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April 9th 2007, 06:59 PM
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Peasant She/Her Mexico
 
In the general discussion forum I have made a post about "What I'd REALLY like to see..."

I hope people will contribute to this. It will help both the people who are simple gamers, and you programmers to know what people would like to see you create. So check it out from time to time as long as it remains posted.

You might gain some insights, perhaps even inspirations, from what people say there.

All of you are people I can admire. I think learning programming would fry my brain, because I'm a word person, not a math-minded one.

As a gamer, I can tell you that a good story, rich in possibilities and character development, really makes a game superior. I like lots of texting of objects, humor (although much of the sexual humor is so tacky it often falls flat), lots of things I can hit with a variety of results, frequent dialogs, but avoiding excessively long exchanges wherever possible, and challenges that are tough, but not excessively so. That part is hard for a developer to gauge, though. It would probably help to put out a demo with some of your toughest challenges and ask people if they think they're too tough. Then you can adjust the final version to an optimal level.

What I don't like are games which are so intensively sex-oriented that they come off silly. It's sometimes obvious that a programmer has made a DMOD mostly to showcase his/her own sexual fantasies. They don't so much offend as bore.

A good developer is also a good storyteller, and sexual references are best when they fit the story, and are more subtle and never dominant. The quest of Dink is fundamental.

LOTS of side quests, hidden areas (not impossibly hidden, though) and puzzles to solve (again not too tough), and unique surprises enrich any DMOD.

Story, gameplay, interest, challenges good maps and music. These are what make a good DMOD superior.

Keep 'em coming, my little Munchkins!

Holly B.