habisain
Tentacle God
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- Jul 15, 2012
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Re: How to make a better corruption game: open letter to Kingdom of Deception and oth
What you seem to be saying is that you can boil down extra immersion to a few extra logic conditionals and some extra lines of text, and you think that this is easy to do because it is something that you believe you can do quickly - which is kind of a crap argument. You could also easily improve immersion by adding variants on images, for example, which are also quick and easy to do. However, it seems that because you don't believe you have the skills to do this kind of work, you place a much higher premium on it, and seem to be implying that it's hence more important that writing.
Similarly, just because you think you could add conditional logic and a few sentences to a scene quickly, it doesn't mean all people can (and incidentally, writing isn't something I struggle with personally - as you seem to imply). Further, adding additional complexity to the code in order to implement these features will increase the burden on testing, and for some developers these features are not going to be a priority that justifies the extra work.
Hence it would behove you to realise that not all people have what you believe is your skillset, and not all developers have your priorities. To make an immersive game will require a lot of work, probably by multiple people, and all features are important.
I only used my VPM translation as an example of where only changing the writing improves immersion. As I said, my main concern of what you're saying is that you don't think writing or programming is much of an asset in comparison to "images/music/world building", and as far as I can tell the reason is simply because you believe that you (and hence anyone) can do these tasks.The time it takes for me to write 4 variations of a scene based on previous actions of a character that I've stored on 4 different variables in my game, vs making the illustrations, recording/finding sound clips, and maybe animation if we're talking about that kind of game, is comparatively low. It takes perhaps 1-2 hours to write based off of the existing product specification ( the draft that you do when you first plan out your game), vs it can take days to do well done drawings.
So yes, that's the difference. Maybe English isn't your first language, but it sure as hell doesn't take me a day to write a few paragraphs. The iterations and "nods" to past events don't even need to be essays. They can be done as simple as 3 sentences to add immersion. To make the player feel like that their actions matter, that the game is not a sequence of scenes, but rather one big story about your character.
I'm not aware of your VPM translation, but your work is not what I'm talking about. All you did was reskin the existing scene without adding logic. I'm talking about storing past events, having a mechanic like Akubar to store "memories" of what's unprecedented to the MC in order to add immersion. Such as writing something like "the last time the orcs beat me until I passed out when I bit one of them". But it acts that much more immersion, and divulges more about the MC's train of thought.
What you seem to be saying is that you can boil down extra immersion to a few extra logic conditionals and some extra lines of text, and you think that this is easy to do because it is something that you believe you can do quickly - which is kind of a crap argument. You could also easily improve immersion by adding variants on images, for example, which are also quick and easy to do. However, it seems that because you don't believe you have the skills to do this kind of work, you place a much higher premium on it, and seem to be implying that it's hence more important that writing.
Similarly, just because you think you could add conditional logic and a few sentences to a scene quickly, it doesn't mean all people can (and incidentally, writing isn't something I struggle with personally - as you seem to imply). Further, adding additional complexity to the code in order to implement these features will increase the burden on testing, and for some developers these features are not going to be a priority that justifies the extra work.
Hence it would behove you to realise that not all people have what you believe is your skillset, and not all developers have your priorities. To make an immersive game will require a lot of work, probably by multiple people, and all features are important.
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