Failure Contest Observation
Granted, I haven't played through all the entries (yet?) but I noticed a difference in how the contest was interpreted. It seems most of the entries had you play through a DMOD and 'succeed' but the result of your actions was a bad outcome (as in Fall of Tahamr, Prelude). My interpretation was that you could succeed and get a good ending but if you didn't complete the tasks correctly (or in time in my case) then you failed and got a bad ending.
Not any particular point here, just an observation
Not any particular point here, just an observation
I have an interestng observation. Wouldn't a large amount of dmods fit under this contest.(if they were made for it) Peasents Quest, Quest for Cheese, Cloud Castle 2 and Anarchy Holloween Party are a few that come to mind... ...Maybe, Cast: Initiation too...
I made it where you can do something to get the option of succeeding. You don't face the "boss" then but you get to go to a room that I rather like... ...so really both endings should be achieved.(If you do that thing you get the option of which ending you want to do though) I also as a "bonus" added little failures along the way...
I made it where you can do something to get the option of succeeding. You don't face the "boss" then but you get to go to a room that I rather like... ...so really both endings should be achieved.(If you do that thing you get the option of which ending you want to do though) I also as a "bonus" added little failures along the way...
I wasn't aware that Peasant's Quest was a D-Mod, although, granted- it does fit the failure concept very well.
Authors should write walkthroughs so we can see all their DMods' endings.
Yeah, Sabre, we seemed to interpret the contest similarly
Drink: I have a full walkthrough included with my Failure DMOD
Drink: I have a full walkthrough included with my Failure DMOD
Maybe I should release one as a seperate file, I foresee many people getting stuck because their are very few hints as to who you need to talk to after a specific event, it is often not very clear, and all the other characters repeat their normal lines, which just makes things even more frustrating.
EDIT: Yes, the walkthrough to Wesley's is great, because even though I beat the, I missed many secrets that I did not even know about like the *secret* book. The real time touchs were not apparent, it also led to some diffculty because I was stuck for a long time... and then for no apparent reason, I was able to get past the guard (I know the reason, but I didn't know why it had not worked the first time I tried it... *grrr*")
EDIT: Yes, the walkthrough to Wesley's is great, because even though I beat the, I missed many secrets that I did not even know about like the *secret* book. The real time touchs were not apparent, it also led to some diffculty because I was stuck for a long time... and then for no apparent reason, I was able to get past the guard (I know the reason, but I didn't know why it had not worked the first time I tried it... *grrr*")
I haven't finished any of the other contest entries yet, but in The Basilisk Smile, it's impossible to "succeed". Some endings are preferable to others (from Dink's point of view at least), but it pretty much goes horribly wrong nomatter what.
true on Basilisk Sabre, but it isn't "success" with bad results, it's just a no-win situation in yours, but still a similar concept of do things as good as you can to get better results.
Well, I included three endings: the first one triggers when you get killed. In the second one, you save the world but you fail your quest. In the third one, you achieve your quest, but you fail to save the world.
On the other hand, in your DMOD, Dink focuses on saving the world and somehow forgets about his original quest. Still, it fits into the contest, in my opinion.
On the other hand, in your DMOD, Dink focuses on saving the world and somehow forgets about his original quest. Still, it fits into the contest, in my opinion.
[I have a full walkthrough included with my Failure DMOD]
Yes, I noticed. Without it I would never had made the guard sleep: He always stayed... umh... not sleeping, whatever book that I gave him.
Talking about that, I will play now based on the walkthrough; Have to see the game on its entire shape.
Yes, I noticed. Without it I would never had made the guard sleep: He always stayed... umh... not sleeping, whatever book that I gave him.
Talking about that, I will play now based on the walkthrough; Have to see the game on its entire shape.
actually, the quest he is sent on develops into the ducks taking over the world... they are one in the same. I realized after releasing it that one cut scene didn't make it in that would have clarified it a bit (and expained why the trees were getting cut down in the first place, oh well), but the ducks were manipulating the Rockies to chop down trees which led to the disturbance. In other words, although he was sent to settle the dispute, the real issue was the ducks (hinted at in the intro -> "Oh, and it has nothing to do with evil ducks")
I still think it is a neat idea to have timing being an issue- but it wasn't really clear until I read the walkthrough...
It is a sign that I have played way too many other D-Mods. If I was new to the game I might expect their to be things that change with time- but I have grow too accustomed to playing D-Mods in such a way that I spend large amounts of time trying to level up and get experience, and knowing that all the npc's would be waiting on me.
A problem that I have had with Dink for a long time is that if you save, play for 10 minutes, then die, if you go back to load the game you saved 10 minutes ago, it adds those 10 minutes to the game time for the save- even though technically you saved before they happened... I don't know if that made any sense, but I find it a bit difficult to explain. It is easier to point out in the game than in text.
It is a sign that I have played way too many other D-Mods. If I was new to the game I might expect their to be things that change with time- but I have grow too accustomed to playing D-Mods in such a way that I spend large amounts of time trying to level up and get experience, and knowing that all the npc's would be waiting on me.
A problem that I have had with Dink for a long time is that if you save, play for 10 minutes, then die, if you go back to load the game you saved 10 minutes ago, it adds those 10 minutes to the game time for the save- even though technically you saved before they happened... I don't know if that made any sense, but I find it a bit difficult to explain. It is easier to point out in the game than in text.