QUOTE(Schwa @ Apr 30 2011, 08:41 AM)
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That said, there's this line here that I
strongly oppose:Makes me cry to see this. You think the building part is
boring?? Geez loueez, man, it's the
playtesting that's boring, the building is the AWESOME part, not the other way around! I don't think I will ever see it from your perspective, and quite honestly my blood curls to think that you actually have this opinion on Quest design.
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That's because from your approach the design/build is a single step. I would wager the thing you find most enjoyable about building in ZQuest is designing the screens, am I right? In "my" approach (it's not really
my approach, this is industry standard for large projects) all the designing is planned out before the building stage. If someone gave you a book that contained every single screen in the game drawn on it, with all the warps, enemies, items, guys, message strings, etc. in the margin, would you still get a kick out of methodically transferring the paper quest into ZQuest?
What I've done in the past is only design the "maze" ahead of time (i.e. the walkable "pathways" Link can traverse on any given screen) and then get creative and design aesthetically pleasing screens that allow those paths. This means I'm not wasting time designing nitty-gritty details that aren't essential to the core gameplay that I'll later have to transfer in, and also lets me see the screens as-is and can immediately tell what does and doesn't look good. This isn't really
boring, it's just tedious, and isn't as fun as planning the mechanics or actually getting a chance to play with what you've made.
QUOTE(Schwa @ Apr 30 2011, 07:36 PM)
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Okay, so now I'm a little worried about mine.
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If I spend a couple years making this Quest,
finally finish it after that, then it turns out nobody's interested enough to play through the whole thing (such as Anthus), what then?
Here's a good question: How do Quests like Hero of Dreams, Ballad of a Bloodline, and Lost Isle come into play here? We all know those are three good examples of epic-sized games, and they seem to be insanely popular, but what you're indicating would be a contradiction if it were true. So I'm completely befuddled now.
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Don't know what to think.
tl:dr - they're fun (mostly).
To echo PM, whether a game is successful or not really depends on the designers' ability to hold the interest of the player. I know there were a lot of people that gave up on Lost Isle when they couldn't find the first dungeon, and many hated the ridiculous difficulty level (though overall the quest got positive reviews, and I enjoyed what little I played of it personally). What made that quest popular was mainly the "big name" developers (both had critically acclaimed quests out there already), the publicity, the professional presentation, and MOST of all, the awesome map that came bundled with the quest.
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I can't really speak for the others, since Shoelace's sense of humour annoyed me and I never played BoaB
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I still think Revenge 2 by PrinceMSC is the best Zelda quest ever. It's dated now, but at the time there was nothing like it, and it worked solely because of that. It was, for all intents and purposes, a relatively stock Quest - it played just how Quests of that era played (though notably better than most, and it was back before the generic Zelda formula got stale). What made it different was:
- Used custom (edited) graphics
- Animated overworld tiles (made with items instead of combos, since 1.90 didn't support animated combos)
- "Freeform" dungeons (almost all the other quests were still using the Z1 square rooms)
- Exceptional overworld and level design
All these things we take for granted were rare or non-existent before that quest (Exate, aka PolygonX8 made some great Metroid quests for 1.90, but I can't remember if they were before or after Revenge 2). No one made a custom tileset (certainly none as pretty), or non-square dungeon rooms. You had your choice of Classic, BS, or Newfirst - Pure wasn't even around yet. PrinceMSC went outside the box, and it payed off big time. Revenge 1 was a great quest too in terms of level design, but the barely edited BS tileset made it feel like more of the same (though it was the first time I'd seen multi-level terrain in BS).
By 1.90 standards, Revenge 2 was an epic. The tileset utilised every slot available (all five pages), and I'm pretty sure every available screen was used (there were only five maps back then too). It was a testament to what could be done within the limitations of ZC. The best thing about those limitations was that the action was compacted. If you needed to back track it was rarely more than a few screens, and it was never far to the next dungeon. It was all over in a few hours (I think my first run was about 5 hours), but it was a few hours of FUN. No long-winded cutscenes, no shopkeepers giving you five strings of text, just a straightforward adventure game with no bulls***.
Anyway, that's enough praise for that quest. The point I was aiming at is that you
need to be innovative. Old-timers like me are a bit biased because quests that seem new and fun for newbies are just more of the same for us, so my specific criticisms aren't going to be agreed with by everyone (e.g. don't follow the Zelda formula), but developers really should take a good hard look at what's already out there and try NOT to imitate those quests.
It's a sign of unimaginative marketing where people say "this is what's selling, so we're gunna copy that". Sure it'll have moderate market success by riding on the coat-tails of a superior product, so from a BUSINESS perspective it makes sense to do that, but how often do you hear reviews for a clone of a game/movie/etc. that are BETTER than the original? You're not selling your quest so there's no reason to copy someone else. Advertising your quest by saying "It's like Lost Isle" will get people to play it, but if it's just a Lost Isle knock-off people will soon forget it. If you were to make something completely original and say "It's like Lost Isle" you'd have the benefits of getting Lost Isle fans interested, and while they'll probably turn around and say "this is nothing like Lost Isle!" they'll hopefully (if you've done it right) add "but it's still awesome!". Cheap, but can be an effective launch tactic if the product is good.
But like I said, you're going to find that more people will be interested in something new (until nostalgia kicks in and retro quests will be the rage again). It's not enough to just make
another Zelda clone, even if it's significantly longer than average (longer DOES NOT EQUAL better, especially if the quest sucks. What's better, a longer or shorter torture? Exactly. Also, width is more important
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). Yes that was a penis joke, but substitute width for creativity and it holds true.
Wow your audience with innovation! Don't bore them with length!If people crave more, you can always make a bigger, better sequel (ala Portal).
QUOTE(Pokemonmaster64 @ May 1 2011, 12:33 AM)
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I honestly do not buy the idea that a large game is not as good as a small one.
That's not what I said. A large game is a more
risky endeavor for a quest maker and thus shouldn't be attempted without a lot of prior consideration (and I highly recommend starting small if you're a software/game design n00b as the majority here are), and a large game
with nothing new to offer is not as good as a small one
that offers something new. If you have a huge game that's predictable, uninspired, cliche, etc. everyone will get bored with it long before they finish it, and the ones that DO finish it will have nothing more than a mediocre impression left on them.
I think it's a much MUCH better idea to start small and innovative, that way if your new idea isn't well received you haven't wasted your time with an epic that no one wants to play, and if it's well received you can always make more. Big and boring is just that, and big and innovative is very high risk and best left for sequels when you know there's an audience out there.