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EvilEagles Does Blogpost
How come people don't explain their features? They just..
How come people don't explain their features?
I guess It seems a bit redundant,mainly when they take the average user's POV too much into account.
I mean sure, if you want to go through the trouble of writing your life story regarding how you ended/came up with X feature, all the influences and the sum of experiences which lead to that moment, that's fine, but it feels more like a...
Cool story bro.
Kind of thing, specially for the average reader.
Mainly when it comes to them clicking your game's profile and giving it the 10 seconds glance. i.e skimming through text, going straight for the screenshots, and deciding to download it or move on.
So yeah I think that's why some people don't bother.
That, and it doesn't even cross the mind of most others to do so (Be it lack of vision, experience,lack of whatever, you name it).
I really don't think it's a "Should always do it" or "Shouldn't do it" kind of thing. Ideally, I guess developers should, but there's just way too many variables for this kind of stuff.(And whether some of them are marks of a good/bad dev, while directly connected to the matter, it is unrelated to my point, so I won't drift into that).
Personally I would do it, I mean, who doesn't want to generate some interest in their features, specially when they bothered to think outside the box?
Even if they're treated as random facts, explaining how the concept of "X" feature came to be, is fun for me write about, and someone might find it interesting.
But yeah. I can also see why many don't do it.lol.
I guess It seems a bit redundant,mainly when they take the average user's POV too much into account.
I mean sure, if you want to go through the trouble of writing your life story regarding how you ended/came up with X feature, all the influences and the sum of experiences which lead to that moment, that's fine, but it feels more like a...
Cool story bro.
Kind of thing, specially for the average reader.
Mainly when it comes to them clicking your game's profile and giving it the 10 seconds glance. i.e skimming through text, going straight for the screenshots, and deciding to download it or move on.
So yeah I think that's why some people don't bother.
That, and it doesn't even cross the mind of most others to do so (Be it lack of vision, experience,lack of whatever, you name it).
I really don't think it's a "Should always do it" or "Shouldn't do it" kind of thing. Ideally, I guess developers should, but there's just way too many variables for this kind of stuff.(And whether some of them are marks of a good/bad dev, while directly connected to the matter, it is unrelated to my point, so I won't drift into that).
Personally I would do it, I mean, who doesn't want to generate some interest in their features, specially when they bothered to think outside the box?
Even if they're treated as random facts, explaining how the concept of "X" feature came to be, is fun for me write about, and someone might find it interesting.
But yeah. I can also see why many don't do it.lol.
vacant sky's failure and the trends of selling rtp to stupid humans
author=NightbladeI'm pretty sure some people don't want to spend 3 years of their life working on a project, which is where budget4Speed becomes a valid argument,regardless of talent, taking on every aspect of a game by yourself, is a pretty time consuming labor, so I can totally see why people who want to see results faster, start looking for a budget to do so. Same goes with the "The less people involved,The better" statement,sure if you have full creative control it will be better, but it won't be a good option for people who want to see results faster, and I don't think wanting to see results faster,wanting to work on a team or requiring a budget to develop an indie game, equals being in the wrong field. you can argue that it is wiser to limit yourself to a smaller game and stuff, and I would agree with that, but in the end these are just opinions, If there's someone with enough ambition to tackle on a huge project, well. He's gonna look for any means available.In fact, replacing them with commercial-quality graphics is completely unrealistic for any development team with a small budget, and graphics are only part of the huge amount of work that goes into developing a game.There are a great deal of games out there that prove this claim wrong. Cave Story being one of them. It was a game made by one person in 3 years. I doubt his development budget was anything close to 20,000 dollars.
There is a key thing to remember in cave story's case. The author had talent.
He was versatile and tried to do things he wasn't even familiar with (Music). Remember, the cost of your own labor is only time.
If you need 20,000 dollars to hire some random shmucks to perform most every aspect of game making for you; you're in the wrong field. The less people involved in the creation of a game, the better off it is; budgetary or otherwise.2. Asking for $20,000 to fund the development of a game is ridiculous. Actually, $20,000 is a very small budget for a commercial game.
This might be relevant if the subject were commercial games. Maybe, I don't know though.
Anyways I still agree with most of what perihelion says, so no point in repeating stuff :P
As for any RM developer who plans to start a legit kickstarter, as long as there's a detailed breakdown on why you need money and how it will be used( detailed amounts to specific tasks) there shouldn't be a problem.
vacant sky's failure and the trends of selling rtp to stupid humans
Gonna agree with Perihelion here.
I can totally see why Unemployment Quest is enraging, but the other two, frankly, I don't have an issue with.
I can totally see why Unemployment Quest is enraging, but the other two, frankly, I don't have an issue with.
An epoxy in time.
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