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Same Ol' Settings..

Do you really want your main character to be some bubble-jointed balloon head with no nose?

Yup. It's called minimalism, my friend, and helps to highlight the story and gameplay, which is more important (to me, at least) than graphics. As well, using the RTP (and graphics made for the RTP) allows for a constant style, while custom graphics often don't fit together well. (Like those non-RTP characters on an RTP chipset that you showed.)
 
No, what you're both saying is that you settle. Fair enough, a game isn't all about the graphics, but are you telling me that it plays no part? Zelda is probably the best example I can use when I say that graphics set a more blatant tone, rather than having to sit through pages and pages of text before you get the jist of the story.

It's also kinda ironic that the majority of scripters will criticise presentation of scripts, but the majority of this message board cares very little about the graphics. Yeah, sure, cartoony sprites can be good, but at the end of the day, they're just a novelty, and flat out lazy. They make anything possible. No explanation needed. "Hang on, how the hell did that happen?" "Dude, it's a cartoon, does it matter?" Of course it fucking does. That is lazy writing. I've also noticed on a few occassions that they are in complete contrast to the tilesets used.

Bearcat, 'minimilism' is a very poor excuse. It doesn't highlight the story at all, it just points out that the developers focussed more on the story coz they couldn't be arsed working on the graphics. Now, I ain't asking for 3D, cel-shaded, or realistic sprites, I'd just like to see more variation. Surely RM users have grown tired of these charactersets? I suppose it beats VX's sprites though..

And Bogus, your main post is just pointing out the obvious in my eyes. I'm a Shenmue fan..
 
Mittens when you create a completely original came with no cliches... when you create a game using no RTP with graphics that you did with your own hands... when you actually FINISH this game...

Then you can talk.

Then maybe someone would actually listen.
 
There isn't a single element that will make or break a game. A fantastic story with mediocre graphics will eventually draw in a crowd. A mediocre story with fantastic graphics will also draw in a crowd. Each element has its place, and we should all strive to develop all of them to the best of our ability. That being said ...

There are a lot of games that had unique graphics, ranging from very cartoon-like to near realism (even to the point of emulating some of the early 3D games). What all of them have in common, however, is that almost none of them got finished. Heck, some of them never even got past the first 5 maps.

It's not because the task of making new graphics is so incredibly daunting that these people lose interest (though that might be true in some cases). It's simply because RMXP is a hobby for most people. Those that have the ability to transcend graphics and the RMXP engine are more than likely going to move to a more professional game engine. Or they might actually find a good job in the gaming field. Or even just move on to marketing their game outside of the RMXP communities.

The use of RTP isn't always a case of "settling" or laziness. RTP has already-developed resources that are easily available. Furthermore, it's also the style that, by far, includes the most original fan work. It's proportional, the colors are coordinated and pleasing to the eye, and - believe it or not - it offers diversity. With very little work, the graphics can be changed to strike a different mood.

It's impressive to see that there are people (and teams) out there who are committed and willing to make their graphics, scripts and everything else from scratch. Best of luck to them because it can be a really difficult thing to pull off.

But, using RTP can be a smart and informed choice that allows for the most productivity. If a game creator doesn't have to worry about making new graphics for every step of the way, and actually can focus on adding content and finishing their game.

Ultimately, it comes down to whether you want eye candy (i.e. fantastic graphics) or whether you want to play an actual game with content where the graphics may be less than ideal. I'd opt for the second.
 
^See, this is what I'm talking about. Do developers really think to themselves "should I have an involving story, or great graphics?" When did they get into that mentality? I just reckon peeps are dead set on imitating what's already been done. Fair enough, they'll add a few new features, but detail seems to be the only thing that differs from game to game.
 
It's not a question of "do I have a great story or great graphics?", but rather "Which element will take the longest to complete and how can I make this easier on myself?" And that's a question that all developers should be asking.

If you are a talented artist, if you have an easy time spriting and can imagine yourself finishing all the tiles, characters, objects and so on in a reasonable amount of time, go for it. If you hired a fantastic artist that can provide you with quality work, go for it!

However, if you know that you've got a great story to share, but the graphics might take months or years, consider compromising. I'm not saying that you should use crappy art and graphics, but do think about using something more readily available.

If thinking like this is a change in mentality, I for one welcome it. Because it means that there will be more completed games, more interesting discussions and more content. The focus won't be so much on who can draw the prettiest pictures, but on who can make the best and the most engaging world. I think that's a good thing.
 
A fantastic story with mediocre graphics will eventually draw in a crowd. A mediocre story with fantastic graphics will also draw in a crowd.
But the fantastic story with mediocre graphics will keep the crowd playing. Which will be more popular on its 10th birthday (or even its third): FF6 or Sly Cooper?
 
When did this change from a request to have different settings to a graphics versus gameplay?

I personally go for Colorful Tropical settings, usually in a modern world though for my current project it's actually in the past. Other than that, the settings that I've liked have actually been Historical Medieval, Historical Renaissance, or a Medieval/Fantasy that seems like it would be Historical Medieval. But my main interest is an idealized modern world.

I do encourage amateur developers to experiment, they don't need to be stuck imitating commercial games. Resources are a factor in this, so I understand why some people might not be able to work in the setting that they actually want to. I do recommend that people take some time to think about why they do what they do. Try designing the world yourself, rather than borrowing someone elses (Obviously doesn't apply as much when referring to fangames...). Instead of having Orcs and Goblins, how about creating a new species of small evil creatures, with their own backgrounds and stuff?

I'd recommend looking up other books, movies, and even outside sources or some actual research to help you think of new settings. Study up on other cultures, maybe it might interest you to do an Ice Age RPG where the goal is to eat 100 wooly mammoths. Or perhaps Ancient Mesopotamia might provide some interesting material for a game set in a fairly similar world. Maybe you want a Fairy tale style world, where you play as a Manatee who uncovered a ruins of an ancient civilization underwater.

I don't blame new people for not doing stuff like innovating or creating new settings or great stories... their focus should be learning the program first. Once you have enough experience with the maker, then you can use it to how you want it, and can make some interesting stuff with it.
 

Marcus

Sponsor

Oh man, Mittens is now my favorite poster. I've got a new paxy I argue with!

RANT ON

Yeah, sure, cartoony sprites can be good, but at the end of the day, they're just a novelty, and flat out lazy.

It's called creative style. To say someone is lazy for creating "cartoon graphics" is like saying writers are lazy for writing "coherent paragraphs of text instead of metaphorical mind fucks." You're going on and on about creativity and doing new things, but this is exactly what people are doing; trying out styles that work for them. Are you telling me a game like Earthbound or Wind Waker is inherently bad because ZOMG TEXTURES AREN'T HI-RES 32-BIT FILTERING ANTI-ALIASED PHOTO-REALISTIC??? If everyone was to create gritty, realistic, Oblivion style graphics then you'd only succumb to what you're complaining about in the first place: lack of different settings. If my game is set in a cartoon world, then like hell it'll have cartoon graphics. Going back to my original "coherent pages of text" example for books, if I'm writing a picture book for preschoolers, I'm not going to use Shakespeare-esque dialog.

They make anything possible. No explanation needed. "Hang on, how the hell did that happen?" "Dude, it's a cartoon, does it matter?" Of course it fucking does. That is lazy writing.

Now you're completely contradicting yourself by saying you're tired of seeing the same old fairy tale fantasy stories yet you blast anyone who comes up with their own mythology. Everything does not need an explaination. If people in my world can fly because I want them too, then I don't have to write a 500 page excerpt detailing this. It's my work, I'm the creator. It doesn't make me lazy because I don't want it to happen.

I'll use my game, Homeland, for example. It's an absurdist game inspired by the Mother series and Alice in Wonderland. There are evil, fanatical yard gnomes, trees that battle lumberjacks, a city in the sky, an evil corporation bent on ruling the world through a capitalist take-over, communities full of completely democratic politicians that don't get anything done... I mean, you fight squirrels, bears that lay eggs, you can use crazy powers like EYE LASERS, and one of the main characters is a 12 year old girl who's hands were possessed by demons so she wears sock puppets to hide them. You even fly to the moon on a doghouse and fight evil tofu monsters with magical vegan powers.

Let's look at my game's graphics.

http://img91.imageshack.us/img91/1319/worldmapjh7.png[/img]

It doesn't sound conventional does it? It doesn't look conventional, does it? Yeah, because it's NOT a conventional game. It's a game that I wanted to make. I wanted tofu monsters. I wanted evil yard gnomes. I wanted cartoon graphics because realistic graphics don't fit my style of absurd storytelling at all.

Does it make me lazy because I didn't want to explain any of this? Not at all. It's my game. My style. I created it. Don't like it, don't play it. I didn't design it for people like you to enjoy it. I designed it for people like me to enjoy it. I can't appeal to everyone, and game designers (or artists in general) who try to do this are the worst.

This all boils down to catering to your own appeals. Obviously, you don't like anything whimsical or fantastic. Go read a science novel or study bones or something. If realism is your deal, then play/watch/read something realistic. Don't flame the people who make up their own works because being an artist is an abstract ideal. What's in your mind flows in your work. No explainations needed and that doesn't mean the creator is lazy.

If that were true, I'd call Picasso lazy because none of his pictures looked like real people.

Stick to what you like and what you love. If others hate it, then oh well. They weren't your target audience to begin with.

Bearcat, 'minimilism' is a very poor excuse. It doesn't highlight the story at all, it just points out that the developers focussed more on the story coz they couldn't be arsed working on the graphics.

Do you even know what minimalism is? It's not a "lol lazy excuse to ignore graphics" it's a style that focuses on the bare necessities. It doesn't INSTANTLY mean poor graphics, it means the creator has chosen to eschew every detail that's NOT IMPORTANT and focus only what matters. Go play Ico or Shadow of the Collossus; those are minimalist games. Care to tell me the developers were being lazy?

FF6 or Sly Cooper?
Sly Cooper is still regarded as one of the more revolutionary platform games of the ps2 era and it's gotten 3 sequels and it's getting a spin-off. Try again.

Not everyone gives a flying crap about LOL PLOT. Me personally, If I want story then I'd go read a book. I play games for their fun gameplay. Some RPG's have fun gameplay, but most forget all the details about actually having fun and feature crazy stories with multiple plot twists and crap. This appeals to some people. It doesn't appeal to me. Obviously FF6 appeals to you more than Sly Cooper; don't say one game will be FORGOTTEN when obviously it's not a game you care for.

I just reckon peeps are dead set on imitating what's already been done. Fair enough, they'll add a few new features, but detail seems to be the only thing that differs from game to game.
It's not a question of immitation, it's a question of what they like and what they want to make. There'll never be a game that transcends all boundaries and makes something totally and completely new. We've seen everything. All you can do is expand on what's already there unless some new piece of technology is created like .HACK style virtual reality. You mentioned you liked Shenmue, well guess what? Shenmue is just another 3rd person adventure game with a hacked up Virtua Fighter battle system. The storyline is a generic revenge story that we've seen countless times in Asian culture.

Why do you like Shenmue? You have your own reasons. I thought Shenmue was about average. You probably think differently. Obviously the creators had something in mind when they made it. I'm not going to put words in their mouth and say they chose to make certain features because they were lazy or bad developers. Technology limitations will create developer limitations. I'm sure the developers wanted to make a better game, but the style they chose, the story they wanted to tell, and the technology they presented it on prevented that.

Zelda is probably the best example I can use when I say that graphics set a more blatant tone, rather than having to sit through pages and pages of text before you get the jist of the story.

Did you even play Twilight Princess? The entire thing was gigantic cinema. While everyone else was drooling over it and calling it LOL SECOND COMING OF ZELDA, the real fans were saying "why is gimicky gameplay and a crappy anime storyline in my zelda??"

rant over
 

Marcus

Sponsor

Oh God... I wish you'd posted that a month ago when it was relevant.

I swear man, whenever two people argue everyone thinks it's an INSTANT FLAME!!! If I was flaming mittens, I would flat out called him rude names instead of pointing out the obvious weaknesses in his post. Disagreeing with someone isn't flaming.

I don't call people names or insult their intelligence. THAT'S flaming.

Arguing or debating tastefully? Not flaming. If you want a forum where everyone has the same opinion and only enters topics to agree on everything, then by all means create it. I have a good name for it too, "Circle Jerk Central."
 
Sly Cooper is still regarded as one of the more revolutionary platform games of the ps2 era and it's gotten 3 sequels and it's getting a spin-off. Try again.

I was talking about the first game, by itself. It does have good game play, which is why there are sequels and spin-offs, but a virtually non-existent story, which is why it won't be as popular in 8 years as FFVI is now.
 
I believe most of FF6's story is merely an excuse to use/change/modify some gameplay aspect, and I think that it's not the fact that it's a good story, but that it works very well as a game that makes it good. Oblivion doesn't have a good story, but it's very fun to play.

There are many memorable games that have little to no story. It's not to say that you shouldn't have one, that's not my point.
 
/bump

Marcus, you obviously didn't understand what I was getting at. I can see why though. You thought I was on about graphics, which would have warranted your n00b-swatting comments (btw, I never got the bold font/ZOMG trademark.. newbies don't actually do that). Anyway, I was pointing out that most of the members on here come with the intent on making almost the same style of game, as opposed to something fresh that no one's seen or thought of before (I'd like to have used one of my South Park games as an example, but that's currently on hold until The Elemental Wars is finished).

Fact is, most RPG Makers go out to make a game set in the same era as the default sets. Maybe they just prefer those kind of games, who knows? What I'm saying isn't debatable though. The number of these kinda games heavily outweighs the likes of yours, which I hope I'll get to play one day (despite what you may have interpreted yourself, I do enjoy those style of games, I was trying to provoke thought, don't take everything you read so literally).

I can't blame you for having a lower opinion of Shenmue than myself. It isn't all about the gameplay. It isn't even an RPG, it's a FREE game. A game all about the story, the characters, the moving world around you, going about your tasks, and then taking a break by going to the arcade, then come off that break to go and break somebody's arm. I completely understand why a lot of people didn't like it though, it certainly isn't for everyone. If you don't get sucked into the world after three days, then you should just give it to someone who would like it, because it's just wasted on those who don't.

BTW, I'd like to mention that you contradicted yourself too. If flaming is insulting another person's intelligence, then you blatantly tried doing it with me. Especially with the opening line... It doesn't matter though, I do it a lot myself. Covering it up gets boring after a while though, so just call peeps a twat every now and again. You'll feel a lot better.
 
Then again, what else is to do other than saving the world (or your bladder possibly)?
There are a lot of different ways to make an epic fantasy story without revolving around saving worlds. Political intrigue, personal objectives, mysterious towns/ characters/ creatures that drive the plot, etc.
 
Diogo //Skyfusion//":3lc70p6b said:
Then again, what else is to do other than saving the world (or your bladder possibly)?
There are a lot of different ways to make an epic fantasy story without revolving around saving worlds. Political intrigue, personal objectives, mysterious towns/ characters/ creatures that drive the plot, etc.

Or avenging your parents' death? That's a pretty popular motive/ultimate goal.
 

Cluey

Member

I'm currently working on graphics for a Victorian steampunk RPG. Though it's a lengthy process, it's alot easier to do the standard simple townhouses and plain peasants for graphics then go mad with giant cities of steel and characters with gears coming out of every orifice.

Storyline wise it's also easier to do what's been done before, "evil sorcerers steal some ancient artefacts and a chosen hero must arise and cross the continent to find them".

My project ties in with a comic project I'm working on and is more inspired by a Lovecraftian sense of creeping ancient terror. The main character is thrown into things by unhappy chance and often relies on the real "heroes" to protect him, but even they are powerless against some things.

I'd post graphics but there's not really been much done with it save for a non animated Character.
 
The reason why people use the "same ol' settings" as you put it, is because those settings happen to be their favorite. Why? Because that's where the majority of the RPGs they play take place.

It's a genre. Fantasy is a genre and the people who make them are interested in that. If they liked Sci Fi or Western, they'd make games with those kinds of settings instead. Since the majority of RPGs take place in a fantasy world, we would assume that most people who like RPGs happen to like fantasy settings.

Make sense?  :shades:

Having said that, it wouldn't hurt to explore uncharted waters. Granted that something like Sci Fi (FF7) and Western (Wild Arms) has been done before (Though not too death), there are many different genres one can explore. What about a Film Noir-like RPG where you're a detective trying to solve a mystery or a historical RPG taking place in a country like Japan without all the supernatural stuff? There's many different options one can explore, and if something like that also happens to be interesting to you, you might want to give it a go.  :thumb:
 

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