View Full Version : question on what people are looking for
fallenangel200735
03-21-2008, 11:10 AM
I was wondering what are the masses looking for in an rpg maker 2 game?
Dungeon Warden
03-22-2008, 11:45 AM
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.
fallenangel200735
03-22-2008, 06:56 PM
thanks once again. we all can count on you for are promblems. now i feel like my battle system idea and story will be fine for the public to see. ill hopefully have a demo out in a least a month maybe sooner. thanks once again.
orius
03-23-2008, 01:22 AM
Overall, make a game you'd want to play and other people will want to play it as well.
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.
Perversion
03-23-2008, 01:34 AM
I was wondering what are the masses looking for in an rpg maker 2 game?
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.
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.
rpgfanatic
03-23-2008, 03:59 PM
I would like to see someone make a soccer game. Also, a good sci-fi RPG would be awesome!
Nje789
03-26-2008, 05:47 PM
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.
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