SAILERIUS'S PROFILE

Sailerius
did someone say angels
3214
Something happened to me last night when I was driving home. I had a couple of miles to go. I looked up and saw a glowing orange object in the sky. It was moving irregularly. Suddenly, there was intense light all around. And when I came to, I was home.

What do you think happened to me?
Vacant Sky Vol. 1: Conte...
I died once. (Complete Edition Act II+ now available!)

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FF7 remake. It's a thing.

author=Deckiller
oh thank god. I was worried it would be another ff15/kingdom hearts adaptation

Hopefully it will be. I notice that they have a triangle icon by the ATB meter, which makes me think that you can move freely but you need to expend ATB to perform commands, so it's like XIII-3.

What are your opinions on the recent Pewdiepie Contryversy?

I don't really think there's a meaningful distinction between someone who makes racist jokes and someone who is genuinely racist. In order to be okay with making the jokes, you have to think of them as acceptable on some level. If he didn't want to be labelled racist, then he shouldn't have indulged in racist humor.

Steam Greenlight is dead: Valve introduces Steam Direct

author=pianotm
Archeia_Nessiah
5000 usd though...how many indies can afford that?
My thinking is that only the high end ones that we only call indie on a technicality anyway. In otherwords, people that have already made it. Only successful companies and kickstarters will be able to make that big fee. What does between 100 to 5000 dollars mean? What is the criteria? I'm making a commercial game on Game Maker Studio 2. It's a bog standard space shooter, but it should be fun. What will I be expected to pay to get it on Steam?

Probably $5000. Valve likes $$$$$ and if they can get away with charging it, they will.

Suggestion: Ignorable threads

This would be an awesome idea. Even better if we could set up an ignore filter so we can automatically hide any threads containing those words in the title.

Nintendo Switch; Yes, that's the name

I can't wait to pay every month for the worst online service I've ever used.

jRPG Essentials

author=Cap_H
I don't think so, Sailerius. Games I appreciate and like today are usually taking from the old not caring about modern (high poly 3d graphics, blood, killing and action). Sometimes It's just nice to be nostalgic. Games like Golden Eye 64 look like pure fun in comparison to most modern shooters. Fun modern shooters like Shadow Warrior are nostalgic. And If I had kids, I would prefer to play games of my childhood like Dragon Quest or Zelda with them over bloody massacres of modern games.
The pulse is not real. And I think you can be fine taking from the old only and giving it your own ideas.

Other thing is that fun doesn't always mean good.
I'm guessing you haven't played many modern games. You're claiming that the only innovations that modern games have are high poly graphics, blood, killing, and action? Really? There hasn't been a single innovation in game design since the N64?

I'm not trying to single you out here, because I think that dismissive attitude is unfortunately common in the indie dev scene, and it's poisonous toward innovation. It's why so many indie games are reskinned versions of oldschool games. If you want to make something good, I strongly encourage you to broaden your horizons.

jRPG Essentials

author=BlackWolf1992
Even though there a lot of flaws in games like the Dot.Hack (which I went back and played...still love the G.U series better) or Golden Eye 64, we still remember them. So, are they still fun to play maybe not but we still remember them well and it is those flaws that allow us game devs to create something better.

Right, and that's why it's important to stay up-to-date on contemporary games. Other developers are also learning from the past and iterating on the strengths and weaknesses of the games that came before. Not only that, but it's contemporary games that are (re)defining today's players' standards. It's important to keep your finger on the pulse of what your players are accustomed to and expect.

jRPG Essentials

author=kentona
I had a thought...


how are old jRPG "so bad" if I had so much fun playing them back then?

It's the same reason that as kids we enjoyed playing Monopoly and Candyland. Our standard of quality increases as we experience more things. There are a lot of games I loved as a kid that I can't force myself to enjoy anymore, because I've been spoiled on better things. I used to be absolutely obsessed with the .hack games but a couple years ago, I tried to replay them for nostalgia's sake but wow, the gameplay in them is really clunky and I couldn't get far.

And it's not just JRPGs. I was huge into GoldenEye 64 way back in the day. Now that's a game that didn't age well! Developers have learned a lot about what works and what doesn't from the past, so it's only natural that they've improved over time.

jRPG Essentials

I wish we could have some kind of weekly or monthly discussion on recent non-RPGs to foster new game design discussions. Like we have a gamedev equivalent of a book club where we have one game at a time that we're discussing and analyzing. It would also be a good way to get exposed to new games that are worth checking out.

jRPG Essentials

If you want to become a good JRPG developer, I think what you should be studying aren't JRPGs but games in other genres. JRPGs are a particularly incestuous genre and they've been pretty slow to innovate. When you only look at what other people making the same kind of game have made, you let them make your creative decisions for you.

All game systems are abstractions, so if you want new ideas, you want to look at different approaches to abstracting the same ideas. For instance, I learned more about designing RPGs from Metal Gear Solid V than I did from playing any actual RPGs lately. Playing The Witness also forced me to realize on just how low a level I've been thinking of game design, and really enhanced my perspective on the craft.