Percentage Play
Wow, I just made this thread huge, and then deleted it.
Why? Because all that typing wasn't necessary for what I have to ask. Such is the ways of Sabre, I guess.
But anyway...
The main elements of a d-mod are it's story, it's humour, what new enemies are on offer, what new items/spells you can discover, and the mapping of the world.
Also, the amount of secrets on offer, and the quality and quantity of combat are both important aspects.
But what percentage of each should a d-mod be made up of? Quest for Cheese and A Knights Tale both go mainly for humour, and in AKT's case, a lot of fighting.
Legend of Tenjin, on the other hand, takes itself rather seriously.
So, what do you all find the most important aspects to a d-mod to be? And could a d-mod author make a good d-mod be percieved as great because it ticks all the right boxes? That's what a certain epic I'm playing right now feels like.
Discuss.
Why? Because all that typing wasn't necessary for what I have to ask. Such is the ways of Sabre, I guess.

But anyway...
The main elements of a d-mod are it's story, it's humour, what new enemies are on offer, what new items/spells you can discover, and the mapping of the world.
Also, the amount of secrets on offer, and the quality and quantity of combat are both important aspects.
But what percentage of each should a d-mod be made up of? Quest for Cheese and A Knights Tale both go mainly for humour, and in AKT's case, a lot of fighting.
Legend of Tenjin, on the other hand, takes itself rather seriously.
So, what do you all find the most important aspects to a d-mod to be? And could a d-mod author make a good d-mod be percieved as great because it ticks all the right boxes? That's what a certain epic I'm playing right now feels like.
Discuss.
I like to rate Dmods on style, gameplay, and story. Obviously, story is the big winner here, but a great Dmod with no story would almost certainly be boring. I suppose that I enjoy Vice City, but if you can get Vice City gameplay into a Dmod, I'll eat Sabre's hat.
Anyhow, a balance is nice, but gameplay is obviously the most important. Most reviewers overate style (IMHO) because they have a bunch of categories like sound, graphics, humor etc. and only one for gameplay.
Gameplay is also the hardest to evaluate; for instance, I often like games where I get to collect stuff. Is this solely an element of gameplay? Who knows.
Anyhow, a balance is nice, but gameplay is obviously the most important. Most reviewers overate style (IMHO) because they have a bunch of categories like sound, graphics, humor etc. and only one for gameplay.
Gameplay is also the hardest to evaluate; for instance, I often like games where I get to collect stuff. Is this solely an element of gameplay? Who knows.
1.Story
2.Gameplay (riddles, actions, puzzles, etc.)
3.Humor
Its hard to differentiate though. Isnt humor part of the story? Where do naked women fit into the equation?
???,
The Vault Dweller
2.Gameplay (riddles, actions, puzzles, etc.)
3.Humor
Its hard to differentiate though. Isnt humor part of the story? Where do naked women fit into the equation?
???,
The Vault Dweller
i think its;
humour-65%
new items/spells-20%
story-5%
new enemies-5%
mapping of the world-5%
humour-65%
new items/spells-20%
story-5%
new enemies-5%
mapping of the world-5%
humour-65%
new items/spells-20%
story-5%
new enemies-5%
mapping of the world-5%
So in the perfect D-Mod for you, you'd have a low undeveloped story (5%), a low detailed map (5%) and about all characters have something funny to say?
Oh, and 0% gameplay
new items/spells-20%
story-5%
new enemies-5%
mapping of the world-5%
So in the perfect D-Mod for you, you'd have a low undeveloped story (5%), a low detailed map (5%) and about all characters have something funny to say?


well, to be honest, i didnt put much thought into that last message, because i had to go to school.
basicly, i think humour and items and spells are the most important factors of a good DMOD. storys important not to have a ridiculously low amount of, but i think a lot of DMODS have too much story and talking. also, map detail for me, isnt as important as the other things. as long as theres a few trees dotted around the place its fine.
so, with a bit more thought, this is more like a DMOD id like.
humour-38%
new items/spells-23%
story-22%
new enemies-10%
mapping of the world-7%
gameplay-Isnt that just everything above put together?
wow, i actualy put thought into a post
.
aww nuts, ive stoped.
basicly, i think humour and items and spells are the most important factors of a good DMOD. storys important not to have a ridiculously low amount of, but i think a lot of DMODS have too much story and talking. also, map detail for me, isnt as important as the other things. as long as theres a few trees dotted around the place its fine.
so, with a bit more thought, this is more like a DMOD id like.
humour-38%
new items/spells-23%
story-22%
new enemies-10%
mapping of the world-7%
gameplay-Isnt that just everything above put together?
wow, i actualy put thought into a post

aww nuts, ive stoped.
This is what that making a good D-Mod. this is what i prefer.
Humour-25%
items-25%
Gameplay-20%
New graphics-10%
Map-20%
Humour-25%
items-25%
Gameplay-20%
New graphics-10%
Map-20%
It's that extra 50% that seperates the great from the good

Considering your reputation SimonK I think you would know best. Its that extra 50% that makes a D-Mod 9.0 or better...
Sincerely,
The Vault Dweller
Sincerely,
The Vault Dweller
Yea i know i wrote wrong, and i was too lazy to fix it up

Considering your reputation SimonK I think you would know best. Its that extra 50% that makes a D-Mod 9.0 or better...
Suck up.
Suck up.

Speaking of great D-Mod author's...your gonna be forever known as one once "Cloud Castle 2: Sabretrout" comes out.
(sucks up to Scarab),
The Vault Dweller
(sucks up to Scarab),
The Vault Dweller