AZNCHIPMUNK'S PROFILE

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welp, we didn't get our shit together :(

we might try again once school is done for me

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Photoshop brushes and panoramas.

The RMN Mini Comic Collaboration!

The RMN Mini Comic Collaboration!

Sorry, I will post it as soon as I get home tomorrow. I had something I had to do today that I didn't know about.

The RMN Mini Comic Collaboration!

Sir_Subtle's and Dudesoft's.

edit: seriously i want to see those 2 pages i am confused how AABattery's page connects to Erilex's page... o_O

The RMN Mini Comic Collaboration!

Awesome! I just need all the pages sent to me and I can finalize things and upload it all.

After mastering RPG Maker, which engine would you suggest using

post=138700
I'm fairly familiar with RPG Maker 2003 and would like to cut my teeth on a new engine. How are Game Maker and Map 01? Any recommendations or thoughts would be appreciated.


http://rpgmaker.net/forums/topics/6232/

...
what

Mastamut

comment=30692
If this was made in 2k3, you automatically fail your goal.

Sorry.


uh... why?

Out of content - Time to restart, right?

post=138632
You make... adventure games, Azn. Or something like that. Think about games like the Tales of series, where gameplay is key. People want to play more, and so there's usually tons of extra bonus content for people to master. The final boss is there for people who just want the story; the post-game is there for people who want to play around with a fun(?) game.


I wasn't talking about adventure games and if you actually read my post nothing I said alluded to adventure games. Are you saying RPGs don't have plots? RPGs are just as much about plots and even more so about presentation in some ways. EVEN so, this discussion was never RPG-specific and to say it was is close-minded. Game-design concepts can be spread like butter across the whole slice of game design. (lol simile)

Why wouldn't you stick post-game sidequests within your main game? Such "side" content can fit in the main game or post, but main plot events that tie up the game only fit into the main game. Leaving content after the last of the major plot events is sloppy, awkward, and lacks closure.

Also, I do not only make adventure games and this has never been the case, although last year, yes, I did mainly focus on an adventure game.

post=138633
post=138631
This is a pretty terrible argument. Since when do put in exactly what players want? If players wanted me to change the name of my hero or add twelve extra dungeons, I wouldn't do it. You're the creator of your own work and I doubt anyone would specifically not play your game because you lack post-game content.
That's pretty strawman, and taken far out of proportion, and only tangentially related to the topic, which is "If you aren't going to waste all those rewards you've given the player over the course of the game, what post game content should you have?"


It's not related to the topic--it wasn't intended to be. It's the same concept of player-pleasing/fanservice type of game development that you were using as your argument.

If you're going to ask where to use those rewards use them against the final boss, or the fights in the final dungeons before the last boss? And also: the game has to end sometime (unless it's an MMORPG or an open-world game like Pokémon)
If you decide the last boss, or like two battles before the last, drops the ultimate sword or whatever that is your own design flaw. You don't need to continuously stack on content for the player to use their items or whatever after the main game when you can just put it in the main game.

An example of "extra-content" that is part of the main game is... Cave Story (although not an RPG.) There is the main "quest" -- defeating the doctor. Then, there is what could be considered in a sense, "post-game" content: the Sacred Grounds. While it seems to be a "post-game" optional sidequest it is really the final major plot point. It brings the background of the plot to the game and it gives backstory to several characters as well as giving the "true" ending.

What calunio said was completely relevant and a pretty strong argument. The beginning and end plot points are there to tie up your game. They're like bookends on a bookshelf. Without them the books will fall over.

Out of content - Time to restart, right?

post=Chaos
Calunio
durp
If the player wants to play more of your game, there should be more game to play.

This is a pretty terrible argument. Since when do put in exactly what players want? If players wanted me to change the name of my hero or add twelve extra dungeons, I wouldn't do it. You're the creator of your own work and I doubt anyone would specifically not play your game because you lack post-game content.