Post by vespuleth on Nov 13, 2004 2:01:04 GMT -5
Ves's guarantees:
Over the next few days, im gonna try to give some info that will give you something to think about when making your game, some stuff ive learned as ive gone. keep in mind that these are my opinions, and are not in anyway necessary (you dont have to follow them, dont be offended if ive said not to do something youve done, dont think you have to change something ive said to do that you havent). just somethings ive noticed over the years.
Article 1: Game starting tips that are guaranteed to please the masses:
1.) A catchy intro movie
Save history and back story for the back of the box, and the booklet that comes w/ it. Your opening cutscene should make the player wonder whats goin on. Clips of what has happened in the past are good, (FF9) but elusions to future game events are better. Sometimes doing both works well, (FF8) but id really suggest staying away from backstory. Try to represent all of the momentuous, powerful, or defining moments of your game. Spoilers are okay, as long as they arent obvious. (Chrono Cross) If you must have a backstory before the game, try to sum it up in one page, (FuMa), or make it an optional thing. (FFT). Overall, try to represent your game, and mainly your theme well. An intro can make or break a game.
2.) An immediate battle
Throw the player into the action as soon as possible. (FFT, FF7) A good battle right at the beginning of the game will increase the idea of an 'action' oriented game (rpgs tend to be long winded by default, and this will break the mold), and also force the player to keep playing to find out exactly whats going on. However, this battle should not be a hard one. Even if you plan on making your game w/ a high learning curve and difficulty level, this battle should be relatively simple. a difficult battle will frustrate the player, and they are likely to not continue if they lose the first battle, or have any trouble w/ it. It should be just long enough to show the player how the battle system functions. It should just get into the basics. as your game progresses, so should the players need to know the ins and outs of the battle system. they DONT need to know everything right now, three minutes into the game. Also, nix the 'tutorial', unless the battle system is extremely hard to figure out, and if so, a guided battle should be used. You know what they say, experience is the best teacher.
3.) Skip the dialogue
Theres nothing more annoying then forever amounts of dialogue at the beginning of a game. Tons of forced dialogue is annoying at any point in a game. Spill the plot and story in little portions, so as to keep the player playing to find out whats going on. Giving him a long lecture of the game history at the beginning will just make him reach for the power button that much earlier. Further more, when revealing plot, do it more through events then dialogue. Keep the player as involved as possible (pressing the 'x' button over and over is not keeping the player involved. this goes for dialogue and battle systems).
4.) No fetch quests
Im gonna say it again. No fetch quests. Do not start your game w/ a fetch quest. If you do, dont make the player finish it. Have it lead into some overlying part of the plot. The problem w/ fetch quests is most of the time, they contribute to the game in no way. they are filler space. As a gamer, i can tell you its important to keep the plot moving. dont send the player out of their way, to do something they feel is a weak chore that has nothing to do w/ the game. This is an esspecially horrid error when done at the beginning of the game. Sad to say, but first impressions last. the beginning of the game, you should be pourin it on heavy. When the game starts, your goal should be to immediately introduce the player to the plot, or some portion of it. Not to send him on some menial task. I recently finally played through Fu-Ma, and i think anyone that has played through at least the first little bit of it can agree w/ me, and the most unneeded part of that game was the beginning. If they had started the game when you were asked to watch the inn, nothing would have been lost. And thats the kind of intro you dont want to have in your game. No fetch quests.
5.) A chase scene
I would swear by all listed so far. these next few are more of a tip. A chase scene is usually a good way to keep the player interested for at least a little while. there are two ways to go w/ a chase scene: the player has to chase someone, or the player is being chased. either way, they both serve to add a certain feel of immediacy to the game. if you have that feel, that something must be done immediately, youll more then likely hold the players attention. i would go so far as to say that this 'atmosphere' should be kept for the first part of the game. limit the players options, and push the story. slowly slow it down, and allow for sidequests and such. a chase scene is a prime way to do this.
6.) Leave unanswered questions
Leaving questions for the player to answer will aide in his desire to play, if just to answer the questions. It will also add to the 'suspense' feel of the game. leave the player wondering whats gonna happen next, and the game will be like a book too good to put down.
7.) Cliffhangers
This is somewhat a continuation of 1 and 6. your opening, which may be all of the above mentioned, or merely the movie, should be a cliffhangar. if its merely a story, the player will feel less involved, less attached to the game. the storys already been told. There is no reason to read the book. ya know?
8.) The classic wake up intro
dont open your game by your player waking up. unless he's waking up and his house is on fire. or hes waking up to enemies in his house. or something like that. games that open w/ the character waking up at noon, for no reason, do not push anything, and they leave the player waivering as to what should be done next, or make the player feel that what they are doing is somewhat pointless. openings like this are 'lazy', and will give a 'slow atmosphere' to the game. even when LoZ: OoT opened like this, i felt that the plot would never move. then it was followed w/ a fetch quest. i wanted to slam my head into the wall... anyways, throw them into the plot. i cant stress this enough.
9.) Free floating camera intro
The free floating camera opening. Why would you do something like this. like the above, it gives the game no real direction, and leaves you to fill it once the game has started (usually via dialogue. see point 3). your opening should give the game direction. even if it doesnt tell the story, and just plays clips from throughout the game, it should at least serve to set the atmosphere, anticipation, or adreneline level for the game. if the game is somber, show some sad moments. if its epic, show some epic moments. and so forth. but dont drown your game w/ the free floating camera. like above, it gives the game a 'slow, or laxadazical (sp??)' feel.
10.) Save points:
offer the player to save immediately following the intro to the game. esspecially if your intro is an extremely long or engrossing one. The player has seen it, and even if you put tons of work into it, they dont want to, in the event that they die, accidentally turn off the game, the dog pulls the plug, have to go to school, or are bored w/ the intro, have to watch it again. if they do, they can just start a new game. when i was playing through FF7, i dont remember how long it took before i could save, but i remember it being long enough to be annoying. id say there should be a save point w/in like 5 minutes of the intro ending. if your having a battle immediately after the opening movie, it is imperitive that you put a save point BEFORE the battle. theres no telling, regardless of how easy you make it, who will die. if the battle is long, you should put a save point after as well. this esspecially goes for everyone doing a tactical battle system, as they tend to run the longest.
Well, thats it for now. keep in mind that these are my opinions, and are not in anyway necessary. just somethings ive noticed over the years. please leave your opinion &/or discuss these ideas...
Over the next few days, im gonna try to give some info that will give you something to think about when making your game, some stuff ive learned as ive gone. keep in mind that these are my opinions, and are not in anyway necessary (you dont have to follow them, dont be offended if ive said not to do something youve done, dont think you have to change something ive said to do that you havent). just somethings ive noticed over the years.
Article 1: Game starting tips that are guaranteed to please the masses:
1.) A catchy intro movie
Save history and back story for the back of the box, and the booklet that comes w/ it. Your opening cutscene should make the player wonder whats goin on. Clips of what has happened in the past are good, (FF9) but elusions to future game events are better. Sometimes doing both works well, (FF8) but id really suggest staying away from backstory. Try to represent all of the momentuous, powerful, or defining moments of your game. Spoilers are okay, as long as they arent obvious. (Chrono Cross) If you must have a backstory before the game, try to sum it up in one page, (FuMa), or make it an optional thing. (FFT). Overall, try to represent your game, and mainly your theme well. An intro can make or break a game.
2.) An immediate battle
Throw the player into the action as soon as possible. (FFT, FF7) A good battle right at the beginning of the game will increase the idea of an 'action' oriented game (rpgs tend to be long winded by default, and this will break the mold), and also force the player to keep playing to find out exactly whats going on. However, this battle should not be a hard one. Even if you plan on making your game w/ a high learning curve and difficulty level, this battle should be relatively simple. a difficult battle will frustrate the player, and they are likely to not continue if they lose the first battle, or have any trouble w/ it. It should be just long enough to show the player how the battle system functions. It should just get into the basics. as your game progresses, so should the players need to know the ins and outs of the battle system. they DONT need to know everything right now, three minutes into the game. Also, nix the 'tutorial', unless the battle system is extremely hard to figure out, and if so, a guided battle should be used. You know what they say, experience is the best teacher.
3.) Skip the dialogue
Theres nothing more annoying then forever amounts of dialogue at the beginning of a game. Tons of forced dialogue is annoying at any point in a game. Spill the plot and story in little portions, so as to keep the player playing to find out whats going on. Giving him a long lecture of the game history at the beginning will just make him reach for the power button that much earlier. Further more, when revealing plot, do it more through events then dialogue. Keep the player as involved as possible (pressing the 'x' button over and over is not keeping the player involved. this goes for dialogue and battle systems).
4.) No fetch quests
Im gonna say it again. No fetch quests. Do not start your game w/ a fetch quest. If you do, dont make the player finish it. Have it lead into some overlying part of the plot. The problem w/ fetch quests is most of the time, they contribute to the game in no way. they are filler space. As a gamer, i can tell you its important to keep the plot moving. dont send the player out of their way, to do something they feel is a weak chore that has nothing to do w/ the game. This is an esspecially horrid error when done at the beginning of the game. Sad to say, but first impressions last. the beginning of the game, you should be pourin it on heavy. When the game starts, your goal should be to immediately introduce the player to the plot, or some portion of it. Not to send him on some menial task. I recently finally played through Fu-Ma, and i think anyone that has played through at least the first little bit of it can agree w/ me, and the most unneeded part of that game was the beginning. If they had started the game when you were asked to watch the inn, nothing would have been lost. And thats the kind of intro you dont want to have in your game. No fetch quests.
5.) A chase scene
I would swear by all listed so far. these next few are more of a tip. A chase scene is usually a good way to keep the player interested for at least a little while. there are two ways to go w/ a chase scene: the player has to chase someone, or the player is being chased. either way, they both serve to add a certain feel of immediacy to the game. if you have that feel, that something must be done immediately, youll more then likely hold the players attention. i would go so far as to say that this 'atmosphere' should be kept for the first part of the game. limit the players options, and push the story. slowly slow it down, and allow for sidequests and such. a chase scene is a prime way to do this.
6.) Leave unanswered questions
Leaving questions for the player to answer will aide in his desire to play, if just to answer the questions. It will also add to the 'suspense' feel of the game. leave the player wondering whats gonna happen next, and the game will be like a book too good to put down.
7.) Cliffhangers
This is somewhat a continuation of 1 and 6. your opening, which may be all of the above mentioned, or merely the movie, should be a cliffhangar. if its merely a story, the player will feel less involved, less attached to the game. the storys already been told. There is no reason to read the book. ya know?
8.) The classic wake up intro
dont open your game by your player waking up. unless he's waking up and his house is on fire. or hes waking up to enemies in his house. or something like that. games that open w/ the character waking up at noon, for no reason, do not push anything, and they leave the player waivering as to what should be done next, or make the player feel that what they are doing is somewhat pointless. openings like this are 'lazy', and will give a 'slow atmosphere' to the game. even when LoZ: OoT opened like this, i felt that the plot would never move. then it was followed w/ a fetch quest. i wanted to slam my head into the wall... anyways, throw them into the plot. i cant stress this enough.
9.) Free floating camera intro
The free floating camera opening. Why would you do something like this. like the above, it gives the game no real direction, and leaves you to fill it once the game has started (usually via dialogue. see point 3). your opening should give the game direction. even if it doesnt tell the story, and just plays clips from throughout the game, it should at least serve to set the atmosphere, anticipation, or adreneline level for the game. if the game is somber, show some sad moments. if its epic, show some epic moments. and so forth. but dont drown your game w/ the free floating camera. like above, it gives the game a 'slow, or laxadazical (sp??)' feel.
10.) Save points:
offer the player to save immediately following the intro to the game. esspecially if your intro is an extremely long or engrossing one. The player has seen it, and even if you put tons of work into it, they dont want to, in the event that they die, accidentally turn off the game, the dog pulls the plug, have to go to school, or are bored w/ the intro, have to watch it again. if they do, they can just start a new game. when i was playing through FF7, i dont remember how long it took before i could save, but i remember it being long enough to be annoying. id say there should be a save point w/in like 5 minutes of the intro ending. if your having a battle immediately after the opening movie, it is imperitive that you put a save point BEFORE the battle. theres no telling, regardless of how easy you make it, who will die. if the battle is long, you should put a save point after as well. this esspecially goes for everyone doing a tactical battle system, as they tend to run the longest.
Well, thats it for now. keep in mind that these are my opinions, and are not in anyway necessary. just somethings ive noticed over the years. please leave your opinion &/or discuss these ideas...