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The new OHR magazine proposal
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Iblis
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PostPosted: Sat Feb 10, 2007 9:01 pm    Post subject: Reply with quote

http://ohrweekly.castleparadox.com
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Moogle1
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PostPosted: Sun Feb 11, 2007 12:24 am    Post subject: Reply with quote

the_dude257 wrote:
just because were the only ones to show are enthusiasm (i know i spelt that wroung)


No, but you misspelled "spelled" and "wrong." You could really benefit from a spellchecker. Try Firefox's built-in.

While I am pleased at the enthusiasm being thrown at this, I don't want to see a 100-page extravaganza for the first issue that dies down to a page and a half in the second just because people stopped being excited. If you're volunteering to do something, consider expanding that into something monthly. As an example, Iblis volunteered to do the TGC history. Rather than briefly skimming over the entire contest history for one article in the first month, he might go more in-depth about one TGC for each issue.
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Rinku




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PostPosted: Sun Feb 11, 2007 12:36 am    Post subject: Reply with quote

I was thinking it might be interesting to write a "history of the Ohrrpgce" column every month. But I'm not sure how interesting it'd be to most readers.
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J.A.R.S.
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PostPosted: Sun Feb 11, 2007 12:45 am    Post subject: Reply with quote

Rinku wrote:
I was thinking it might be interesting to write a "history of the Ohrrpgce" column every month. But I'm not sure how interesting it'd be to most readers.

I'd love to hear you fill the gaps I've missed for one Wink
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Iblis
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PostPosted: Sun Feb 11, 2007 12:56 am    Post subject: Reply with quote

Quote:
As an example, Iblis volunteered to do the TGC history. Rather than briefly skimming over the entire contest history for one article in the first month, he might go more in-depth about one TGC for each issue.


Well, this is an interesting idea, but I think the reason Surlaw asked for an article about the history of the TGC is that it's important at the moment, because Fenrir just announced it. I think just doing one of them for the next four months would kind of defeat that purpose.

However, since the contest will last until the end of April, I could split it into two articles. Do the first two contests in March, the next two in April, then an article about the current one in May since it'll be finished then (I guess voting would still be going on though, so the results would have to wait for the June edition).

Of course, Surlaw is the editor so it depends on what he wants.
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Artimus Bena
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PostPosted: Sun Feb 11, 2007 3:04 am    Post subject: Reply with quote

I would be very honored to help out. One of my most marketable skills in this area is flash experience. I can make things pretty. However, that is probably not the highest priority at the moment. I can write articles on music since it's where I have the most experience, but I do have an idea for an interview-type game-design article.


Something occured to me when you commented on the community's lack of life. If this is accurate, then the source of this is probably (in my opinion) the result of an almost-purely internal motivational system. Basically what I'm saying is, we're all spinning our wheels in the same mud, and we're only wearing out our tires. What I think we should do is somehow reach outside the box of CP with our games, to the average game-design enthusiasts, where not only CP members are exposed to CP content, but also the many people out there who are just in love with games or making them.

Many of us here (as far as I know) just create things to appeal to the other people in the same small community. Why not branch out, and design our games for the general public, using the community as help toward the goal? From the site design, it's obvious that's what the community was meant for.

I believe a magazine like this can help. If we design it for, and market it to, just about everyone out there possible, I think our creativity could find a little more meaning. This is why I think the "general not-necessarily-ohr-related-game-design-discussion" should be the MAIN focus of the magazine. This subject would include everything of course, the graphics, the music, the programming, everything involved, focusing on one aspect at a time each month (or however often it comes out). The game reviews and such would stay of course, as well as everything else, but if we market it as mainly a magazine with game-design articles, instead of just-another-community-magazine we can help other people who aren't CP members, as well as spread our content outward, instead of inward. If done right, and marketed in the right places, we could add more (possibly valuable) members who previously didn't even know about the community, help out people looking for game-design (or even team efficiency) advice, and reach a wider audience for our creativity.

I'm not saying we get rid of anything phc suggested, but I am suggesting that we try a different angle this time around.
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Rinku




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PostPosted: Sun Feb 11, 2007 7:34 am    Post subject: Reply with quote

I think this is getting off topic, but I don't believe the magazine could directly help give the Ohrrpgce a wider audience actually. It's a great idea but it's mainly useful for the use of Ohrrpgce developers. People who don't use the Ohrrpgce never read Ohrrpgce Monthly or Ohrrpgce Weekly, and although Septaweekly's audience was slightly larger it wasn't enough to draw that many new people in.

I think a better idea is just to create really great games, because if the games are good enough people outside of the community will play them. I've mentioned before that Missing had 20,000 downloads and Sword of Jade had 10,000 -- but I think it's possible to create Ohrrpgce games that could do even better than those outside the community. If there's a game that's made in the Ohrrpgce that's downloaded as much as, say, Cave Story, then there will be a lot of new users to the community.

Another important thing is to improve the engine enough that it's comparable with the RPGMaker engine. Why can't it do everything that engine can do? Why are walkabouts and tiles still limited to 20x20 even though there's no real reason for that anymore? Why isn't there transparency yet, and why can't you yet make games in a higher resolution than 320x200? There's no technical reason that it shouldn't grow beyond those ancient limits. If the Ohrrpgce did improve enough to give RPGMaker a run for its money, you'd see a lot of new users.
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The Wobbler




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PostPosted: Sun Feb 11, 2007 7:43 am    Post subject: Reply with quote

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PlayerOne




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PostPosted: Sun Feb 11, 2007 8:15 am    Post subject: Reply with quote

Rinku wrote:
I think a better idea is just to create really great games, because if the games are good enough people outside of the community will play them. I've mentioned before that Missing had 20,000 downloads and Sword of Jade had 10,000 -- but I think it's possible to create Ohrrpgce games that could do even better than those outside the community. If there's a game that's made in the Ohrrpgce that's downloaded as much as, say, Cave Story, then there will be a lot of new users to the community.


I think a magazine is a good step towards this. It gives the development community a focus and a bit of momentum. Something to look forward to each month. A happy development community is a productive development community.

Regarding your last point, the low-res low-colour aspect of OHR is what attracted me in the first place. This is because my original intention was to take the OHR away from PCs, onto PDAs. The engine has moved away from what I wanted, and I have become less interested in PDAs, so I very much doubt I will now move in that direction (I am actually thinking of making something way simpler for far cruder devices). I think something that could be covered by the magazine, though, is the future direction of the engine. What should it be? Why not just use RPG Maker (or one of the other actually legal tools)? What is good about it and what are we in danger of losing?
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Rinku




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PostPosted: Sun Feb 11, 2007 8:24 am    Post subject: Reply with quote

I think 320x200 should be kept of course, just that there should also be the option for higher resolutions. I'm not saying to go from one cookie cutter to another cookie cutter, I'm saying to go from a cookie cutter to a knife.

I personally am not a "retrogamer" except that I believe that old games generally had better gameplay than newer games. But I do not believe that the conventions of older games (lower colors, lower resolution, etc.) are better than modern capabilities. Although there's value in purposefully limiting yourself to older conventions in order to learn game design, they ultimately limit the type of games you can make to games which will appeal to people because of nostalgia.

As for "Why not just use RPG Maker (or one of the other actually legal tools)?" -- most people do, that's why the community is so empty. The ones that still use the Ohrrpgce are (no offense intended, this is just how I see it) either 1) those whose skills and game development ability haven't yet surpassed the need for the Ohrrpgce's limitations, or else 2) those can't be bothered to learn a better engine because they're like an old dog that can't learn new tricks and are too familiar with the Ohrrpgce and too embedded in its particularities to make games in anything else, or else 3) people developing the Ohrrpgce, or else 4) people who have games half-finished in the Ohrrpgce which it'd be too time-consuming to port to another engine, or some combination of those four.

EDIT: I should mention that one version of RPGMaker, RPGMaker XP, is actually legal to use. In fact there are very important and even some commercial games made in it, such as Super Columbine Masscare RPG! (which created a huge controversy this year and caused the Slamdance Games Festival to be closed down, with people hailing it as the most important video game since pong), and Aveyond (which is a commercially successful independent shareware RPG).
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The Wobbler




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PostPosted: Sun Feb 11, 2007 8:54 am    Post subject: Reply with quote

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Rinku




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PostPosted: Sun Feb 11, 2007 9:00 am    Post subject: Reply with quote

It did a few things that were important; e.g. someone who was actually wounded in the real Columbine Massacre played it and said that he agreed that it was artistic and that he felt he better understood what motivated the killers because of playing the game. But it's a pretty big topic and it's better covered elsewhere.
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PostPosted: Sun Feb 11, 2007 9:12 am    Post subject: Reply with quote

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Rinku




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PostPosted: Sun Feb 11, 2007 9:29 am    Post subject: Reply with quote

I agree with that, but I don't think that's the only criterion by which we should judge the importance of games. For instance, Mortal Kombat did nothing new in a game, it was a bad clone of SF2, and there were games with extreme violence before it, but it was still important culturally, for the reaction it got.

SCMRPG's culturally important because it showed most clearly to the public that games are judged by different standards than other art media, because it was pulled from a festival whereas a film about the Columbine Massacre which was in the exact same festival was not pulled. Other games probably have been banned from smaller contests like this before, so it's not the first, but the reaction to that decision was pretty pronounced, it was covered in the New York Times & Wired etc., raising the issue to widespread discussion.

I agree that SCMRPG's not the most important game since Pong, but it's important in the same way that Mortal Kombat and GTA are, it's on their level of notoriety.
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Komera




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PostPosted: Sun Feb 11, 2007 9:45 am    Post subject: Reply with quote

PHC wrote:
We also need to decide whether or not to do a cover for each month's issue. Some of the old magazines had beautiful covers, but I understand that making something that looks good take a lot of time.


And I bet you were thinking of the Walthros cover I did when you said that.
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