ALTEREGO'S PROFILE
"It's hard to find the balance when you are in love.
You're lost in the middle cause you have to decide between mind & heart."
― Enigma
You're lost in the middle cause you have to decide between mind & heart."
― Enigma
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Making the story into a journey
I was going to say something like that. CT is in generally speaking a good example of good pacing. But it still has it's highs and lows...
I wouldn't say that is having to climb Denadoro Mountains was one of those low points, though. Not only because that's one of the first in that particular long chain of events, but also because the game needs to establish the Masamune is not your ordinary sword (And what better way to convey this than to place it atop a mountain?). The sword needs to be broken too because the game needs to establish Melchior is not your ordinary blacksmith either. Also, the game needs to introduce the conflict between the humans and Reptites in 65m BC, so the journey there looking for the Dreamstone is justified. So far so good...
But then, acting completely out-of-character, the, uh, characters, get shit-faced and have their Gate-key stolen. This, I believe, was the weakest link of that entire arch. Not only because the game could do without that silly occurrence and the two-dungeon long tangent. But also because you're stranded there. And if you're under-leveled and/or under-equipped, you have no other option but to grind, and engage in that time-consuming barter system, before you can overcome that obstacle... The whole thing just feels like a chore. And it's exactly the kind of thing that needs to be avoided when planning the story of a game.
@AlexanderXCIII: I didn't mean to say gameplay needs to be "limited" to just those things. But that you don't have to introduce filler gameplay just because you feel like connecting the dots between one event/location and another. If the plot of a game calls for the heroes to climb Mount Snow, let it be for a 'good' reason, not for 'whatever' reason.
I wouldn't say that is having to climb Denadoro Mountains was one of those low points, though. Not only because that's one of the first in that particular long chain of events, but also because the game needs to establish the Masamune is not your ordinary sword (And what better way to convey this than to place it atop a mountain?). The sword needs to be broken too because the game needs to establish Melchior is not your ordinary blacksmith either. Also, the game needs to introduce the conflict between the humans and Reptites in 65m BC, so the journey there looking for the Dreamstone is justified. So far so good...
But then, acting completely out-of-character, the, uh, characters, get shit-faced and have their Gate-key stolen. This, I believe, was the weakest link of that entire arch. Not only because the game could do without that silly occurrence and the two-dungeon long tangent. But also because you're stranded there. And if you're under-leveled and/or under-equipped, you have no other option but to grind, and engage in that time-consuming barter system, before you can overcome that obstacle... The whole thing just feels like a chore. And it's exactly the kind of thing that needs to be avoided when planning the story of a game.
@AlexanderXCIII: I didn't mean to say gameplay needs to be "limited" to just those things. But that you don't have to introduce filler gameplay just because you feel like connecting the dots between one event/location and another. If the plot of a game calls for the heroes to climb Mount Snow, let it be for a 'good' reason, not for 'whatever' reason.
Making the story into a journey
@LockeZ: At first I thought that you were talking about Chrono Trigger and I was ready to prove your wrong. But then I read the words "Crimson Echoes" in that title and I had to delete the long-ass reply that I was writing. xD But in my defense, it's only natural that my brain didn't register those words at first, because I've yet to play that game... Yeah. xP
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Now, to make this post less off-topicy, and even though I don't have a great insight to share about this subject atm... I think even a short, somewhat disjointed game is better, or feels less forced, than the opposite. When a game's main plot is sewn together through side quests or filler dungeons are very obvious to spot, and exhausting to play.
So, imo, get rid of the "small things" and just tell the story that needs to be told. And if you want to make use of the "actual gameplay" just make really kick-ass boss battles, or even puzzles, and be done with it.
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Now, to make this post less off-topicy, and even though I don't have a great insight to share about this subject atm... I think even a short, somewhat disjointed game is better, or feels less forced, than the opposite. When a game's main plot is sewn together through side quests or filler dungeons are very obvious to spot, and exhausting to play.
So, imo, get rid of the "small things" and just tell the story that needs to be told. And if you want to make use of the "actual gameplay" just make really kick-ass boss battles, or even puzzles, and be done with it.
[Poll] Which Final Fantasy had the best character development system?
^ It's not that you needed to learn how to use those items, it's that you needed permission to use them. But I understand the confusion since the idea that you were under an authoritarian rule was very shallowly explored in the game. Besides, when you were out in the middle of nowhere killing cactuars, who was going to enforce those rules anyway? ...I would have been cool if you could equip those items regardless, but had to risk being spotted using them and forced to pay a fine or something.
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Also, I don't understand when people complain about "sameness" when it comes to character's skills. Frankly, I prefer having the ability to customize skills the way I want so they match my playstyle and so I get to use the characters I like, rather that having to include characters I don't like into my party just because of their skill sets. ff10 had a lot of this. If I needed to get rid of an aerial or mechanical enemy, I had to put Wakka or Rikku in my party, and I found those characters to be annoying. xP
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Also, I don't understand when people complain about "sameness" when it comes to character's skills. Frankly, I prefer having the ability to customize skills the way I want so they match my playstyle and so I get to use the characters I like, rather that having to include characters I don't like into my party just because of their skill sets. ff10 had a lot of this. If I needed to get rid of an aerial or mechanical enemy, I had to put Wakka or Rikku in my party, and I found those characters to be annoying. xP
Tech Demo VS. 'Real' Demo Release
For me both terms are almost interchangeable. A 'tech' demo is usually understood as a demo that showcases only the gameplay elements of a game. But does it have to be necessarily that way? Writing requires 'technique' too, art requires 'technique', everything requires 'technique', really. So the more complete your demo is these aspects, the better... This doesn't mean the demo has to be long, though. But it that is has to be "packed with awesome" as to give players an accurate portrayal of your abilities.
The banned game & the banned game developer.
@Kentona: Last time I checked every art site did that; This is very important for many artists, actually. But this line of discussion is probably not worth pursuing at this point anyway... Also, is not so much 'persistence' as it is that I'd like for people to actually entertain the idea, instead of simply reacting to it. But I guess we can't have that on the internet! xD
Btw, you said bans were usually "for forever", but now you say they're not. Probably a typo, I get it now, but that skewed my opinion...
Btw, you said bans were usually "for forever", but now you say they're not. Probably a typo, I get it now, but that skewed my opinion...
The banned game & the banned game developer.
I'm obviously talking about "copyrighteable" stuff (In theory anyway, because, you know, rips). And as far as I know, forum posts are not regarded as "artistic" enough to be granted that kind of protection. I'm not sure about blogs or articles though, but maybe if they paid for those they're entitled to keep displaying them? ...I mean, needless to say, rmn is not the most, uh, lawful? place on the internet. We're a bunch of hobbyist, after all. We're just phonying things up. But like, it's the principle that matters. xP
What are you thinking about right now?
Aren't Pokemon just cutesy, stylized cartoon animals? How difficult can it be to come up with hundreds more? Even the original ones weren't that great, really. Relatively 'new' for Western audiences, maybe, but that's all. And ultimately, they could just buy the designs of every 13yo drawing their own Pokemons and they would have enough for a zintillion more generations. xD
Edit: This is my favorite Pokemon: Link
Edit: This is my favorite Pokemon: Link
The banned game & the banned game developer.
I was going to reply to everyone individually, but nobody likes quote wars. xD But I'd like you to read my posts again and try to understand what I'm really trying to say (Sorry if I'm not the most eloquent tool in the box. ;P) Because I'm sure there's a way around to all the things you've mentioned, that I've already tried to cover, or we could discuss further, but that still don't invalidate my proposal.
To begin with. Correct me if I'm wrong, but I think it's an actual legal requirement for sites to delete all your stuff if any of the two parties decide to end the "contract"? Because there's little point for it to remain up if you can't no longer have access to it. Most sites hold on to your stuff for a while (for reasons of functionality that I don't really understand or know if they're true) but at the end of the day everything it's deleted automatically. There's usually an e-mail option too, but only if you want your stuff deleted hastily... So, there's that.
Now, to elaborate on that analogy that is floating around. The comparison is actually more accurate than you realize... It goes like this: You take someone else's stuff without their permission (Even if you properly accredit them. That's not the point). You don't know if they would let you using their stuff, but you assume they would because who wouldn't like the extra coverage, right? right? From the two options you could have defaulted to, you have just chosen the wrong one. Because now, if the person doesn't appreciate you taking their stuff, the person has to come to you and let you know that, instead of you going to the person and ask them first, which is the right thing to do.
So, that's all I'm saying. The difference between how things are now and how they should be is minimal. So why the reluctance?
To begin with. Correct me if I'm wrong, but I think it's an actual legal requirement for sites to delete all your stuff if any of the two parties decide to end the "contract"? Because there's little point for it to remain up if you can't no longer have access to it. Most sites hold on to your stuff for a while (for reasons of functionality that I don't really understand or know if they're true) but at the end of the day everything it's deleted automatically. There's usually an e-mail option too, but only if you want your stuff deleted hastily... So, there's that.
Now, to elaborate on that analogy that is floating around. The comparison is actually more accurate than you realize... It goes like this: You take someone else's stuff without their permission (Even if you properly accredit them. That's not the point). You don't know if they would let you using their stuff, but you assume they would because who wouldn't like the extra coverage, right? right? From the two options you could have defaulted to, you have just chosen the wrong one. Because now, if the person doesn't appreciate you taking their stuff, the person has to come to you and let you know that, instead of you going to the person and ask them first, which is the right thing to do.
So, that's all I'm saying. The difference between how things are now and how they should be is minimal. So why the reluctance?
Images on gamepages
I like the idea of tagging images as "screenshots", "concept-art", etc. but only if this also neatly arranges them in their own section within the images tab. Otherwise, what's the point? The complain here is that people does't want to browse through a bunch of non in-game images to take a look at the actual game screenshots, so simply differentiating them wouldn't be useful enough.
Preferably, I would like if custom pages were a bit more user-friendly. For example, I put my art in a custom page, but I have to make my own thumbnails and mess around with links and bb codes to display them neatly. But it would be great if I could just create a custom page that worked identical to the images section, so I could just upload images directly from my hard-drive. =)
Preferably, I would like if custom pages were a bit more user-friendly. For example, I put my art in a custom page, but I have to make my own thumbnails and mess around with links and bb codes to display them neatly. But it would be great if I could just create a custom page that worked identical to the images section, so I could just upload images directly from my hard-drive. =)
The banned game & the banned game developer.
You should never lose the "right" to be treated fairly. What's the name of this game? "An eye for an eye"? You should probably know how that phrase usually follows... Also, not being able to play a game is not a "punishment". I'm kind of baffled at that notion. I mean. we say we're coming to a new understanding of things. We're talking about giving people proper accreditation, about asking them for their permission before doing anything - Ah! But if you're a dick we're entitled to your stuff by default... Yeah. :|
...I understand if the site doesn't currently work this way. But we should really think about this and work towards a better solution in the future. Let me reiterate that I really dislike that e-mail option. I'm sorry for the analogy, but that's like holding a game page hostage and demanding a ransom to have it released. So how about ticking a box in your account settings stating what would you like to happen to your stuff in the event of you getting banned or perhaps even if you have stayed inactive for a long period of time.
@Liberty: Even games with more than one lead developers only have ONE true lead developer: The person that made the game-page. If this person ends up banned, then yes, it would be natural to have the game page deleted. Alternatively, the co-lead developer could inherit the page, or in its defect, I don't think anything stops that person from re-creating the game page.
...I understand if the site doesn't currently work this way. But we should really think about this and work towards a better solution in the future. Let me reiterate that I really dislike that e-mail option. I'm sorry for the analogy, but that's like holding a game page hostage and demanding a ransom to have it released. So how about ticking a box in your account settings stating what would you like to happen to your stuff in the event of you getting banned or perhaps even if you have stayed inactive for a long period of time.
@Liberty: Even games with more than one lead developers only have ONE true lead developer: The person that made the game-page. If this person ends up banned, then yes, it would be natural to have the game page deleted. Alternatively, the co-lead developer could inherit the page, or in its defect, I don't think anything stops that person from re-creating the game page.














