Reply to Re: Rob's Viewpoints
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Really Sabre, you should make this into an article. I really like the stories behind DMODs.It gives you an interesting glimpse in how other people make DMODs. (For this reason I decided to post regular updates for my remake of the scourger)
As for the original post: I tend to disagree with Rob. There really doesn't need to be anything that sticks out. There needs to be if it is going to be a great DMOD, but I don't just like playing great DMODs. Sometimes I also enjoy playing good DMODs.
Take for example Legend of the duck, it doesn't have anything special, but still I enjoyed playing it. Dink is a good game, sometimes the only thing it needs is an objective and a couple of enemies. (Note that the legend of the duck isn't really what I would call a 'good' DMOD, but it will suffice for our example.)
Now the real problem with originality is that it might turn a good DMOD into a great one, but it might also turn a good DMOD into a mediocre one. Don't force it, often your strong points will show up eventually.
For me story is my real weak point. I cannot make a story more interesting than the stereotype 'collect 20 magic gems/stars/pixies'. It'll do, but I want to do better. This often means development is brought to a halt until I'm so desperate I get back to the old cliches anyway.
My strong point? Well I don't know, I think my DMODs in general are just nice and enjoyable. Not world class, but good enough for a couple of hours of good fun. And that's what's most important.
As for the original post: I tend to disagree with Rob. There really doesn't need to be anything that sticks out. There needs to be if it is going to be a great DMOD, but I don't just like playing great DMODs. Sometimes I also enjoy playing good DMODs.
Take for example Legend of the duck, it doesn't have anything special, but still I enjoyed playing it. Dink is a good game, sometimes the only thing it needs is an objective and a couple of enemies. (Note that the legend of the duck isn't really what I would call a 'good' DMOD, but it will suffice for our example.)
Now the real problem with originality is that it might turn a good DMOD into a great one, but it might also turn a good DMOD into a mediocre one. Don't force it, often your strong points will show up eventually.
For me story is my real weak point. I cannot make a story more interesting than the stereotype 'collect 20 magic gems/stars/pixies'. It'll do, but I want to do better. This often means development is brought to a halt until I'm so desperate I get back to the old cliches anyway.
My strong point? Well I don't know, I think my DMODs in general are just nice and enjoyable. Not world class, but good enough for a couple of hours of good fun. And that's what's most important.






