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FranklinX

Unrealistic Projects

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I've been in the RPG Maker community for three years. Most projects are never released. Some people do not release their games because of lost data or a lack of interest. However, I think the number one factor for unreleased games is game developers making unrealistic project ideas. Some of these ideas sound great, but they cannot be made or made so easily. Game developers need to look at their options for their ideas and make them realistic. Give your chance to make a good game that will released and played.

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Yup, I've seen projects drop simply because the tilesets didn't have what they wanted and it had a great plot and characters. I almost dropped mine, but then I began spriting to make all my stuff.

 

I agree with you, Rated. :P

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hahaha, it's one of those topics that make me feel depresed, like, "god, my game is never gonna happen. i fucking dont know how to event:P!"

you're very very realistic. it's difficult to make a plan htat is actually working and keep being devoted to it till the end... you just have to have some motivation and lots of help, and most of us dont.

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I have dropped a lot of games but most of the time I improvise. I dont upload them to the forum because they are of really poor quality (and I dont know how to upload them :sweatdrop: ). I also agree with Rated, don't set the bar too high. Make something within reason.

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A lot of times I would start on a game on impulse and never even get pass the first map . .. 

 

Same here. I tried to make a game using XAS but it was so confusing that I gave up.

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Finished all of my bags. =p Though they all needed help So the big question for me is if I can pull off a remake of said bag with my intentions. (Voice overs, original music, and most difficult, mapping.)

 

And yes, to me, mapping is harder than getting dedicated voice actors. I should know, yo. D<

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I know i've dropped amany games. Now, I am working on one that is seriously, maybe 15-20 maps in size. I'm hoping small projects will get finished.

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I haven't dropped my game, but I have to say I've gone on hiatus because of lack of ideals. I've scrapped at least 6 versions of chapter 1 & 2 of my game, haven't even started chapter 3 let alone 4 - 6 yet. However, this time around I have all most the material I need and now about to enter chapter 3 for the first time.

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I scrapped a game I was working on that I posted on this site. It was Dragon Soul. To many confusing things with it. I started a new one and it is for VX. Hoping to upload it soon.

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I've only dropped one game since I started, me and a group of friends were working on it and slowly they all decided it was to hard to do for them, left me with it alone about two thirds of the way done and and didn't have the files for it since it was on a server between all of us. They decided that everyone quit and deleted everything which was nearly 2 years of dedicated work. I've decided that making another game I'm doing it alone mostly, it's not that hard there's nothing to it that you can't learn to do with some effort. I think the only bit of help I'll be getting with this would be learning RGSS and advice (and music, I know I can't do the music I'm tone deaf XD).

 

I agree though most projects get dropped because of the people wanting to do something that is outside of their ability and a bit unrealistic. Most don't want to sit down and learn how to do something that can help them get their idea completed, others want to put together a "team" that will do everything for them. I don't think a lot of the new developers understand the amount of work it takes to make a game.

Edited by Crym

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I would NEVER start a game without finishing it. I WILL however, take a long break because I got bored and decided to do something else for a while, like restarting my file on The Legend of Zelda Majora's mask on the collector's edition, and the original OoT, especially since I found a bunch of really cool glitches.

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Sometimes taking a break is the best idea, gives you time to set back and relax and think about the game from a different perspective. When I'm starting a new story I usually let the concept fester in my subconscious and then when I go to actually write it down I can get about 50-60% down easy. Latest game I'm working on has been laying around in the background for a few years while I focused on other things (college, family, work) not quite ready to put the story on paper just yet but it's close to the prime ripeness. (Yes an analogy comparing ideas with fruit)

 

It's every new game developers goal to make the greatest thing since sliced bread as their first game, on that the first game will never and I mean never be the most outstanding thing ever created, not that it won't be decent but it won't be as good as the second or third game.

 

I do think that failure for some people is a good thing, at least they tried and now they understand the amount of work that the finished games get, I don't mean they should get discouraged, but a small failure to give them a reality check as to what they are capable of.

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I have dropped more projects than i have finished normally due to jumping into something that is beyond my capabilities. but at times it is becuz i lose interest or realize that the only reason i started was to figure out how to do something specific (which leaves me with a tech demo with no story or purpose....).

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Then theres always the fact that what you are trying to make isnt possible at the time. I wanted a fallout for rpgmaker, but there are so many things that it would require that I would never get it right.

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