View Full Version : how much is too much in a game?
Karr Lord of Chaos
03-23-2005, 12:50 AM
ive recently run into a monumental problem. some of the majorly good ideas for mini games or options are overshadowed by their complexity and amount of resources they eat up. how far is too far when dealing with these issues. would an outragous amount of energy be a good choice in making a great cut sceen, or hours of building a complex mini game just to turn out a basic but decent mini game, time consuming branches in story lines? where is the line when it comes to these decissions, is the end result all that matters or is there some general consenses when youve reached the point of a waste of time?
what are your thoughts here?
John Mora
03-23-2005, 12:53 AM
You're presumably making a game so people will play your main idea, not so people will play all these other games. Just because the big companies do it doesn't mean it's what makes a legitimate RPG. Focus on branching paths or cutscenes, which are the things that actually affect gameplay.
WilliamKirk
03-23-2005, 03:16 AM
Agreed. Focus on what you feel is most important for your game. I always consider how much memory things will take up.
Draygone
03-23-2005, 11:35 AM
Yeah, focus on the main game, then create your subquests and mini-games after the main quest is done.
Big Rick Cook
03-23-2005, 11:38 AM
If something's going to be naked, always, and I mean always, exhaust as many resources as possible on making that your mainstay.
Vonwert
03-23-2005, 12:25 PM
Since most of my games involve puzzles, I tend to allow complex and large puzzles and mini-games. While it does eat away memory, there is allows "sce next" and the mutiple sys trick.
Personally, if it is really good, then I would keep it. If it doesn't feel right and doesn't feel that it was worth all the time you spent on it, then I would consider dropping it.
But it just depends on how you feel about it.
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