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Preview: Comments for Independent Creator

Comments for Independent Creator

dev life // dad life

Last Build Date: Tue, 25 Feb 2014 12:40:41 +0000


Comment on Test Product by Libbyclb

Tue, 10 Jul 2012 17:51:00 +0000

muffin cat is the king of muffins!!

Comment on Fix Fable 2 With a World Map by Iene_smyles

Tue, 19 Jul 2011 00:47:00 +0000

where is Bloodstone and Wraithmarsh?

Comment on Uniwar vs. Advance Wars by Julietjaxx

Mon, 04 Oct 2010 10:29:00 +0000

Very right. Same goes for »Rogue Planet« or »Mecho Wars«

Comment on Extrinsic Motivation: First, Do No Harm? by independentcreator

Tue, 27 Apr 2010 05:35:33 +0000

I started getting hung up on the definition of extrinsic as well, then decided to hand-wave my way through it and hope no one noticed.

I think that "extrinsic", as applies to personal motivation, is too messy to use usefully. You have to interview every individual player-- did you get that achievement because you have OCD? Because you wanted to show it off to your friends? How about that high score-- was that for a personal goal, or so you could write "ASS" on the high score table and snicker when people read it?

So I went with intrinsic and extrinsic in reference to the game play, as opposed to the person. It's a cleaner distinction (but still messy), and actually lines up well with some definitions of personal intrinsic motivation.

Comment on Extrinsic Motivation: First, Do No Harm? by John Mark

Tue, 27 Apr 2010 01:07:39 +0000

I was going to comment about additional motivation you can add to your game, but instead I got hung up on considering if score and levels were necessarily extrinsic motivators.

I think you can make a rather compelling argument that score can be seen more as an intrinsic motivator. It may reflect the byproduct of some other game play behavior, or it could be the watermark of success, but in either case it is possible that the player is intrinsically motivated. They just want to get better at the game and the score is a metric for tracking that progress. The motivation for success still comes from they player. I might have a personal drive to reach 1 million points on PacMan which is entirely self-motivated.

It is possible that my employer is paying me to farm gold or that I need a GearScore of 8000 to be allowed to raid with my guild, but the existence of score alone I don't think requires it to be extrinsic motivation.

Comment on 1UP FM Plays Through Psychonauts by geoff

Sat, 03 Apr 2010 05:12:06 +0000

It is so weird to me that you never really played through your own game, but at the same time I can understand that in working on it you probably had had enough of it by the time it was released. I guess its a weird experience for me because I've never felt like the target market of something I've worked on, but I've always assumed if I was making a game I'd think it was teh bestest game evar and play it all the time.

Comment on Dr. Horrible by Gordon

Sat, 03 Apr 2010 05:11:54 +0000

Wow, that is amazing. It's a cross between Jonathon Coulton's Skullcrusher Mountain and the Buffy musical. I'm left kind of stunned after the 3rd act.

Comment on Favorite iTunes Replacement? by TheOtherErik

Sat, 03 Apr 2010 05:09:06 +0000

"iTunes hates my way of life: it is not condoned by the RIAA."

This is what I've never understood about the Cult of Ipod. There are better, more flexible MP3 players out there; why limit yourself?

Comment on Unconventional Multiplayer by Brad

Sat, 03 Apr 2010 05:08:27 +0000

Asynchronous gaming is really interesting to me. I've always disliked the play-by-email style because your investment in the game has to be almost exactly that of your opponent. If you want to play another turn right now but your opponent isn't going to move for another 24 hours, then tough shit. I guess people get around this by playing like 20 chess games at once... but others don't want to divide their attention like this.

I'm kind of into the asynchronocity (oh man I'm all about making up words on Em Eff's blog) of Worms. You have to commit to it in a synchronous fashion... you need to be in the game with your opponent at the same time... but your moves within the game are definitely asynchronous. Turns are brutally short (like 20 seconds) so the game moves along at a good clip and the players that are waiting don't get bored. It's an interesting blend.

There's also the asynchronously-played-yet-synchronously-resolved hybrid style that I've only seen in Laser Squad Nemesis. It's X-Com style (and I think it's by some of the original creators) where you have some troops in a nice little isometric battlefield. You give your orders, but a lot of them are -conditional-. Like you tell your sniper "wait here, and shoot anyone who comes into your view this turn." Orders are asynchronously sent in by both players and then resolved by the main server once they're both in. You then download what -actually- happened, you watch it (with either disgust or elation), and then plan your next turn. It's a pretty cool hybrid.

I would know a lot more about this game if it didn't have a damned monthly fee. They're basically charging you MMO-like fees for email-like bandwidth usage. : I could never bring myself to pay for it. :(

Comment on Shelf Moments by The Other Erik

Sat, 03 Apr 2010 05:08:18 +0000

When OMM reviewed Requiem, Erik raised a really good point: When a scene in a film is bad, you can just sit through it and continue to enjoy the rest of the movie.

When a level/mission/scenario in a game is bad (too hard, frustrating, tedious, or otherwise blocking), you're stuck. Games aren't yet at a point where they're comfortable letting you skip missions and proceed with the primary campaign. That's ripe for shelving.

For this (and a couple other) reasons, as a developer, I think it's wise to err on the side of too easy rather than too hard (assuming you're in a position where you have to choose between those two).

-Erik R