The Dink Network

What do people look for in a dmod?

June 3rd 2008, 03:07 PM
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TacoVendor
Peasant He/Him United States
Get more for the peso you pay 
Could you please list some things
that people rate dmods on.

no taco jokes plz (sniff).....
June 3rd 2008, 05:06 PM
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metatarasal
Bard He/Him Netherlands
I object 
Hmm... a bit of a lengthy reply, maybe because I've been wondering the same thing a while ago...

Usually my main judgment is based on 'feel'. If the DMOD has a good 'flow' it gets points. This is a rather subjective thing but you can imagine if you're making a DMOD in which you are constantly stuck or if it has strange bumbs or inconsistencies in the story or pacing it loses points.

Next to such subjective criteria I would say the following is important:

Novelty:
To get a top score you must be doing something new, something that hasn't been done before. Especially if that results in different gameplay I'll give you points. This doesn't mean however that I'm a great fan of weird DMODs. If someone decides it is time to put Dink in a weird environment where people only speak netspeak this might be very new but it won't get you any points from me. It somehow must have an added value to the game experience. Novelty isn't a necessity for a high score though, it just helps.

Story
If you want your DMOD to stand out your story needs to have that little something extra. This extra is not a better general story though. It is a well worked out story. For example I think that Cloud Castle 2 has one of the best stories around. But I don't really care about the general story, it's the way that each NPC is made. They somehow feel in place in the gameworld they live in. This is the main challenge: Make the story/world feel real, or atleast coherent.

Secondly don't make the storyline feel like a line, make it feel like a natural flow of things. If it feels like 'another quest that'll keep me playing for a while' the story loses a lot of it's appeal. Even if a story feels like a stacking of quests you can still get points if there's a logical reasoning behind everything you need to do. And getting iron from the miner to the swordmaker to make a sword while executing a quest for both to get said item might be logical but it still feels a bit like the player can't handle anything important.

feeling of quality
Ok, feeling of quality maybe is a bad way to describe this, but I can't think of anything better to describe it. Let me try to describe it with an example:
You are trying to make a dungeon area with loads of different monsters. One way to do this is by erecting a few walls in a maze-like fashion which you stuff with monsters and a few goodies. Great for a starter, but if you want to see a proper dungeon check I Kara Gu. What makes the dungeon in that DMOD better? Well basically that they offer a well thought of challenge. Ofcourse this DMOD also scores well on novelty, but it was also worked out in a well thought out way. Another example would be the paintings coming to life in Initiation. Does this add anyting in terms of gameplay? Well, not really, but it gives it a special atmosphere. It breathes quality. Ofcourse someone else could easily pull of the same trick, but achieving that same level of quality throughout the DMOD makes it feel like quality, which is important.

Atmosphere:
Mainly related to the points already pointed out above, but I think sound is worth mentioning here.

Finishing/Presentation:
Also related to feeling of quality, but I want to specifically mention bugs and mapping here. This really is the easiest way for a DMOD author to surpass his own level, but so often it isn't done properly...

Fun Factor:
Something very special that has been finished well can still be boring. For example I can make a game of Baccarat in Dink that is very well finished, would it be good? Well it's new (sort of...) and it's well finished so would it get full points? Well if it's well integrated in the game, for example in a casino (See Initiation again) it will. But if that's the entire DMOD... Well, it doesn't really keep you playing, so I'd still be bored. Keep in mind what keeps the player pressing those buttons on his keyboard. (I actually made a game of Baccarat for my current project actually... )

After such a lengthy reply, can I get free tacos?
June 4th 2008, 02:48 AM
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dinknround
Peasant He/Him United States
It looked good on paper... 
Oh dang, cheap taco dig even after a request for no taco jokes. Ruthless.

I am glad to see the multiple posts from earlier resolved into one with the heart of the matter. (modify would have worked too. )

As for my taste in D-mods, I tend to agree with meta-t on a number of points. For more personal perspective read on.

I like to be challenged. I prefer a mental or logical challenge versus sheer brutality or swashbuckling slick dispensation of some gruelling boss or monster scene. If I wanted an FPS I would play that, but I don't, so I am here. Nevertheless, I can handle bosses (in general)

Cohesiveness of story ranks very high in my opinion, and that translates to every aspect of everything the main character is required to do to accomplish the best end of the game.

My next comments come after two months or so of playing many (20 to 30 or more) D-Mods available when I found this place. (I have a few left for relaxation techniques. whewwww. )

As metatarasal mentioned, novelty, or newness as I will refer to it, has a strong tendency to hold my interest, as long as it does not grow stale on anything ridiculously long or scattered over an unreasonably huge landscape to solve. I love innovation, and strive for it myself, and I think if it is done well, it really does add a strong positive note to a D-mod.

The story really should have a solid basis in the beginning, and many points during the adventure to support and build the story in a manner that makes sense (to most people anyways) and should conclude in a manner that leaves the player with a sense of completion, and possibly a sense of what may come in the future (if you intend to make a series...)

As a final point, the most enjoyable D-mods I have played thus far were heavily tested before their release. This results in having very few anomolous bugs, very little likelihood in hardness errors (especially concerning walking on surfaces the character should never be able to do so), and definitely very few chances that the Dink engine might freeze (or cough up a hairball as I sometimes think of it.)
June 4th 2008, 10:09 AM
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Marpro
Peasant He/Him bloop
 
Balanced enemies, good story, wonderful characters and environment! I often see that authors do the same mistake of balancing thing. Try to develop the enemy sheet... Pilbugs and Boncas are just... 1997.
June 4th 2008, 08:10 PM
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carrie2004
Peasant She/Her Canada
*chomp* 
I like puzzles and humor, scripts on everything you
hit and all the people too. I like pretty scenery and hidden treats. I like variety and dislike screens that
have a 100 pillbugs and nothing else!