| 113 posts found | |
|---|---|
|
2/28/13 2:13:57 PM#41
Originally posted by Loktofeit I keep asking you to post these ideas that can't be done. You still havnt shown me an example I requested.... that quote means little. It's meaningless without pointing out what can't be done.
|
|
|
2/28/13 2:14:44 PM#42
It's very unfortunate that people and companies do not take the ideas of the player base and use them. They're only hurting themselves because many of those ideas are great and are vastly approved by that community. The developer essentially has the customer brainstorming their game for them. All they truly need to do is pick and choose those ideas. If only I could afford to be a game designer, but I cannot afford the schooling or the resources to do so. Now that I've read my post I truly wish there was a game like that. *sigh* |
|
|
2/28/13 2:15:59 PM#43
Originally posted by Quizzical Got this far and had to stop reading it seriously. I did skim the rest though.
I've played great games that are good because of their ideas more so than their execution. The OP suggest that minor things like the amount of damage dealt by an attack is more important than the original concept and I disagree. You don't need to refine an idea to the level that a good game designer would to make a decent game and ideas prior to that stage aren't worthless.
This is exemplified by the fact that game pitches don't start with a 50 page document they start with the concept. They start with it because it is the single most important aspect and most definitive aspect of the game.
Now I will concede that the execution is extremely important and for an unknown or armchair designer, that the idea will never see the light of day unless you can refine and probably do a lot of the actual work towards making it too. However that is far from saying they should be regarded as worthless as the OP says in the opening paragraph. |
|
|
2/28/13 2:30:07 PM#44
Originally posted by VengeSunsoar KoA was a mess, that's what I said, so it's a perfect example of what I'm talking about. They let the wrong people dictate how the gameplay was designed and it came out sucking. Ideas are definitely not the least of it. Vanguard didn't have any interesting ideas and it sucked technically too. Hence why it flopped. Effective resource use is extremely important, but who cares how effective your resource use is when you are building on top of a foundation of boring? How about Rift? Trion has to be one of the fastest content developers out there, they really are fantastic. And Rift was almost great. They had a hint of a single great idea (variety of souls) but no one really developed that idea into something more and it devolved into cookie cutter poopsocks when they failed to realize their greatest asset. So people came and left. So close yet so far.
|
|
|
2/28/13 3:11:04 PM#45
Originally posted by Mtibbs1989 Here is an idea that will solve your problem: Make a lot of money. By implementing this simple idea you will be able to afford your schooling and will be able to become a game designer. If you do not take the idea and use it, you are only hurting yourself. |
|
|
2/28/13 3:19:08 PM#46
Originally posted by Torik Right, make a lot of money how? That's a better question. When the schooling for game design costs roughly $110,000 dollars to attend it's fairly hard to come up with that money. So it's easier said than done. If you're going to say that I should just take out a student loan then there's another issue. Due to the fact that I'm under a certain age in my state and my parents are making XX income I cannot obtain federal student aide. However, I never said I was not trying to get into the gaming world. I am indeed trying to get my foot into the door. Networking is what I'm currently working on. I know game companies; specifically ones that run mmo's are always in need of people in that field. It's an affordable alternative to getting my foot into the door and then working towards something I want to do in that field.
|
|
|
2/28/13 3:34:14 PM#47
Originally posted by MMOExposed Well, dipping back into the past... A player proposed a certain change to the way crittur loot ("drops") was handled, which was actually quite a nice little idea that Marty (lead dev) really wanted to do. Unfortunately, implementing this (fairly trivial, on paper) idea involved the full development team revising, individually, several thousand existing subroutines, and a few hundred thousand lines of code to correct a problem that affected virtually everything. Given that this player's idea was essentially cosmetic...too many man-hours, too little benefit. Plausible idea (it could be done), but not terribly feasible (not quickly and not cheaply). Those bug-fixes that hang around unfixed for years? Generally involve overhauls that are just too large in scale, in relation to a bug that's basically cosmetic-level...not a game-breaker, just irritating little screen display bug or somesuch. Remember the Blizzard classic "Why can't we have armor dyes"? Hard-coded colors in the models. Cosmetic change, but one involving oodles of updates and a zillion man-hours. Cost/Benefit involves a lot of decisions for sensible-sounding ideas that could be done if we really wanted it badly enough, but don't expect it by next week. How do you tell a player that his Pet Idea is cool, and we'd like to do it, but don't expect it for at least a couple of years? The usual answer is to say nothing. Saying anything yields message board firestorm. And the never ending litany of "you promised!', if (for wharever reason) you later decide not to do it after all. -Nearly every single bad trend in MMO development was started by the developers.--Wordiz |
|
|
2/28/13 4:01:25 PM#48
Originally posted by Icewhite I think he was asking more for examples for starting in a new game. Trying to implement something such as dyes for armor could be extremely simple in one game, or near impossible in another. That has more to do with coding. Daoc had no problem with dyes, but WoW, which came out later, nope, can't be done. I think devs take short cuts when making the game, so there is not much flexability later on when they think of something good to add, but are unable to because they wanted to save a little time doing something in the beginning. There are a lot of good ideas that can be done, and be done easily, for new games, but trying to add to existing games, probably not feasible. Of course there are a lot of bad ideas too that can be added, that 1 person thinks would be cool, but if you think of it in the overall scheme, it just sounds stupid, lol. |
|
|
2/28/13 4:15:26 PM#49
Originally posted by Mtibbs1989 I think the sarcasm translator is broken. I wasn't suggesting a solution. I was merely providing you with a valid 'idea' that would have solved your problem once you found a way to implement it. Of course without that way to implement it, the 'idea' is fairly useless even though it is obvious. I am fairly sure that you would love to implement this 'idea' but are nto doign so because your current situation and resources do not allow it. |
|
|
Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
2/28/13 4:20:14 PM#50
Originally posted by Torik Well played. filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
|
2/28/13 4:25:16 PM#51
Originally posted by Vynt I think he was asking more for examples for starting in a new game. Trying to implement something such as dyes for armor could be extremely simple in one game, or near impossible in another. That has more to do with coding. Daoc had no problem with dyes, but WoW, which came out later, nope, can't be done. "Taking shortcuts" is a key part of the development process. Trying to acccount for every possibility is way to resource intenisive so you figure the best use of those resources. Blizzard took many shortcuts with WoW in order to have it run on lower end systems. As someone who had a lower end computer when WoW came out, I really appreciated that. As a software devloper I hate it when I have finished developing an application according to a spec and then the client decides that they have a great 'idea' how to improve it and to them it sounds like an easy fix. However, since this was not in the original spec, the design simply cannot fit it in easily. |
|
|
mgilbrtsn
Spotlight Poster
Joined: 2/14/09
He who fights and runs away... misses out on the loot |
2/28/13 4:30:43 PM#52
I believe that with a 50 page document you probably have a good set of ideas for what game you want. The problem is more of one in describing the technicalities of the game. The further along in the process you go, the more detail you need. The ideas are easy. Like with all planning, you start with a mission statement, and begin to detail on down.
I've seen some good ideas on this forum and I've seen some boneheaded ones. Either way, the idea is the easy part. 'I want involved crafting' Idea formulated. 'I want it to be 3 phases........' you begin the process of details' and on it goes until you are ready to be coding.
As a general rule, the ideas are pie in the sky 'I want involved crafting types.' which is ok for a forum like this. If someone were interested in actually getting a game done, they would use this for networking people as opposed to the random, 'I have an idea.' They are coming for you! |
|
2/28/13 4:59:15 PM#53
Originally posted by maplestone Well I did use marketing language... but what I mean, "a game made by gamers for gamers" as well as "there is space where this idea will grow and not be crowded out among all the other iterations of the same idea". IE know the players and how many of them there are for said game idea. |
|
|
2/28/13 5:09:38 PM#54
Originally posted by MumboJumbo Fair enough. ( this could branch off into the difference between the technical difficulty of creating a game behind closed doors vs the complexity of being a service to a community full of contradictory visions and priorities ) |
|
|
2/28/13 5:20:19 PM#55
Would you like to see my spreadsheets? They come with complete explainations of classes, stats, lore, roles, advancement, zones, cities, handling of new content releases, mechanics of dungeons, dungeon layouts, scaling values, range, damage scaling for distance from target, accuracy as a coefficient for damage and critical strikes, etc. I have close to half a gig's worth of documents, not including some graphics, explaining what I want the game to be like. Specific detail is not an issue for me. Details require lots of math, and sometimes even physics come into play, which often scares off potential ideas. It's not that I don't have the ability to make a game, it's that I lack the time, audience, and funding to create the game I really want. I would love to make my ideas into reality but I can't spend anymore time dreaming up this idea if I will never be able to create it. Some of my ideas utilize advanced ideas like making travelling merchants or travelling towns. Some use advanced character building opted by the player, if they wish to choose specific attributes for certain skills using the sliding scales for each individual skill. A few even use story as a method for introducing new content (heaven forbid the game actually justifies the introduction of a new zone/race/instance/class that was previously unavailable).
P.S. Some of the stuff you mention is things nobody has to worry about, like individual pixels on skins. They are generally designed in some sort of software that allows the artist to create the skin on the character and export it in a format that will flesh onto the item perfectly. Also, collision is pretty standard as far as combat and character placement goes. If the player is within range X of target, enable the use of skill Y. It's not that tough of a concept really. Debugging is one of the most important concepts in programming that many people try to overlook and fail miserably. If you can't figure out what the problem is, why it is happening, and when it happens, you'll never fix the issue fully.
I played WoW up until WotLK and now play Runes of Magic. |
|
|
Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
2/28/13 6:00:11 PM#56
Originally posted by Rossboss "It's not that I don't have the ability to make a game..." If I understand you correctly, you feel that you do have the ability to create a game and the only thing holding you back is that you don't have the time or money. Is that correct? filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
|
2/28/13 6:37:21 PM#57
Originally posted by Loktofeit I also lack the knowledge, experience, and skill with some things. I have the resources for the most part, short of the game engine and developing kit. I have the knowledge of programming, minus the online interaction of players. I lack the ability to make 3D skins that appeal to others in a timely manner and I don't have the funding to buy the licenses and some associated programs. I also lack the man/woman-power to maintain the actual game, nor do I have a userbase identified. I also lack the experience in programming on such a large scale and creating a positive user experience. I lack the time to learn all of these skills and acquire the knowledge needed to attain my goal. Are those things I listed in my original post not qualifying attributes a game creator must have to create an actual game? I played WoW up until WotLK and now play Runes of Magic. |
|
|
Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
2/28/13 6:43:10 PM#58
So, are you saying you do or don't have the ability to create a game? Nevermind, don't answer that. I found your answer.
"I have close to half a gig's worth of documents, not including some graphics, explaining what I want the game to be like." "...nor do I have a userbase identified."
filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
|
2/28/13 6:44:13 PM#59
Ideas are worthless, only execution counts
Secrets of Dragon´s Spine Trailer.. ! :D Best MMOs ever played: Ultima, EvE, SW Galaxies, Age of Conan, The Secret World |
|
|
2/28/13 6:49:25 PM#60
Originally posted by Loktofeit Pretty much. I'm unsure of what others want from a game and that pretty much shuts down my want to actually follow through with my ideas. I don't have the ability to create the game, but I have the potential to do so. Which really doesn't amount to much in the end if I never make use of the potential. I played WoW up until WotLK and now play Runes of Magic. |
|