Reply to Re: DMOD Design considerations
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1) Very true, although what's "fun" can probably not be measured by one person (the author) especially not while still developing. What this means is that instead of a desig consideration, this is probably more of a result that comes from following the other set of considerations, evolving with every d-mod released.
2) Exactly. Even Mortal Kombat, Contra and Gradius have storylines. And if you're creating a storyline, PLEASE think about it for more than 5 seconds.
3) True. Although I feel that the best games usually have an objective that is reached before the end of the game, leading into a new objective that's more enticing and difficult to overcome.
3-2) Hmmm... It kind of depends on the pacing you want for your d-mod... If you want the player to keep moving forward I don't think there's anything wrong with constantly guiding him to the next point. Though sometimes it reaches a point where you're just insulting a player's intelligence, so don't let it come to that
4) I'm a BIG defender of hard games. In fact, many recent RPGs (not d-mods) or even other genres are SO easy these days that I can't enjoy them as much as some other, less beautiful, less perfect games that actually provide a challenge. But as for d-mods, I have a feeling most people just cheat when they die even once or are close to dying (I hope I'm wrong here though).
5) The length of a game should depend solely on the storyline that carries the player along. If it's a simple objective don't needlessly stretch the gameplay to add more game time to it. BUT, if you have a well fleshed out storyline that you want to fully explore during the game, by all means, take your time - the player will most likely appreciate it and stick to your game (if it's any good, of course).
6) That's true for sure.
There are SO many other design points that are left out, but you listed some pretty good ones. There's one other I'd like to add:
7) Keep the player interested throughout the entire adventure. Regularly throw new enemies at him, provide him with new weapons, magic and other items. Don't give the player access to 80% of the items within the first 20% of the game. Space it out, but be careful about giving too little as well. If you have a long game, make sure you have enough items/magic/quests/dungeons/towns to keep the player interested but also provide him with enough new stuff at the beginning of the adventure to make sure he sticks around to see the rest (used in almost EVERY good game out there, but it's the really good ones that can keep it up after the beginning part is over).
2) Exactly. Even Mortal Kombat, Contra and Gradius have storylines. And if you're creating a storyline, PLEASE think about it for more than 5 seconds.
3) True. Although I feel that the best games usually have an objective that is reached before the end of the game, leading into a new objective that's more enticing and difficult to overcome.
3-2) Hmmm... It kind of depends on the pacing you want for your d-mod... If you want the player to keep moving forward I don't think there's anything wrong with constantly guiding him to the next point. Though sometimes it reaches a point where you're just insulting a player's intelligence, so don't let it come to that

4) I'm a BIG defender of hard games. In fact, many recent RPGs (not d-mods) or even other genres are SO easy these days that I can't enjoy them as much as some other, less beautiful, less perfect games that actually provide a challenge. But as for d-mods, I have a feeling most people just cheat when they die even once or are close to dying (I hope I'm wrong here though).
5) The length of a game should depend solely on the storyline that carries the player along. If it's a simple objective don't needlessly stretch the gameplay to add more game time to it. BUT, if you have a well fleshed out storyline that you want to fully explore during the game, by all means, take your time - the player will most likely appreciate it and stick to your game (if it's any good, of course).
6) That's true for sure.
There are SO many other design points that are left out, but you listed some pretty good ones. There's one other I'd like to add:
7) Keep the player interested throughout the entire adventure. Regularly throw new enemies at him, provide him with new weapons, magic and other items. Don't give the player access to 80% of the items within the first 20% of the game. Space it out, but be careful about giving too little as well. If you have a long game, make sure you have enough items/magic/quests/dungeons/towns to keep the player interested but also provide him with enough new stuff at the beginning of the adventure to make sure he sticks around to see the rest (used in almost EVERY good game out there, but it's the really good ones that can keep it up after the beginning part is over).