs> bastion
  66. <SSNTails> Here's how freedom planet did it
  67. <Charybdizs> valkyria chronicles
  68. <SSNTails> I haven't heard of any of those, Charybdizs
  69. <SSNTails> well, maybe valkyria
  70. <Charybdizs> http://www.gamesindustry.biz/articles/2015-01-08-bastion-sells-3-million-transistor-tops-600-000
  71. <SSNTails> Freedom Planet was made up of longtime Sonic Retro folks
  72. <Charybdizs> you must not watch the indie market much then
  73. <Charybdizs> because those all achieved some pretty decent success
  74. <Charybdizs> like
  75. <SSNTails> and once you're in-bed with them, you can get a lot of favors
  76. <Charybdizs> bastion was a TOP hit
  77. <SSNTails> yeah, I don't follow the indie scene, because, lots of garbage
  78. <Charybdizs> I don't think there's nearly as much garbage as you think
  79. <CobaltBW> well
  80. <CobaltBW> bread simulator
  81. <Charybdizs> if you're not acquainted with some of the top hits then I doubt you're acquainted with the bottom sellers
  82. <CobaltBW> goat simulator
  83. <CobaltBW> plane simulator etc.
  84. <Charybdizs> bread simulator was a very, very good game or so I hear
  85. <Charybdizs> goat, not
  86. <SSNTails> heh I played the Stanley Parable for a bit
  87. <CobaltBW> it's very easy to get turned off by the scene when the front page gives you indie titles like that though
  88. <Charybdizs> <SSNTails> I also sorta feel it has cut down on creativity -- folks used to mod games instead of make them with these tools
  89. <Charybdizs> that's...
  90. <SSNTails> You wouldn't see something like Quake 2 Superheroes today
  91. <SSNTails> man, that mod was /awesome/
  92. <CobaltBW> i think the indie scene probably peaked sometime in 2008, when stuff like braid and castle crashers was coming out
  93. <SSNTails> yes, it's past-peak
  94. <CobaltBW> which isn't to say we're not getting good stuff now
  95. <CobaltBW> the problem is the market's oversaturated
  96. <SSNTails> also, a lot of indie studios are funded by government grants
  97. <CobaltBW> which makes my goal rather difficult
  98. <SSNTails> like Drinkbox Studio (Guacamelee) in Canada, and PixelToys in the UK (which Sonikku currently works for)
  99. <Charybdizs> <SSNTails> You wouldn't see something like Quake 2 Superheroes today
  100. <SSNTails> Nothing wrong with that, but without that funding they would not be able to cover their costs
  101. <Charybdizs> what's that?
  102. <Charybdizs> I take serious issue with the "modding is more creative than original creations" standpoint either way
  103. <SSNTails> freaking awesome Quake 2 mod where you can play as Batman with a grappling hook and swing around the city
  104. <Charybdizs> that makes zero sense
  105. <Charybdizs> ssntails, it's called batman: arkham asylum
  106. <SSNTails> and fight superman over the internet?
  107. <Charybdizs> they're critically acclaimed and REALLY well done games
  108. <Charybdizs> not indie, mind you
  109. <SSNTails> using a rocket launcher? :)
  110. <SSNTails> and yes, the cool thing about modding is you take something existing, and change it in interesting ways
  111. <Charybdizs> sure and nothing EXACTLY like gunstar heroes has ever been done after gunstar heroes too
  112. <SSNTails> when you use a gamedev tool to start from scratch, you're often coming up with a lesser product
  113. <SSNTails> because you don't have anything to 'go on'
  114. <Charybdizs> but if you're going to talk about creativity you can't talk about the ideas that you've thought of, you've got to talk about the ideas that OTHER people are doing
  115. <Charybdizs> how about, you know, Terraria
  116. <Charybdizs> that's a real whopper
  117. <CobaltBW> i could never get into terraria
  118. <SSNTails> Creativity exists with the new format, too, but it's different
  119. <CobaltBW> maybe it was just its artstyle
  120. <SSNTails> Gary's Mod, Counterstrike, Team Fortress, those were all mods that then became their own game
  121. <Charybdizs> whether you could get into it or not it's multi million profits speak for itself
  122. <CobaltBW> i'm not trying to make a statement
  123. <SSNTails> 1% of App Store profits go to 99% of the companies
  124. <Charybdizs> I'm just sayin
  125. <CobaltBW> actually i've lost interest in this conversation... lol
  126. <SSNTails> 99% of App Store profits go to 1% of companies
  127. <SSNTails> make billions, or make nothing
  128. <Charybdizs> app store is a very different market than pc gaming, though
  129. <Charybdizs> which is where the disconnect obviously is
  130. <SSNTails> I imagine Steam is not very different
  131. <Charybdizs> we're both talking from two different views here
  132. <SSNTails> of course, it confounds me how I would have to do a Greenlight process to get a complete game on Steam when something like Depression Quest is available on there
  133. <Charybdizs> steam is very different in that something different than blind luck is going on there
  134. <Charybdizs> it's not nearly as flooded
  135. <Charybdizs> and many independent developers are still meeting with satisfactory to awesome success
  136. <SSNTails> i think those floodgates are going to burst sometime, though
  137. <Charybdizs> of course, they always do
  138. <SSNTails> one big rule of indie studios -- don't reveal how unsuccessful you are
  139. <SSNTails> 'fake it till you make it'
  140. <Charybdizs> I know plenty of unsuccessful ones too, ssntails
  141. <Charybdizs> some of my buddies over in the edgeofspace project
  142. <Charybdizs> there's no hiding that unsuccess lol
  143. <Charybdizs> but that's not so much an issue of market problems
  144. <Charybdizs> and I don't think most are at this point
  145. <Charybdizs> it's just a matter of an inferior product
  146. <Charybdizs> in other words their game sucks
  147. <Charybdizs> which it does, bless their souls, they're such nice people
  148. <Charybdizs> but they are quite bad game designers
  149. <Charybdizs> or Artizens
  150. <Charybdizs> hah
  151. * Notify: Crescelle is online (Esper - ZNC)
  152. <SSNTails> I don't mean to sound like some old crank, but I guess the point of what I'm trying to say to both of you is, don't expect any success.
  153. <SSNTails> For all of our titles, Spazzo was very much the optimist
  154. <SSNTails> He is now on the cusp of going to work for Gameloft, and right now I'm taking a break to further develop my technology before I decide what to do next.
  155. <SSNTails> I might just piddle around and do hobby/fangame type stuff, i dont know
  156. <Charybdizs> That'd be a more sensible idea I think, yeah
  157. <Charybdizs> as it is roly and all just doesn't have the potential it would need to become something big
  158. <SSNTails> it would need $$$
  159. <SSNTails> $$ that I'm not willing to put down for it
  160. <SSNTails> any for-hire help you do, they are going to want pay regardless of your success
  161. <SSNTails> because really, there's no other way they can ensure they get compensated
  162. <SSNTails> (this is where that government grant thing comes in)
  163. <SSNTails> then you can pay everybody up front, and dont need an angel investor or to pony up a lot of your own money
  164. <SSNTails> (and it's not cheap.. think thousands)
  165. <Charybdizs> It'd need less outdated feeling tools, a better mascot, and would need to tap into something that is actually in demand
  166. <Charybdizs> as in
  167. <Charybdizs> not golf games
  168. <SSNTails> lol yes i think the genre instantly makes it unattractive
  169. <Charybdizs> the mascot does too
  170. <Charybdizs> there's a lot wrong with roly
  171. <Charybdizs> it's not BAD
  172. <Charybdizs> but it doesn't have much to offer to the clamoring crowds
  173. <SSNTails> but the concept could probably easily be retooled to 'Sonic's SpinHoles' and be successful
  174. <SSNTails> I agree with all you said except the mascot. I see a lot of successful titles with really boring characters
  175. <Charybdizs> Examples?
  176. <SSNTails> the in-game model and animations, yes they could be better
  177. <Charybdizs> I can't think of a single mascot that I know of that doesn't have serious character
  178. <Charybdizs> or offer the player, as Tim Schafer puts it
  179. <Charybdizs> dream fulfillment
  180. <Charybdizs> on more popular sides, you have Mario, the completely ordinary guy who manages to make something of himself and save the beautiful princess of the land, you've got Link, the nameless, mysterious hero who rises up from the nothing to wield power and overcome the evil around the land
  181. <Charybdizs> You've got Chell, the admirably stubborn woman who never gives up fighting against her captor even when there is no hope for escape
  182. <SSNTails> Those are examples of the unattainable
  183. <Charybdizs> you've got Razputin, the psychomancing kid seeking to abandon his crappy home life and forge his future for himself in the fields of adventure
  184. <SSNTails> The absolute superstars
  185. <SSNTails> But by bland characters, see every JRPG, ever.
  186. <SSNTails> So it sounds to me like the weakness you are describing is not necessarily the visual character itself, but the story or emotion
  187. <Charybdizs> "the unattainable"
  188. <Charybdizs> what does that mean?
  189. <SSNTails> it means an indie isn't going to make a Super Mario
  190. <Charybdizs> ooh ooh here's a great, homely one
  191. <SSNTails> although I thought Drinkbox did pretty well with Guacamelee
  192. <Charybdizs> the pokemon trainer!
  193. <SSNTails> i never played pokemon
  194. <Charybdizs> a normal, everyday kid, pandering to the wishes of every american child trapped in an average american town
  195. <Charybdizs> unable to go explore the world around them
  196. <SSNTails> So what you're kinda getting at is that RPP would need some kind of story
  197. <Charybdizs> there's serious sociological factors behind why characters like that, even if ambiguous and total player avatars, are so fascinating
  198. <SSNTails> like a little intro cutscene thing about why he has to play this golf game
  199. <Charybdizs> well
  200. <Charybdizs> uh
  201. <Charybdizs> no that wasn't really what I was getting at
  202. <SSNTails> like a kid plucked him from a log and trapped him in this hellish prison
  203. <Charybdizs> your entire GAME should be structured around this idea of wish fulfillment
  204. <Charybdizs> a story plopped on top of an irrelevant game is just kinda incongruous
  205. <SSNTails> hehehe
  206. <SSNTails> so now I'm hearing from you that it's not an issue with the character, it's a problem with the gameplay itself
  207. <Charybdizs> I said it was an issue with most of it
  208. <Charybdizs> the gameplay is golf
  209. <Charybdizs> the character is golf
  210. <Charybdizs> there's not golf on the average consumer's heart and mind today
  211. <SSNTails> lol
  212. <Charybdizs> hmm
  213. <Charybdizs> I have to go cook dinner
  214. <Charybdizs> so sorry to cut this short
  215. <Charybdizs> but burgers demand my attention
  216. <SSNTails> np :)
  217. * SSNTails has quit ()
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