- Joined
- Dec 26, 2013
- Messages
- 14
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So, it's not an unusual occurrence for user projects to crash, burn, and die. Hell, AAA projects do the same thing on a daily basis. But you don't have a budget of seventy kasgiuohdskqgillion dollars. You likely have a small team full of amateur game developers working on a game that will generate no revenue that have lives outside of working on the game. Jobs, too.
And this becomes a problem.
So many strive to create bloody gigantic, 60-hour epics that they will never finish. I have never seen someone on this forum, for their first project, create a full-length, quality RPG experience and finish it completely. Never. And it likely never will happen. But this isn't to deter you from making those kinds of games. This is to convince you to walk before you run. There is a specific type of game that's shorter, easier to make, and can sometimes result in some more interesting, better experiences than the standard single-game compactness. Episodic games. Walking Dead, Siren Blood Curse, Half-Life 2, games like these have done the episodic formula and succeeded for the most part. (deathstares at Valve) But the problem that most see with this kind of game is that RPGs are games that have gradual buildup, and they usually take a very, very long time to get into. However, there are simple solutions to this issue -
> Re-design your progression. Make everything not a straight line, and create non-linear paths.
> Just make a carry-over save script. I'm not a expert in Ruby, but most teams have a scripter on hand anyway.
> Manage the way you split your episode. When most people hear "episode" they think 1-2 hours of gameplay. Shorten progression to accommodate, and make your story work with it.
But after that, you have the commitment to make more. There are more reasons that this is a good thing.
> You get to essentially do "Test-Runs" with your current team. People will dissapear, there will be arguments, but this is okay, because once you've released your first, quality episode, you can get your final long-term team together, and if you weren't dumb with your "sign-up requirements", you can still distribute that particular episode(s) freely without fear of a former team member's jimmies getting rustled. It gives you time to weed out the bad apples.
> Experience. You get to know what you're doing way better, and because of this, most of the time your episodes will escalate in quality because you know what you're doing.
> It's hard to get burned out on a episodic series. You get time between each release to want to play that kind of gameplay again, and then another episode comes out and people'll jump on it.
It's REASONABLE. I'm not saying every RPG on this forum should be released in this form, infact, some shouldn't. It all depends on the game you're going for. But you're more likely to finish a bunch of small projects in succession than one gargantuan one.
And after you've released a game like this, you have a fanbase, you have a following. THEN feel free to make your 60-hour epic, now that you have the experience, time, and in some cases - money, to do so.
- Sixxon
And this becomes a problem.
So many strive to create bloody gigantic, 60-hour epics that they will never finish. I have never seen someone on this forum, for their first project, create a full-length, quality RPG experience and finish it completely. Never. And it likely never will happen. But this isn't to deter you from making those kinds of games. This is to convince you to walk before you run. There is a specific type of game that's shorter, easier to make, and can sometimes result in some more interesting, better experiences than the standard single-game compactness. Episodic games. Walking Dead, Siren Blood Curse, Half-Life 2, games like these have done the episodic formula and succeeded for the most part. (deathstares at Valve) But the problem that most see with this kind of game is that RPGs are games that have gradual buildup, and they usually take a very, very long time to get into. However, there are simple solutions to this issue -
> Re-design your progression. Make everything not a straight line, and create non-linear paths.
> Just make a carry-over save script. I'm not a expert in Ruby, but most teams have a scripter on hand anyway.
> Manage the way you split your episode. When most people hear "episode" they think 1-2 hours of gameplay. Shorten progression to accommodate, and make your story work with it.
But after that, you have the commitment to make more. There are more reasons that this is a good thing.
> You get to essentially do "Test-Runs" with your current team. People will dissapear, there will be arguments, but this is okay, because once you've released your first, quality episode, you can get your final long-term team together, and if you weren't dumb with your "sign-up requirements", you can still distribute that particular episode(s) freely without fear of a former team member's jimmies getting rustled. It gives you time to weed out the bad apples.
> Experience. You get to know what you're doing way better, and because of this, most of the time your episodes will escalate in quality because you know what you're doing.
> It's hard to get burned out on a episodic series. You get time between each release to want to play that kind of gameplay again, and then another episode comes out and people'll jump on it.
It's REASONABLE. I'm not saying every RPG on this forum should be released in this form, infact, some shouldn't. It all depends on the game you're going for. But you're more likely to finish a bunch of small projects in succession than one gargantuan one.
And after you've released a game like this, you have a fanbase, you have a following. THEN feel free to make your 60-hour epic, now that you have the experience, time, and in some cases - money, to do so.
- Sixxon

