2013-05-25, 11:49 AM
John,
"I really like how each NPC has its own character. I hadn't thought about that "individualism" being part of what was good in the King's Field games until you mentioned it earlier. Now that I think about it, it's really true and adds a lot to the game. Same thing for weapons, each had its own character."
When I think of my first time playing most games, I remember the NPCs more fondly than the first boss or whatever. When I first played Kings Field 2, the thing that caught me the most was the NPCs. I found Celffy Foss first and loved how he was animated, his character, model, the colours in the texture. After that I started looking forward to meeting other NPCs in KF2. Its only now that I realise most of my fondest memories of gaming come from NPC interaction, enjoying their character and tidbits of info. So thats probably one reason i've invested alot of time into my NPCs and it'l continue this way I imagine.
Holy Diver,
"The people making "indie" games nowadays wanna take shortcuts to try to make a quick buck. The Microsofts of the world have moved on to court overgrown fratboys and and undiscerning toddlers. We have to fend for ourselves now. Show us the way."
Sadly not everyone can afford to be careful and think outside the box when making "indie" games. I think if you try to make a living out of catering for a certain market or mindset, then generally you'l choose the safest route for profit. Especially if you have a team who need paid. Of course longevity wise and communally this is a route to nothing - when you make something and devote time to it there should be some degree of infrastructure or inspiration for people to take from it, to be of any use outside of profit. Not to mention how expensive game liscenses are.
Anyway I appreciate the comment on my game aesthetics, hopefully the other important factors in my game will be equally as good. The writing for my demos has been rushed or just not coherent enough to be attractive, things have improved alot since then in the writing dept.
I can see alot of my development time as 'learning the ropes' so alot of what ive created or written has pushed me onto creating better looking assets, and ive built a framework with it, which helps.
With constructive critiscism and encouragement though I have reached a good level quicker, great feedback and opinions, and non - gamer perspectives too help with it.
"I really like how each NPC has its own character. I hadn't thought about that "individualism" being part of what was good in the King's Field games until you mentioned it earlier. Now that I think about it, it's really true and adds a lot to the game. Same thing for weapons, each had its own character."
When I think of my first time playing most games, I remember the NPCs more fondly than the first boss or whatever. When I first played Kings Field 2, the thing that caught me the most was the NPCs. I found Celffy Foss first and loved how he was animated, his character, model, the colours in the texture. After that I started looking forward to meeting other NPCs in KF2. Its only now that I realise most of my fondest memories of gaming come from NPC interaction, enjoying their character and tidbits of info. So thats probably one reason i've invested alot of time into my NPCs and it'l continue this way I imagine.
Holy Diver,
"The people making "indie" games nowadays wanna take shortcuts to try to make a quick buck. The Microsofts of the world have moved on to court overgrown fratboys and and undiscerning toddlers. We have to fend for ourselves now. Show us the way."
Sadly not everyone can afford to be careful and think outside the box when making "indie" games. I think if you try to make a living out of catering for a certain market or mindset, then generally you'l choose the safest route for profit. Especially if you have a team who need paid. Of course longevity wise and communally this is a route to nothing - when you make something and devote time to it there should be some degree of infrastructure or inspiration for people to take from it, to be of any use outside of profit. Not to mention how expensive game liscenses are.
Anyway I appreciate the comment on my game aesthetics, hopefully the other important factors in my game will be equally as good. The writing for my demos has been rushed or just not coherent enough to be attractive, things have improved alot since then in the writing dept.
I can see alot of my development time as 'learning the ropes' so alot of what ive created or written has pushed me onto creating better looking assets, and ive built a framework with it, which helps.
With constructive critiscism and encouragement though I have reached a good level quicker, great feedback and opinions, and non - gamer perspectives too help with it.