Starting out from scratch
by CHRISTIAN ROY · 03/21/2006 (1:42 pm) · 2 comments
As we try to build a new tentative space game title, me and my friend known in the cyberworld as Zhadum are starting to build up our game plan.
We started out by visiting gamedev and taking a template from the article section. Since i will be reading a lot the next days, i will update my log with some findings about how our development rolls out.
As in all projects planning is very important and we will not miss our end-april target. We will try to keep the game entertaining while not packaging too much crap in. I do not like games features wich do not add up to the game much. For me a good plot and story line is way better than any feature we could put in.
We started out by visiting gamedev and taking a template from the article section. Since i will be reading a lot the next days, i will update my log with some findings about how our development rolls out.
As in all projects planning is very important and we will not miss our end-april target. We will try to keep the game entertaining while not packaging too much crap in. I do not like games features wich do not add up to the game much. For me a good plot and story line is way better than any feature we could put in.
#2
Even games with extremely light stories and heavy gameplay (such as Devil May Cry) can be captivating. Yet, some of the games with heavy stories can seem plodding at times (Xenosaga I or Disc 2 of Xenogears, for example). Keep the plot and characters scaled necessarily, just like gameplay. Beware the common problem with most RPG maker games which push story, plot, and characters...but use gameplay as a means of blocking story progress rather than sluicing it and using the systems to help progress the plot. It is more than a narrative hook to open the sluice gates. It has to work with the gameplay to work.
03/21/2006 (5:08 pm)
It depends on how well the story is told.Even games with extremely light stories and heavy gameplay (such as Devil May Cry) can be captivating. Yet, some of the games with heavy stories can seem plodding at times (Xenosaga I or Disc 2 of Xenogears, for example). Keep the plot and characters scaled necessarily, just like gameplay. Beware the common problem with most RPG maker games which push story, plot, and characters...but use gameplay as a means of blocking story progress rather than sluicing it and using the systems to help progress the plot. It is more than a narrative hook to open the sluice gates. It has to work with the gameplay to work.

Torque Owner itttech (#0002)