Reply to Re: What Do You Think?
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It's just that I want to provide them with a little bit of challenge by not giving them exact directions and making it a little bit of a walk to get there.
One person's challenge is another person's frustration. Just be careful. I've had the experience where I think I give an over-abundance of hints and explanations for what the player must do, yet I've had feedback where people got very confused and lost.
... I won't be able to make a convincing or interesting dmod since noone can make convincing or interesting dmods if they themselves do not like them.
That's a fallacy. In the arts, especially in computer and video games, it is a rarity for a creator to be happy with the result of their work. Something doesn't work right, features are dropped, and the resulting work is a mere shadow of its originally planned glory. Of the D-Mods that I've created, I think I'm most happy with Initiation and Cycles of Evil, while I'm quite discontent with the rest.
One person's challenge is another person's frustration. Just be careful. I've had the experience where I think I give an over-abundance of hints and explanations for what the player must do, yet I've had feedback where people got very confused and lost.
... I won't be able to make a convincing or interesting dmod since noone can make convincing or interesting dmods if they themselves do not like them.
That's a fallacy. In the arts, especially in computer and video games, it is a rarity for a creator to be happy with the result of their work. Something doesn't work right, features are dropped, and the resulting work is a mere shadow of its originally planned glory. Of the D-Mods that I've created, I think I'm most happy with Initiation and Cycles of Evil, while I'm quite discontent with the rest.