What are your main focus in developing a game?

KimiRaven

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Title say it all, for me it's the story plot, but what about the rest of you guys?
 

JGreene

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Definitely the story. It has to be interesting to keep the player engaged for long periods of time. There are a plethora of combat-focused games out there already. Not to say you can't have both, but I think the story is slightly more important. :wink:
 

Crabs

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Artwork. Because drawing is my main skill as a developer.

Even though I don't think the artwork is the factor that has the most impact on a game's quality (it's pacing, IMO), I spend most of my time and energy on it.
 

Roninator2

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Game play complexity. I'm developing the story as I go along. I have a main focus for the story but I don't have every conversation between the characters planned out.
I'm just comparing my game to other games by major publishers, and seeing if I could do just as good or the best I can.

I figure if I can make it close then this will be good.
 

BrandedTales

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Story is what I focus on first. I have run table-turning RPGs for 25 years and I love interactive story.

Unfortunately it ends up not being the primary time sync. I spend a lot of time mapping and fine-tuning art. Visual aesthetics are my weak point, so it takes me forever to get them right.
 

Milennin

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Always the combat system. It's what I like working on the most too.
 

EseQueL

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Story - every good game has a good story.
Gameplay - try to have at least something unique in your game.
 

umbralshadows

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Story an character development. Thouh my current game has some unique stuff else to like a really weird battle system with no enemies. (but its barebones an I'll hafta come back an make it better after gamejam)
 

Frogboy

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Fun. A game that isn't fun to play won't get much play. If I had to chose between a boring to play game with an awesome storyline and really fun game play with almost no storyline, I'll take the latter any day of the week.
 

zimzim

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IMHO, story plot (including character development), music, artwork and gameplay are the four pillars that are equally important in making a great video game. I also think that one can do without one or two of these (except gameplay), provided that the area that they're focusing in is extremely good and well done.
 

Eviticous

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Story then mapping.

The story is so crucial to me, after I get a section of the story done I go back and I cut about 80% of the text
 

Kyuukon

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Generally: Story > Graphics <-> Gameplay -> Music
 

Arcmagik

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Moving forward and not backwards? Something which I have failed at.
 

Henryetha

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Well... I have always TONS of ideas for gameplay.. like... really many ideas.
And I love learning and trying to make my ideas work.

However.. the story should actually be the main focus, but when it comes to creating cutscenes, I always feel abit blocked :(
Which is weird, cause some years ago I wrote many stories and poems aswell.. Don't know why it is so hard now out of a sudden. Maybe some kind of "blockade".
 

ChampX

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Mechanics first and foremost and then design everything else around those mechanics such as gameplay, story, and combat. Much easier to develop these elements that works with your mechanics than to develop mechanics around those elements instead.

I also agree with Frogboy that fun is a major factor to.
 

Serg

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Basileus

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Core Mechanics - usually combat and puzzles.

You can't have a game without gameplay. Determining what abilities the player will have lets me figure out what skills the game should be testing. Once the central gameplay challenges are set I can look at the framework and figure out what kind of story can be told using those mechanics.

It always feels weird to me when the main mechanics are completely disjointed from the story. If you are going to have the player using a certain mechanic throughout the game then it really ought to be core to the plot somehow. I really don't want to get attached to a plot only to find that I can't make the mechanic the plot focuses on actually work and force me to scrap it.
 

Solwern

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Gameplay. Story is nice but if and when the player decides to explore the world, gameplay comes into play there.
 

jmike

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Fun. When I develop a game and think of what to include, what not to include, I simply just think: if this game was advertised to me featuring this feature or that, would I play it? Basically, my focus is the fun aspect, always asking myself if I would play this game if it were finished.
 

sabao

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A lot of RPG Maker games fall into this problem of all playing and looking mostly the same for me, so when I do start a project using the engine, I like to think of mixing up gameplay with unique mechanics first and then build a look and narrative that thematically fits. Fun factor in gameplay is a lot more apparent at first blush than writing.
 

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