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What makes a great dmod?
I'm curious to know what everyone thinks makes a good dmod. Thanks



John
Re: What makes a great dmod?
A d-mod is basically a small game, now ask yourself this, what makes a good game? If you are constantly running into bugs are you likely to play the game as much? If the graphics suck will you enjoy it? If the mapping of the game is too complex or doesn't show any creativity, are you going to be able to really get into the game?



Thats what makes a good d-mod.



--WC
Re: What makes a great dmod?
Also a story line where you really understand what the quests and side quests are achieving.  If there's just stuff to do, just for the sake of something to do, then it's just stuff..



Think about the story line and how the different quests tie together to achieve the final challenge.  It's okay to have lots of quests so that Dink achieves new capabilities, strength, magicks, etc,  but not as fillers.  SOP had lots of stuff to do, but it just went on and on in new lands without any real achievement for Dink.  SK:)



Re: What makes a great dmod?
Story is very important. It doesn't have to complicated, it just has to be engaging. I think humour can help with this.



New stuff is always a plus. New graphics, sounds, whathaveyou...



Hope this helps, and good luck with your DMOD. :)
Re: What makes a great dmod?
A good gameplay, fine plot, hopefully not such that you can quess in the beginning of the game.

A few/one change of plot (or plot twist, don't know the english equivalent though.)



i like humour, not such  as: "This mission is very inportant.", "yes, as inportant as your head, HAHAHAHAA!!". No, i prefer 'long' and shrewd ones. Like in BFTG. ;) Maybe some humour  that some people don't understand or notice too, that's clever though.. Anyway, here's too much text about this already.....



New graphics are plus, but not needed.



Not made/finished in hurry.



Not big bad bugs are wanted.



Please not 'save the world' in every dmod. :)



Not too much text that means nothing, not like this text i know helps nobody but wrote anyway. ;)
Re: What makes a great dmod?
: Please not 'save the world' in every dmod. :)



: Not too much text that means nothing, not like this text i know helps nobody but wrote anyway. ;)



I left these two things because I disagree.

A saving the world plot isn't bad as long if it's not : Dink is called by king or someone else to save world in the beginning of game.

If it starts out differently and at the end it turns out to be a quest to save the world anyway then that's just fine I think.



Most good RPG's have a lot of text that does not have anything to do with the story and I think that is very usefull anyway because of the "alive" feeling of the game. Picture this : Guy 1 says "Dink, go burn trees, Guy 2 says "Go burn down some trees Dink" and Guy 3 says "Dink, you still haven't burned down those damn trees!"

That's very stupid in my opinion. Putting only 1 of these guys in the town isn't a very good solution either :) So, as a conclusion, I can say this kind of dialogue is usefull.



Re: What makes a great dmod?


: Most good RPG's have a lot of text that does not have anything to do with the story and I think that is very useful anyway because of the "alive" feeling of the game. Picture this : Guy 1 says "Dink, go burn trees, Guy 2 says "Go burn down some trees Dink" and Guy 3 says "Dink, you still haven't burned down those damn trees!"



I didn't exactly mean that, i mean't for example that you get a mission from a wizard, you must kill a slayer, then you venture towards the slayer, but you meet a man. He tells you half-an hour story about that how big and bad it is. "It's big, it's angry, and it has killed many many men!" or something like that is ok, (a little wiser of course) in fact i think that something like that is needed to give player the right feeling, but a half-hour story totally is not needed i think.



Example 2:

King gives you a mission, then when you go to the town bar and talk to people, everybody tells you something about that mission. That i think is a little too much.



And the save the world-thing, i hate it because it's in the every second dmod.. Oh well.
Re: Hating to save the world...
: And the save the world-thing, i hate it because it's in the every second dmod.. Oh well.



Yeah.  But think, what game doesn't have you do this to some extent?  Deus Ex, WarCraft II, Half-Life (sorta, you do kill the big bad dude at the end), Dink Smallwood, Jedi Knight 2 (save the universe), Tony Hawk's Pro Skater 2 (ok, I made that one up), Serious Sam, Duke Nukem 3d, X-Com UFO Defense, Mortal Kombat 3, System Shock 2, MDK 2, and on and on and on.  Sure, there are some clever variations (like in WarCraft II, Humans save the world, Orcs try to take it over).  And if you're going to make an epic D-Mod, you can't have it on some peddly little thing... "The Bonca is killing our villagers, save us!"  You can't make a 768 screen D-Mod with that without expanding the Bonca into threatening the world... and if you do manage to make Dink travel the world to try to find things to stop the Bonca, the simple plot loses touch, as its just one Bonca, and you travel the world to stop it from killing one village?  Heck, tell them to move.



So I guess large D-Mods make themselves more likely to save the world... POTA, SOB, and FB3 all have you saving the world from one big bad dude.  Whereas the other, smaller D-Mods don't as much (Quest for Cheese, End of Time, etc).
Re: Answering crap
: Yeah. But think, what game doesn't have you do this to some extent? Deus Ex, WarCraft II, Half-Life (sorta, you do kill the big bad dude at the end), Dink Smallwood, Jedi Knight 2 (save the universe), Tony Hawk's Pro Skater 2 (ok, I made that one up), Serious Sam, Duke Nukem 3d, X-Com UFO Defense, Mortal Kombat 3, System Shock 2, MDK 2, and on and on and on. Sure, there are some clever variations (like in WarCraft II, Humans save the world, Orcs try to take it over). And if you're going to make an epic D-Mod, you can't have it on some peddly little thing... "The Bonca is killing our villagers, save us!" You can't make a 768 screen D-Mod with that without expanding the Bonca into threatening the world... and if you do manage to make Dink travel the world to try to find things to stop the Bonca, the simple plot loses touch, as its just one Bonca, and you travel the world to stop it from killing one village? Heck, tell them to move.



heehee, serious Sam? What the heck is that??

Anyway, saving the world is most common idea of a game. And well, it's true that it is hard to make other suitable plot for a big dmod than saving the world. But if you really would get other big suitable plot idea for a dmod than saving world, the dmod would became more popular than it would otherways be! And anyway, you could add MORE THAN ONE baddie at the end of the mod, that would at least make a little difference..
Re: Answering crap
: : Yeah. But think, what game doesn't have you do this to some extent? Deus Ex, WarCraft II, Half-Life (sorta, you do kill the big bad dude at the end), Dink Smallwood, Jedi Knight 2 (save the universe), Tony Hawk's Pro Skater 2 (ok, I made that one up), Serious Sam, Duke Nukem 3d, X-Com UFO Defense, Mortal Kombat 3, System Shock 2, MDK 2, and on and on and on. Sure, there are some clever variations (like in WarCraft II, Humans save the world, Orcs try to take it over). And if you're going to make an epic D-Mod, you can't have it on some peddly little thing... "The Bonca is killing our villagers, save us!" You can't make a 768 screen D-Mod with that without expanding the Bonca into threatening the world... and if you do manage to make Dink travel the world to try to find things to stop the Bonca, the simple plot loses touch, as its just one Bonca, and you travel the world to stop it from killing one village? Heck, tell them to move.



: heehee, serious Sam? What the heck is that??



: Anyway, saving the world is most common idea of a game. And well, it's true that it is hard to make other suitable plot for a big dmod than saving the world. But if you really would get other big suitable plot idea for a dmod than saving world, the dmod would became more popular than it would otherways be! And anyway, you could add MORE THAN ONE baddie at the end of the mod, that would at least make a little difference..



You never heard of Serious Sam?  Wow.  It was just released earlier this year, I believe.



Yeah, I agree having an ultimate boss character who YOU MUST KILL does get old.  "Gordon Freeman... YOU MUST KILL the evil floating dude"... "Dink Smallwood... YOU MUST KILL Seth/Shryk/Stone of Balance bad dude/Really Evil Bonca/etc".  Having two bosses would be more of the same though.  But, having a puzzle at the end would feel cheap (the only game I can think of that did the puzzle ending kinda good is Quake Shareware).  Hopefully I can think of something else for my upcoming D-Mods... hopefully.
Re: Answering crap
: : : Yeah. But think, what game doesn't have you do this to some extent? Deus Ex, WarCraft II, Half-Life (sorta, you do kill the big bad dude at the end), Dink Smallwood, Jedi Knight 2 (save the universe), Tony Hawk's Pro Skater 2 (ok, I made that one up), Serious Sam, Duke Nukem 3d, X-Com UFO Defense, Mortal Kombat 3, System Shock 2, MDK 2, and on and on and on. Sure, there are some clever variations (like in WarCraft II, Humans save the world, Orcs try to take it over). And if you're going to make an epic D-Mod, you can't have it on some peddly little thing... "The Bonca is killing our villagers, save us!" You can't make a 768 screen D-Mod with that without expanding the Bonca into threatening the world... and if you do manage to make Dink travel the world to try to find things to stop the Bonca, the simple plot loses touch, as its just one Bonca, and you travel the world to stop it from killing one village? Heck, tell them to move.



: : heehee, serious Sam? What the heck is that??



: : Anyway, saving the world is most common idea of a game. And well, it's true that it is hard to make other suitable plot for a big dmod than saving the world. But if you really would get other big suitable plot idea for a dmod than saving world, the dmod would became more popular than it would otherways be! And anyway, you could add MORE THAN ONE baddie at the end of the mod, that would at least make a little difference..



: You never heard of Serious Sam? Wow. It was just released earlier this year, I believe.



: Yeah, I agree having an ultimate boss character who YOU MUST KILL does get old. "Gordon Freeman... YOU MUST KILL the evil floating dude"... "Dink Smallwood... YOU MUST KILL Seth/Shryk/Stone of Balance bad dude/Really Evil Bonca/etc". Having two bosses would be more of the same though. But, having a puzzle at the end would feel cheap (the only game I can think of that did the puzzle ending kinda good is Quake Shareware). Hopefully I can think of something else for my upcoming D-Mods... hopefully.





Does that mean that saving the world is a bad thing? I know it's overdone, but look at all the final fantasy's, they all had *save the world before sephiroth/edea/kuja destroys it or what have  you. Secret of Mana did it right, it was saving the world but it wasn't all about the world, it was about the orbs, and the mana sword, and the seeds. It had a broad spectrum when it came to saving the world, so that in mind I think saving the world can be a good thing. As long as it is held in a broad spectrum, it's not the same game over and over. ~peace out~

Naked pictures of Redink1 <sup>[NT]</sup>
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Hehehehehe... what D-Mod has those? <sup>[NT]</sup>
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That secret option in Redink1s basement <sup>[NT]</sup>
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