quantity/quality
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quantity/quality
I will start by congratulating everyone who is working or contributing to the creation of this game, because it requires more creativity and dedication than farming herbs in WoW(hey, how is that creative?!)
Anyway, my main point is that everyone is pretty enthusiastic about this whole project, and while this is nowhere near a bad thing, the features you suggest might be a bit too much, both for the game and for a new player.
Depending on the amount of stuff pumped into the game, it will be difficult to handle each individual aspect of it. Since I am new, I'm not quite sure about an eloquent example I can give, so I will use the enchantment ideas posted somewhere else at the suggestion section. Basically, there were weapons enchanted with a particular element that makes them stand out from the crowd. What a game developer wants is quality and diversity, and that means eliminating gimmicks.
What's a gimmick?
A gimmick is a unique or quirky special feature that makes something "stand out" from its contemporaries. However, the special feature is typically thought to be of little relevance or use. Thus, a gimmick is a special feature for the sake of having a special feature. Major product features which are poorly designed become known as gimmicks to the product users.
My first thought races towards equipment, classes or abilities. Balancing everything out is not that easy, and I think it's easier to start slowly and steady rather than have the player feel crushed by the amount of features present in a game.
Anyway, my main point is that everyone is pretty enthusiastic about this whole project, and while this is nowhere near a bad thing, the features you suggest might be a bit too much, both for the game and for a new player.
Depending on the amount of stuff pumped into the game, it will be difficult to handle each individual aspect of it. Since I am new, I'm not quite sure about an eloquent example I can give, so I will use the enchantment ideas posted somewhere else at the suggestion section. Basically, there were weapons enchanted with a particular element that makes them stand out from the crowd. What a game developer wants is quality and diversity, and that means eliminating gimmicks.
What's a gimmick?
A gimmick is a unique or quirky special feature that makes something "stand out" from its contemporaries. However, the special feature is typically thought to be of little relevance or use. Thus, a gimmick is a special feature for the sake of having a special feature. Major product features which are poorly designed become known as gimmicks to the product users.
My first thought races towards equipment, classes or abilities. Balancing everything out is not that easy, and I think it's easier to start slowly and steady rather than have the player feel crushed by the amount of features present in a game.
sinitar- Hatchling
- Gender : Posts : 51
Join date : 2011-01-07
Age : 33
Location : The internets
Re: quantity/quality
Yes, alot talked about wont be in the launch. Launch will only have maybe 3 types of material for armour and weapons.
Re: quantity/quality
Oh so you will add features progressively, like it was with the World of Warcraft pathes? That's a good idea. Now I have to take my time and browse this forum so I can catch up, else I might just repeat what the others have already suggested.
sinitar- Hatchling
- Gender : Posts : 51
Join date : 2011-01-07
Age : 33
Location : The internets
Re: quantity/quality
Yes, Span codes fast, but not that fast, and we also just lost out pixel artist. complicating things
Re: quantity/quality
Ya if eveything talked about was included when the game first co e up, we would lose lots of people because it is too hard to understand right away. If we complicate it later, nobody will quit because they will get the basics.
Durz- Lord of the Minions
- Gender : Posts : 1437
Join date : 2010-09-20
Age : 2000
Location : Great White North
Re: quantity/quality
Like for example, aerial combat will not be included until later, since it's not really necessary at the moment. And becoming a Rider or Beast Master (a Beast Master is a person who can control/tame wild animals, with progression in level a person will be able to control more powerful animals like Feldunosts, Nagran, Fanghurn, Shrrgs & Urzhadn) will take a lot of time, since you have to level up to become a Rider or control Fanghurn to fly & fight in the air.
Thorn777- Lord Of The Riders
- Gender : Posts : 294
Join date : 2010-12-01
Age : 1024
Location : Somewhere on Planet Earth
Re: quantity/quality
Exactly.
Durz- Lord of the Minions
- Gender : Posts : 1437
Join date : 2010-09-20
Age : 2000
Location : Great White North
Alagaesia Online Forums :: Alagaesia Online :: Alagaesia Online Game development :: Game Suggestions :: Suggestion Archives :: Old sugestions
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