I was wondering what are the masses looking for in an rpg maker 2 game?
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question on what people are looking for
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Re: question on what people are looking for
I think everyone wants a fun game with a good story.
A fun game could just mean that combat is well balanced for standard game play and that none of the scripts are broken.
The story needs to be good on a moment to moment level. Too many creators worry about the story on a grand level, but most players only care about what's going on in the story at the moment. What am I suppose to do next and why?
Overall, make a game you'd want to play and other people will want to play it as well.
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Re: question on what people are looking for
That goes for pretty much any of the makers. Make the game you want to make and don't worry too much about wha everyone else might want. Noboby can please everyone all the time anyway.Originally posted by Dungeon Warden View PostOverall, make a game you'd want to play and other people will want to play it as well.
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Re: question on what people are looking for
Someone to do market research, and then to make a game that will cater to the whims of what the masses want. In short, they want a sell-out.Originally posted by fallenangel200735 View PostI was wondering what are the masses looking for in an rpg maker 2 game?
Of course, I'm not being 100% serious, but there IS some truth to what I'm saying. Instead of making a game based on what the "masses" want, you should make a game based on what you want. If you invest something of yourself in the game, maybe you'll give the masses something they didn't even know they wanted.
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Re: question on what people are looking for
Just make something that has some great features in it, and does something no one else has done, if possible.
For my customized kart battle game, I came up with a way to have different amounts of turning, speed, accelleration, and drifting/ice sliding, and the controls for accellerating and turning are pressing up on the control stick to accel, and pressing left or right on the control stick to turn, with downward pressing the brake/reverse, and you can press diagonally to turn and accel at the same time.
When you stop tilting the stick, it recognizes this with the system I came up with.
Granted, I have only tested parts of this system, but it involves having an event inside you stopping you from moving, you control this event as your kart, you both move together, and you're invisible and in an invisible vehicle(the kart displayed's made of a VFX body, wheels, and weapon combined), and change direction constantly, so any tilting on the control stick is instantly recognized and for as long as it occurs by checking your direction.Last edited by Nje789; 03-26-2008, 04:49 PM.
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