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Epiphany

 
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JSH357




Joined: 02 Feb 2003
Posts: 1705

PostPosted: Sat Nov 29, 2003 7:27 am    Post subject: Epiphany Reply with quote

This may seem like a bizarre idea to some people, but have you ever taught yourself something when designing a game? Like, for instance, you were designing a game with the theme 'Protect the Princess' and during the course of the design you suddenly realized 'Hey, is the Princess really so important? What about my own feelings?' That's probably a terrible example; I just had come to an answer to a question related to the theme of one of my games while designing a conversation last night, and I was wondering if this had happened to anyone else?
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Sew
Just here for looks




Joined: 15 Mar 2003
Posts: 221
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PostPosted: Sat Nov 29, 2003 2:47 pm    Post subject: Reply with quote

Terrible example. Give a better one.

~Sew
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JSH357




Joined: 02 Feb 2003
Posts: 1705

PostPosted: Sat Nov 29, 2003 3:26 pm    Post subject: Reply with quote

Hmm.. it's difficult to describe.

Say, I'm making a game about exploring the sun (during a period of time in the REAL world where nobody knew how the sun worked). While designing the game, I suddenly realized why the sun must work.

That's what I'm talking about.

It must be because I base my games around questions or something.
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Grandtrain




Joined: 02 Feb 2003
Posts: 85

PostPosted: Sat Nov 29, 2003 6:25 pm    Post subject: Reply with quote

That is the main reason why I stopped working on almost all of my games. I guess Babel is the best example of this. The game was originally supposed to deal heavily with each of the characters discovering who they are in their quest for redemption. However, making the new additions after the demo, I realized that wasn't the case at all. The game was turning into a whole conspiracy plot. It started dealing a lot more with the corporations and nations than about the characters themselves. Chi-be was one of the last scenario I implemented and, I think, that direction was beginning to show. Afterward, the plot was becoming aimless and I don't really have a clue where I wanted to go with it. So, I guess, Babel was experiencing an identity crisis.
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Flamer
The last guy on earth...




Joined: 04 Feb 2003
Posts: 725
Location: New Zealand (newly discovered)

PostPosted: Sun Nov 30, 2003 1:29 am    Post subject: Reply with quote

this reason would be the mmain reason why most/some games are halted because of conspiracy of affairs and plot...
i say, "to heck with these contradictions and get on with the game..."

honestly... if you put everything into perspective this way... nothing will get done...
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If we were a pack of dogs, IM would be a grand Hound, CN would be a very ficious little pitball, and Giz...well, it doesn't matter breed he is, he'd still be a bitch Raspberry!
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LeRoy_Leo
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Joined: 24 Sep 2003
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PostPosted: Sun Nov 30, 2003 2:34 am    Post subject: Reply with quote

Not being able to go on with these conspiracy stories only shows general lack of the game's creator of solving these problems in a real life situation like it. I like the thoughts. Only advise is when you get in that kind of situation, just choose a revalation plot and go with it. Like if your main boss turns out to be controlled by a biggerr main boss, and that boss is controlled by an even higher boss, and tht Boss is being controlled by God himself, and God himself worships a God of his higher dimension that is even more powerful, then just say heck. That's where it should end. Hey... That wasn't that bad of a plot, eh?

Big grin Concerned friend, Leroy.
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Roach Lir




Joined: 08 Jul 2003
Posts: 119
Location: United Kingdom

PostPosted: Sun Nov 30, 2003 9:21 am    Post subject: Reply with quote

Teach myself stuff? Sure, for the game i'm doing at the moment, i'm doing a lot of research, so i've learnt lots of new stuff.
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RedMaverickZero
Three pointed, red disaster!
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Joined: 12 Jul 2003
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PostPosted: Sun Nov 30, 2003 10:53 am    Post subject: Reply with quote

I personally learn stuff through my games. Perphaps not my older ones but the newer ones I have. Halloween Quest taught me a lot about myself, even if people can't see the seriousness in it, though it wasn't orginally intended. Anyways, I love, absolutely love, to make the game progress with one plot and then have some either doom and gloom hero or a vicious enemy pop up and try and change the main character's thoughts. To try and get him to realize that you don't have to help anyone but yourself. Well, similar to that. In my newest game I am working on, well, you'll see. Hehe. Yet... I need to start it...
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Setu_Firestorm
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Joined: 26 Mar 2003
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Location: Holiday. FL

PostPosted: Mon Dec 01, 2003 6:11 am    Post subject: Reply with quote

A lot of what I've learned (aside from plotscripting) I learned for myself, as far as game making's concerned.

Sometimes you get brave and try something new, and it turns out interesting.
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Shadowiii
It's been real.




Joined: 14 Feb 2003
Posts: 2460

PostPosted: Mon Dec 01, 2003 8:35 am    Post subject: Reply with quote

While designing the Stop series' story (which will be completely condensed into Stop^-10, me and Mr. B's next joint project), I really discovered quite a few things about myself. The main character (Infinity) was designed as the extreme of many of my problems at the time...corruption, giving in to the Shadow (an analogy to temptations of sin), feelings of betrayel, and disbelief. The character of Infinity, the shadow-born boy, was basically designed to help me answer some of my own problems. After I created him and developed him, he stopped being someone I threw all my problems on and rather someone who helped me answer my problems. It was really an interesting transformation...

I think you know that your characters are well developed if they teach you something about yourself every time you relate to their personality. Heck, each one is going to be a piece of you (you made him/her), it just depends on what piece he is.

Yeah, I'm weird. I should seriously consider changing Stop into a novel...but eh.
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Flamer
The last guy on earth...




Joined: 04 Feb 2003
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Location: New Zealand (newly discovered)

PostPosted: Mon Dec 01, 2003 5:42 pm    Post subject: Reply with quote

i generally agree with leroy here, though his story is a bit over the top...
it's how stories has all these twists and turns.
usually one or two ultimate controllers is enough, putting six or seven is just overkill... especially if the hero has trouble with the first few, how on earth does he/she stand a chance against the other more powerful few? (special powers are put in here to improvise the power gap, but that gets pretty old)
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If we were a pack of dogs, IM would be a grand Hound, CN would be a very ficious little pitball, and Giz...well, it doesn't matter breed he is, he'd still be a bitch Raspberry!
(no offense to anyone that was mentioned)
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Harbinger
Opini




Joined: 19 Dec 2003
Posts: 14
Location: Jax

PostPosted: Fri Dec 19, 2003 7:32 am    Post subject: Reply with quote

Well, although it's not exactly in the same vein, the OHR was the reason I got into making graphics... none except a few of you who were perhaps new to the OHR when I left would remember me, but I started making graphics and OHR games and went on to become a graphic designer. I'm a fogey.
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Aethereal
SHUT UP.
Elite Designer
Elite Designer



Joined: 04 Jan 2003
Posts: 928
Location: Gone! I pop in on occasion though.

PostPosted: Fri Dec 19, 2003 10:08 am    Post subject: Reply with quote

I remember you. That's a pretty neat story, too. You're not the only person around who has benefited from using the OHR (for example, Royal is now a professional graphics designer for a game or two).
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