Episodic RPGs (Informative, not a question/tutorial)

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
I think he was rooting for if the players get to play the first part, they will like to play the next and so on... which only happens if the one you release is great... sometimes even "episode 2" of a good game doesn't get a fanbase
 

Aceri

Author
Veteran
Joined
Mar 26, 2013
Messages
431
Reaction score
79
First Language
English
Primarily Uses
Half-Life 2: Episode 2 for example...

Edit:

Also, when it comes to episodic games I've found you run a much higher risk of retconning your own story because you do episode one, forget about it for a while, do episode two and completely contradict what happened in episode 1. I mean because honestly I don't know any game developer in the RM scene at least that, once their game is 100% complete and fully functional, goes back to play it. They don't need to play it again they know the story and gameplay, they made it.

And with all due respect, we are all pretty much amateurs when it comes to game design. Granted you can make really good games with this engine, but it caters to the majority of us who have no programming knowledge to speak of. Games will RARELY reach the kind of exposure everyone dreams their games will. Some lucky few make it onto steam through greenlight, but those are the rare exception unfortunately.
 
Last edited by a moderator:

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
wait, HL 2 have episodes??? didn't know about that one...
 

Aceri

Author
Veteran
Joined
Mar 26, 2013
Messages
431
Reaction score
79
First Language
English
Primarily Uses
Yeah, Half-Life 2 came out with two episodes. They both pale in comparison to Half-Life 2 in my opinion.

All I know is Adrian Shepard BETTER play a role in Half-Life 3 or I'm gonna kill somebody.
 
Last edited by a moderator:

Tai_MT

Veteran
Veteran
Joined
May 1, 2013
Messages
5,472
Reaction score
4,859
First Language
English
Primarily Uses
RMMV
You run into the risk of "retconning" previous games as well, even if you go for sequels instead of episodic gaming.  Just because you know a story inside and out, doesn't mean you've taken the time to make sure it makes sense in context with everything that has come before.

As a writer (a never published and never finished writing a story kind of writer), it often irks me to no end that books or game companies can create a story that retcons portions of the already established story and universe.  Whenever I have set about planning a story to write or to create for a game, I've always sat down and tried to establish the absolute facts of the story.  I frequently go back to this list and reread what I'd written to ensure that it makes complete sense in context of the world I've created.  There are only two reasons someone wouldn't do this:  1.  They are absolutely lazy and hope the audience doesn't catch the contradictions and retconning.  2.  The material has been handed off to another individual or team who are inexperienced with the content and aren't interested in the content as a whole.  Both of those reasons are absolutely inexcusable.

But, the point remains that whether you go Episodic or not, it doesn't really matter that much.  There are all these other variables that need to align for a "rank amateur" to produce a game (even a bad game!).  I can admit that despite knowing a lot about the video game business (at least in terms of design, player behavior, and story structure), I am a rank amateur when it comes to actually creating a game.  I have no talent, no experience, and no credentials for making a game.  Many people, including myself, realize at some point that what we're making as a game is really more for ourselves than for an audience.  We end up doing it because it's something fun and interesting to do.  The program lends itself well to being a "toy", despite not being designed as such.  We use the program in the same way the guy down the hall plays his guitar.  It's interesting and fun to do... and you can sometimes pick up chicks with it.

Now, if you get into the actual people who really do care about producing a game and it is one of their life long dreams...  Those are the people who will complete their games.  It isn't just some passing fancy or toy they're tinkering with.  It is their creative outlet (much like painters have a canvas, writers have notebooks, and musicians have violins) and their freedom of expression.  Those are the people who go on to do more with the program than many of us ever do.  They are the ones who get the jobs and do the work, because it's a labor of love and no amount of real life BS will stop them from doing it.  Those people create the 50 hour RPGs as their first attempt.  Those are the people who attempt to make narrative gold with their experience.

Amateurs always can and always will fail at a task that they never had any intention of ever making the main focus of their lives.  Episodic Gaming or not, they will fail.  That doesn't mean they have nothing to offer or that "they are doing it wrong".  No, it just means they aren't cut out for the business of creating, publishing, and selling games.

RPG Maker just does one thing remarkably well that most people don't notice.  It separates the chaff from the wheat.  It's a neat program that lets people who would never create a video game experience what that process is probably like (as well as how many hours would often go into it) and it lets other people who would create a good video game have a lot of resources at their fingertips as kind of an "introductory" program.  Everyone goes into the program wanting to be the wheat, but it doesn't take long for the chaff to accept they are chaff, but to enjoy the experience anyway.  It's almost like a test that nobody really minds "failing", because the program is designed in such a way to be fun, even to those who don't have the potential for a career in Video Game Design.  It's a toy to those without the potential, and it's a tool for those with it.
 

McTricky

Veteran
Veteran
Joined
Jul 10, 2012
Messages
790
Reaction score
386
First Language
English
Hahahahaha...ha...when I first sat down to plan Palasiel Quest, it was planned to be 5 short episodes of 30mins of gameplay each. To put my foot in the water. First episode is currently 3 hours long, and about 3/4 complete.

Oh gee.
 

SLEEP

grunge rock cloud strife
Veteran
Joined
Mar 21, 2012
Messages
605
Reaction score
215
First Language
emglish
Primarily Uses
N/A
Episodic games made up as they're released can be done, and done well. Play some of Telltale's games before the Walking Dead (Or before Tales of Monkey Island, as Monkey Island was when they really started doing the whole planning ahead thing) as proof. In particular, Sam and Max 2 comes full circle in an interesting way, even though the game was made up as they went. I guess the important thing though kinda is that they're all comedies, and it's easier to handwave inconsitancies in service to the jokes? Or that most of the episodes were just that... not overarching plots, but a seperate smaller plot in each episode. All I know is Sam and Max 2 is really good AND was made up as they went along pretty much lol
 
Last edited by a moderator:

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
@SLEEP - take a look at the difference between those studios and a small RM team...


and do remember that his idea was that to split up a supposedly long game into smaller games because he thinks it's easier to finish that way
 
Last edited by a moderator:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most. :kaojoy:
Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD

Forum statistics

Threads
105,868
Messages
1,017,078
Members
137,580
Latest member
Snavi
Top