What do you think about "Features" section in the game page?

Discussion in 'General Discussion' started by TheoAllen, Mar 29, 2019.

  1. TheoAllen

    TheoAllen Self-proclaimed jack of all trades Veteran

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    Basically, the question in the title. I posted a status about it a few days ago but then I think this is going to be an interesting topic.

    I feel like the section is supposed to be the TLDR about the entire page. But honestly, I think writing the section could be tricky. Does something really count as a feature? What is "feature" anyway?

    Some people thought the section can be used as the word of ads like "Engaging Battle", and some people would just go straight to tell, like, "Active Time Battle" without spicing it too much.
     
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  2. AfroKat

    AfroKat Villager Member

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    I feel like Features should be a list of why your game stands out compared to a different game of the same genre.
    Examples:

    Very engaging battles!
    That's terrible. It tells me bothnot of your game or why it's worth my time.

    Tactial RPG game!
    I like tactics games! So I'd check it out in more detail. Etc etc...
     
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  3. richter_h

    richter_h Eh? Sweetroll? Veteran

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    "Features" are what players should expect when they take a look and are going to play your game.

    You can go either with PR languages like "immersive, open world with epic creatures and mysteries" (which may hook one or two while raising their expectations a bit) or you go with technical languages like "Five levels + two extra levels after you beat the game once" (which may sounds bland and boring but it's quite a honest one).

    So, depending on your target audiences, you might wanna go either ways, but don't overblow it and make people expect way more than they should.
     
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  4. MushroomCake28

    MushroomCake28 KAMO Studio Veteran

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    For me features are an objective aspect/mechanic of the game. The words I use are important: OBJECTIVE and ASPECT/MECHANIC

    OBJECTIVE: This is pretty simple; I thing features should be what describes objectively the aspect or mechanic you're talking about. It wouldn't be an "engaging battle" since that's subjective. The correct term would be "Active Time Battle". When it becomes subjective (basically any superlative adjective), it's not a feature anymore, it's a selling point, an advertisement.

    ASPECT/MECHANIC: This is also pretty simple. It must be something that can be isolated and that isn't too general. For example, having a story isn't a feature since most games have a story. Having battles is also too large to be considered an aspect or a mechanic. Having a crafting system, now that's something that is precise enough and that participates to the gameplay.
     
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  5. Aesica

    Aesica undefined Veteran

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    While my sense of humor makes me want to use the features section for things like, "Over 2 hours of cutscenes" or "Rich RTP graphics," I think it's best served to show a potential player a summary of your game--you know, things that might make you interested in it if you were reading it. So listing features like, "ATB battle system, Over 300 unique equips, Crass/offensive humor, 30 hours of gameplay, capture monsters and bosses, win big in the ingame casino, 20 unique characters to recruit, character romance/harem system, 10 hours of optional sidequests and bonus dungeons, etc" would all be good things to list.
     
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  6. Lornsteyn

    Lornsteyn Sleepy Dragon Veteran

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    I barely read a feature section, especially if they are written in PR language and just tell me the obvious stuff.
    Engaging battles, super epic worldmap, you can have a airship! writing stuff like this is nonsense.
    Features are special things like a fishing game etc.
    It doesnt matter how much you write about "interesting" features, screenshots convince potential players to play your game.
     
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  7. gstv87

    gstv87 Veteran Veteran

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    In the context of the RPGMaker engine, >anything that is not the default configuration for a particular aspect of the game<.
    New interface? feature. Tactical battle system? feature. Daylight system? feature. Bestiary? feature. Steam support? feature.
    Different windowskin? not a feature... it's just a modification of the default. Lots of player characters? not a feature, just creative writing.
    you get the idea.

    Whether the player likes those features or not, will decide if they play the game or not. But that doesn't make those features less prominent, because they involve *work* done with the engine.
     
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  8. Aesica

    Aesica undefined Veteran

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    In the context of RM, that might be technically true, however for someone just looking for an RPG, I think it's important to also list off things that might make it stand out from other RPGs in general. "Turn based combat" might sound like a lame thing to list at first, but since not all RPGs, or even RM games might use a turn-based combat system, I think it's still a worthwhile thing to list even, despite being a RM default. Likewise, "lots of playable characters" might be something a prospective player loves (or hates) in their RPGs, so I think it's also worth listing along with its more restrictive counterpart, "features 2 playable characters."

    In contrast, "custom UI" probably isn't something most players will care about, even though it's still probably something a developer would want to include anyway because they're proud of it, and it does make their game stand out from other RM games. As a player though, whether I access my items, status, equips, options, etc in a SoM-style ring menu, a classic RPG menu, or whatever doesn't matter to me as long as one doesn't make doing so a bigger pain in the ass than the other.
     
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  9. megumi014

    megumi014 Veteran Veteran

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    It's not really a "feature" but for me the more useful one and makes me interested/uninterested in a blink is the estimated hours needed to beat the game.

    2-4 hours game? I'm sold
    30 hours game? I don't have time, skip.
    No time mentioned? I would put it on hold and only play it if the rest of the features are interesting enough.
     
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  10. RespectWomen

    RespectWomen Acoustic Child Veteran

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    Very few will seriously read the section, so I think buzzwords and humor can be injected there. You could also just be super straightforward if you wish. Screenshots and synopsis are what people scan.

    If you have a major gimmick it is probably worth highlighting, but as people have mentioned already, try to avoid game dev speech. Especially if you're not making it solely for the RM community.
     
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  11. TheoAllen

    TheoAllen Self-proclaimed jack of all trades Veteran

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    I'm not sure where you get this "very few". Some don't but very few? I'm one of the people who see/read the features after looking at the screenshot first. Because there's a certain element that I'd like to avoid. So I need to see if it's in the feature list. I probably ignore the PR language though. Also about making them humor? Not sure about that, unless your game is clearly a comedy game or something.

    Which is technically the game dev speech? I'm not sure which one that can be labeled this way tbh.
     
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  12. RespectWomen

    RespectWomen Acoustic Child Veteran

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    When you're making something for the consumer try to see through their lens instead of your own, What I meant was that what you put there is largely unimportant towards if they will pick up the game or not, due to more visual things like screenshots and trailers being the major hook when marketing a game, especially RPG since how the game looks will probably be more important than how it uses "X battle system".

    So if you wish you can put humor there (doesn't have to be a comedy game, just deliver the features in an entertaining way) or just highlight major gimmicks.

    here's a pretty successful RM project for example: https://dingalingboy.itch.io/lisathepainfulrpg
    here's a higher budget game produced by a studio: https://store.nisamerica.com/games/...of-refrain-coven-of-dusk-standard-edition-ps4

    No mentions of "systems" and such, just what the player should expect, which is what I meant by "game dev speech".

    Listing off basic RPG features and battle systems is just an amateurish thing a lot of RM-devs do, or what you'd see on the box of a early games (80s - 00s) when things were a lot more rough and simple. It can work maybe if you're trying to parody.
     
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  13. Milennin

    Milennin "With a bang and a boom!" Veteran

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    I see it as a list of the game's main focus points, the things you can expect to get from that game. Yes, I know a lot of people like to get **** over the term features in descriptions, but if taking it like it's supposed to, nearly every list would look the exact same because you would just list the RPG Maker + popular plugin systems for 99% of all games on here. Features: A menu system to open with Esc! Toggle fullscreen with F4! Turn-based combat with a TP gauge! Shops that buy and sell items!

    If someone lists "engaging combat" under their features, I expect a great deal of work put into the combat system. That gets me more excited than reading like "ATB combat system".
     
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  14. Henryetha

    Henryetha Veteran Veteran

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    Well, guess it depends on the game.

    1. Hide & Seek was a short game created for a 10 minutes challenge (game is played in 10 minutes with timer). It just needed basic information, further as the game self was not a game with a deep story or other serious stuff, I've listed a few short not relevant things. As it was a small project, I've never actually researched, if it had an actual positive effect or not. So this is NO recommendation, just for info purpose ^^

    [​IMG]

    2. Exorcist's Path is a typical RPGM game as we know, so I skipped the typical feature list, only introduced shortly the story (this was for the demo, the full game's description might be abit more detailed) and added on the last part, what the player may expect.
    (edit: reading it now, the last sentence could also include "with a linear storyline")

    [​IMG]

    Again, this just for info / comparism. I haven't researched yet, how to make a really good presentation.
    Usually I was just happy, the project was finally ready to upload.
    This might be fine for a demo.
    I wouldn't recommend it THAT short for a full game.
     
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  15. Aesica

    Aesica undefined Veteran

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    Err, the features is one of the more important things I'll look at when browsing a game, right after the screenshots. What's listed there can literally make or break my decision to buy/not buy a game. For example, I can tell that I probably wouldn't enjoy Lisa because I'm not a fan of permanent death, choices that all but require a guide to make sure I don't make the "wrong" ones, etc.

    The way I see it, the section is a place where the dev can list off the things they think make their game worth playing. Combined with screenshots, videos, and other descriptive bits, it's very useful for the decision-making process. Let's take a series I'm rather fond of as an example:

    [​IMG]

    While it's not perfect by any stretch (many games have damage-amplifying status effects) it right away lets me know that there's a lot of things in it that rub me in a positive way--no points of no return, no random battles, a likely-complex battle system (lots of gear/skills + unique enemy attack patterns), a foe capture system, no restricting save points, no mp management, and soforth. At the same time, somebody else might read it and think, "god, all the things I like aren't featured in this game--pass!" so by reading the features section, they just saved themselves from buying a game they wouldn't have enjoyed.
     
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