I'm sure you're probably just giving that advice because you're afraid a person will wind up making a long game that consists of "fluff", but I want to say this anyway, and you never seem to specify why people should keep games short in the first place.
Slayers' Reign is estimated to be over 20 hours in length. Yes, this is an RPGM1 game I'm talking about. Is that too long for you? Too bad. I can't cut it shorter if I tried. Almost all of the plot I have planned is too important for the progression of the story or explanation of the world in some way. And if I'm wrong and those who play it when I finish it feel that something was needlessly thrown in, my apologies. I really do try not to avoid putting anything in the quest without some reason, though. I've cut out a lot of things that I couldn't quite get to fit in, including a few playable characters.
So anyway, here's my advice for aspiring developers. Don't worry about your story's length. If the story you have planned is a long one, you do not need to cut it shorter just because somebody told you not to make long games. Take out the fluff that isn't important to the main quest or important character development or world in some way (we especially don't need to be collecting mushrooms). But do not be afraid to tell the story you want to tell. The only thing you have to worry about is memory constraints, and there is a way to get around that.
Slayers' Reign is estimated to be over 20 hours in length. Yes, this is an RPGM1 game I'm talking about. Is that too long for you? Too bad. I can't cut it shorter if I tried. Almost all of the plot I have planned is too important for the progression of the story or explanation of the world in some way. And if I'm wrong and those who play it when I finish it feel that something was needlessly thrown in, my apologies. I really do try not to avoid putting anything in the quest without some reason, though. I've cut out a lot of things that I couldn't quite get to fit in, including a few playable characters.
So anyway, here's my advice for aspiring developers. Don't worry about your story's length. If the story you have planned is a long one, you do not need to cut it shorter just because somebody told you not to make long games. Take out the fluff that isn't important to the main quest or important character development or world in some way (we especially don't need to be collecting mushrooms). But do not be afraid to tell the story you want to tell. The only thing you have to worry about is memory constraints, and there is a way to get around that.




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