Added: 1 year ago
From: jfreedan
Views: 3,386
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  • Decent perspective and I plan to watch more of your stuff to see what you have to say. That said, having a 6 minute video of you clearly looking to the left of the camera in order to read takes away from the video, same as people giving speeches but staring down at their cards. Good information, presentation makes it a little harder to absorb than it could be. Keep it up ^^

  • i like my games with a lot of choices it makes me feel like my game hero could become my own personal characters that may be different then anyone else

  • i think blizzard should employ people to play their game and to interact with the community then provide constant feedback to the game, one of the most important factors of an mmo is the community if the community wants something they will get impatient and they will stop playing the game, for example halo reach is one of those games which failed to do that.

    you made some good points there, it's nice to see some intelligent gamers out there who understand what games need to be enjoyable.

  • I dislike the way u put so much emphasis on target audience. Yes, its understandable that u should have a general idea of who will play your game. But targeting a specific group will just end in u hopping on the bandwagon and your game will get lost in a sea of game clones of the bigger game that is already out. IMO it would be better to aim for creativity to reach a wider range of players, and to make a game that hasn't been seen 1000 times before.

  • @Urchino1337 I think the problem is that you believe just because a game has a target audience that means it can't be creative. This just isn't the case.

  • @jfreedan Yeah, probably. I suppose i cant really say what is what in this situation, seeing as i have no experience in actual games design. Just my own opinions, and what i always associate with target audience.

  • @Urchino1337 I think the problem is that you believe just because a game has a target audience that means it can't be creative. This just isn't the case.

  • Oblivion breaks more than a few of your rules, yet it's one of the most popular RPG's to date. *shrug*

  • wow. well i applaud you for not only atempting to educate this age of morons, but you yourself, are only hurting. i had a lot of respect for what you have said in the past but after watching this video its clear you are just giving opinions. obviously you are, but it just doesnt make sense to say" dont a virtual world". that is stupid to say.

    you are just a guy, with opinions. as am i, but if giving advice, dont hinder creativity.

  • ey ass hole you de surf tu by DMCA why wall dum buts picaresque you post you opinonion on games familiar dip shit  just like you DMCA anther revue just lick you sad is it man you suck

  • @marin904 What the FUCK are you talking about? Learn how to type, dipshit.

  • I love that you mention "Fun." People talk about realism too much in regards to games. If reality were fun, why would we be playing games? Realism is great to the extent that it facilitates a sense of wish fulfillment, such as racing full speed in a million dollar car or slicing people up with a sword. With realistic consequences, it ceases to be wish fulfillment and returns to the strictures of reality, which sucks.

  • Nice video. I'm designing and building my own console-style RPG in UDK at the moment, and I was watching this video and nodding along to pretty much everything you said! You really notice when developers break these rules. The best examples of breaking Rule 8 for example come from Tri-Ace games!

    Infinite Undiscovery, Resonance of Fate, both extremely hard to get into because you have so many essays to read in one go.

  • I completely understand your idea of understanding the target audience, but I have a feeling that this can result in an stagnation of any given genre and can result in many rehashes of a popular game. An example of this can be games like Call of Duty and Halo's effect of the FPS genre. My question is this: how can a game designer introduce new ideas and interest while still delivering something the target audience will enjoy and not reject simply because it is different.

  • @hcubeentertainment I would start by looking at who the target audience is. Maybe you're not trying to appeal to people that normally play videogames. Maybe you want to appeal to those who are hardcore music fans. That's how the music game genre was invented. Look at a target audience that has not been tapped into and use the mechanics of game design to create a game that will appeal to them.

  • @hcubeentertainment If the target audience is already an established base (like, say, computer RPG fans) then I would look at some minor design element in a game that has potential and design a game that expands that element into a core mechanic. For example, Megaten games had long allowed players to capture monsters to join their parties but Pokemon removed the player avatar as a combatant and made a whole design around capturing, training, breeding and trading the monsters.

  • The dating girls is similiar to Thousand Arms. The girls in that game had elements attached to them that allowed you to do special moves based on that element.

  • good job man, are you a game designer?

  • I'd say also

    11) Originality - most of games nowdays spring up to the top of the ladder mostly thanks to the comercial and addvertisement campaign, lobbied by huge companies like Bioware, or Blizzard, who can afford buying half a magazine to post their adds there, so eitherway their game will win... but there are DOZENS of alike even better games released every year like Drakensang way better than Dragon Age, BUT flashed away in time... why?

  • @YuriPRIME BECAUSE most of those games are complete copies of eachother, same settings, same character/equipment design, even architecture. They have NOTHING that make it unique. So try not to follow same patterns, try to be original, so that your game will be somehow characteristic, would have it's own unique features that people remember. Check out Arcanum, a small game, by tiny studio, who thanks to placing it's story in Steampunk setting made it's product unique among stereotypic fantasy

  • A couple rules I would have added:

    1. Challenge the player, but keep it fair and balanced.

    2. Make sure the healer characeter in an RPG can fight. Many are too weak.

    3. (also if it's an RPG) Make sure a character can see how a weapon will effect his stats before he buys it.

    4. (also if it's an RPG) Don't make weapons, armor, or potions too expensive!

    Great video, Carey. It would be really cool if you made another video like this but made it specifically for RPGs.

  • Comment removed

  • @Azorino If you don't care what I think, why are you subscribed to me? To troll?

  • @Azorino Don't be harsh, man. He has good points and is just giving his opinion. There's no reason to put him down. :D

  • Cool video, but you're a game designer? I never knew, that's pretty cool.

  • @Shintai123 Yes I've done some game design work and I have my own little projects I work on in my spare time. I have a tabletop RPG I've been working on for a number of years, tweaking and cutting it down to make it easier and more fun to play.

  • @jfreedan will we be able to watch them at any point?

  • @nintendonut100 Watch what, the tabletop RPGs I'm making? A tabletop RPG is the original type of RPG, that played with dice, pens and paper-- like Dungeons and Dragons. The system I'm making isn't ready for any public playtesting yet but a flash game based on GKaiser will be completed in a few months and I am designing it.

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