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The Definition of a Cliche

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    #31
    Re: The Definition of a Cliche

    I work at Gerber Products Co. Ever heard of it? I attend to the palletizer machines. They pay well, and when the machines are running well, I play on the internet.

    It's rough being me sometimes,

    Avias

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      #32
      Re: The Definition of a Cliche

      Stating one's opinions as facts makes me think of the word 'retarded' too.

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        #33
        Re: The Definition of a Cliche

        But but RPG Maker II is a piece of crap. It is written in the Bible.

        2:14:32 "Thou shalt not play RPG Maker II as it is a piece of crap."
        XBox Live: Alzar2k
        Playstation Network: Alzar2k

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          #34
          Re: The Definition of a Cliche

          You can have my copy of RPGM2 if you want.

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            #35
            Re: The Definition of a Cliche

            I want it!!!!!

            Send me the game!!!


            please?

            Avias

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              #36
              Re: The Definition of a Cliche

              Sure man. Just PM me with your address and it's on its way.

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                #37
                Re: The Definition of a Cliche

                Nice job trying to make him avoid RPGM2, Remote Control.


                ~Updates weekly on Sundays~

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                  #38
                  Re: The Definition of a Cliche

                  Czechs had a short-lived hiatus.
                  "Mindless killing doesn't do a lot for me anymore." - Sampson

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                    #39
                    Re: The Definition of a Cliche

                    It's a hiatus in progress.

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                      #40
                      Re: The Definition of a Cliche

                      Anyone who has played a game like Plasma Dreams or watched one of RPGProgrammer's crazy VFX movies, knows that RPG Maker 2 is all that, a bag of chips, and your master.

                      Anyway, the problem a lot of people including myself have, is that we want to innovate first. We don't want to have to use someone else's material, or take somethig that works but we didn't come up with and modify it. All I'm gonna say is, when you make your game, make it because you want to make one, and don't stray from what YOU want to make. My games could have cliches coming out its butt, but I could care less, as long as the game is enjoyable.
                      Quote of the moment - "When you cut down a tree, don't stand near it."

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                        #41
                        Re: The Definition of a Cliche

                        *edited because I forgot to look at page 2*
                        Last edited by ErikaFuzzbottom; 06-15-2005, 08:15 PM.
                        "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

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                          #42
                          Re: The Definition of a Cliche

                          the definition of a cliche is...... the medieval setting.


                          ...waiting for 92137 negative replies.

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                            #43
                            Re: The Definition of a Cliche

                            I don't think you're gonna get anything besides sarcastic replies.
                            "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

                            Comment


                              #44
                              Re: The Definition of a Cliche

                              my opinion differs here. i think its everything in the pakaged deal that makes a game sucessful - becuase that is ultimately what you are dirving for, a good game that multiple people will buy (if your a game company), or play and recoment (Like our situation).

                              lets break it down into parts. arguable, gameplay, story, visual effects, musical effects, difficulty, and fun factors are the main key areas of a game.

                              if your gameplay is wonderful, and you have a very memorable system like ff8's juction system or tactics battle system you cirtinly are going to have a memorable game. however if this is the only element of your game that is good or memorable then you will suffer as ff8 did with their lackluster lovestory. a good userfriendly game interface will keep you out of asylums but if everything else sucks then you wont likely want to keep with the distraction long enough to finish the game.

                              if your story is over the top and worthy of a best seller like xenogears was for depth or valkeryie profile was for character developement then you will have a memorable game, one that will be talked about. however if the game plays like crap, and all the other factors work against you then no mater how grand your story was people will become to frusterated and just walk away from your game. a good story will improve the users desire to play the game to the end to find out what happends.

                              visual effects are dandy, they are great peices of eye candy that puts the games of today high on the list for realism or detail. however if your game is a walking peice of art, and thats all it is (caugh ffx-2), then people will give up and not follow through with your game becuase visual effects are nice but arnt worth the time when you can go watch a movie or download the entire fmv sequinces. visual effects enhance your game, such as placement of things, eye pleasing collors and realisticish object physics.

                              musical effects can enhance a game or stand alone such as a few ff soundtracts ive listened to. no one is going to play a game where the sound is total crap and doesnt make much sence, nor will they play a game whos entire focus is that of a cd and not of playing the game. without a good selection of tunes and soundeffects, your game will seam very bland.

                              the difficulty of a game is a very important factor, especialy for rpgmaker games becuase a games sucess can be made or broken by how difficult it is to play. games with battle systems that beat you down are going to be dumped in a hurry. we have far less tolerance for difficult games made by rpg maker then we do from a company like capcon and most notibly atlus. it is also good to keep in mind that difficulty is not only gameplay but the ability to keep with the story and its elements. if you confuse a player then they will be droping your game fast. set the level of difficulty for your game that will be best for your targeted group and stick with that difficulty, do not fluxuate it or youll toss out your player and leave him in a daze.

                              fun factor is also very important because if your game is not fun then you wont have anyone playing it. also the most fun part of a game is ususaly the most memorable - as is the most tedious. places like the golden scauser in ff7 or mini games in samuri legend musashi are going to make your game stand out. but if they have to smash through greuling hours of gameplay just to get there, then they wont likely move past these fun bits or maybe not reach them at all. the point of a game is to have fun, this is why we play most video games to begin with.

                              as you can most likly tell, its the entire pakage deal that makes a game worthwile to play and enjoy. a cleche is not the end of a game, but it can criple a game if its not used properly. i have seen alot of games pull off some very cleche bits and put a new spin on them that makes them seam unique. as northwherp fry said, "every story has already been told," so we should keep in mind that its HOW you tell your story, through the use of this medium that will determin your sucess with it. breakthrough innovation is nice to have, but so is some familair elements.

                              Thank you Ωbright for the sig fix!
                              Card Three is released! You can find it here!

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                                #45
                                Re: The Definition of a Cliche

                                Someone should let Avias know he's about to recieve a broken-in-two RPG Maker 2 disc that was submerged in toilet water...

                                Also, has it yet been said that the RPG Cliche topic has itself become a cliche?
                                Oh my god! You are so beautiful.
                                I had no idea how beautiful you were.

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