What kind of outfit would that even be?
Link me something and I'll maybe do it.
Just have her in a purple suit fighting shadows with a dildo bat. That pretty much sums up the Saints Row boss. Pure badass hilarity.
What kind of outfit would that even be?
Link me something and I'll maybe do it.
But it's... not?Back to argument from authority, then?
I refuse to believe this.
Woah, I've never seen that Aigis school uniform figure before! Is that still available anywhere?Aww, that's so cute. Can't wait to see it colored.
Also, have some Aigis... Aigis calms everyone down.
But it's... not?
That's not how that argument works. Or even looks like.
And argument from authority is not immediately fallacious in general. That's sort of the mistake that a ton of people make.
Again, so snippy.
But it's... not?
That's not how that argument works. Or even looks like.
And argument from authority is not immediately fallacious in general. That's sort of the mistake that a ton of people make.
It is, he's saying that I'm making a mistake because I'm under-qualified, implying he has more authority over me.
Policenauts is really great. Finishing up this should put me in a good position to replay the Innocent Sin fan translation again.
The work on this was a whole other level, though. Extraneous cursing aside, they did a bang-up job.
Very professional work.
Just have her in a purple suit fighting shadows with a dildo bat. That pretty much sums up the Saints Row boss. Pure badass hilarity.
...Maybe I'll just stick to normal clothes/in-game outfits for these pictures.
You're not giving me much to work with here.
No. This is anything but personal, for the record.
What is the game itself like?
Woah, I've never seen that Aigis school uniform figure before! Is that still available anywhere?
You've yet to actually refute my point? Everytime you try, you fall back on what's popular or authority.
You sure make it seem that way.
If you don't enjoy dialogue trees with massive amounts of detail put into the world and easily missed content just from not examining thing, you might not be into it. But oh, if you do...
I'm getting my degree on this very subject, so not the sort of armchair design wiz that permeates gaming side, if that's what you're wondering.
For the sake of argument: grinding is an objectively bad mechanic. Do people really enjoy having to pour hours upon hours into repetitive battles just so they can progress in the story? It's bad game design to force a player to do this.
What is this, a court of law? I don't have to refute anything.
You're inferring a lot from nothing. It's not personal. The argument didn't even involve you to begin with. You just jumped in because it was framed as "P2 is terrible" when I never said anything like that.
Pft! The worst things!
I'll have to check it out sometime, sounds like my kind of thing. Is it as crazy as Kojima's MGS writing or had he not gone insane by that point?
You don't have an actual point. You're just saying that no one can be wrong over and over again.You've yet to actually refute my point? Everytime you try, you fall back on what's popular or authority.
...Maybe I'll just stick to normal clothes/in-game outfits for these pictures.
No fun allowed.
I'll join RiseGAF as soon as someone draws a picture of Rise in the style of that Dengeki Yu cover that my avatar is taken from. :/
I have a feeling that most people in here will like at least one of the sketches I put up.
You don't have an actual point. You're just saying that no one can be wrong over and over again.
Game design doesn't work like that. The designers have to make choices by deciding which mechanic/graphic/song/whatever is better than another one. It comes down to taste and preference but they still have to make that choice in the end. They can make the wrong choice too. If 95% of players HATE a mechanic then do you really think the developers are happy with their effort? Or are sitting around defensively saying "well we can't be wrong because we thought that was the right choice"?
If the battle engine is enjoyable/fun/good enough, I'll go out of my way to grind. I loved grinding in something like the Grandia games.
Being forced to grind and doing it because you want to are different things though. If a game is forcing me to grind then it isn't designed well.If the battle engine is enjoyable/fun/good enough, I'll go out of my way to grind. I loved grinding in something like the Grandia games.
You don't have an actual point. You're just saying that no one can be wrong over and over again.
Game design doesn't work like that. The designers have to make choices by deciding which mechanic/graphic/song/whatever is better than another one. It comes down to taste and preference but they still have to make that choice in the end. They can make the wrong choice too. If 95% of players HATE a mechanic then do you really think the developers are happy with their effort? Or are sitting around defensively saying "well we can't be wrong because we thought that was the right choice"?
Here's something interesting if your curious, a SMT III: Nocturne Prototype, originally under the name of SMT III: Vortex.
It contains some interesting stuff.
- Maya and Lisa 3D models and Lisa talking in a cut scene, which I;m guessing were used as prototypes for the Nocturne engine to see how it would work.
- Lilith had more involvement in the game in some form, other than being a demon to have in party.
- Louis Cyphre having a look more akin to SMT I and II.
- A completely different UI interface compare to the one in game.
- A different battle UI interface, which in included Moon phases instead of the Katsuguchi phases found in the game, a bar at the top for which I don't what it's purpose is, demons having a bigger involvement in negotiation from what it looks like. And battle taking place in what looks like nothingness.
One more thing.....
SMT wrestling has the deepest lore
You do realize there can be a bit of a stigma to game design specific degrees in the industry, yes? Especially towards the heavily theory-crafting types (if that's their main passion/focus/mindset and can't really contribute/create/implement anyway). At least in my experiences with former colleagues over the past several years.
Yet again, so snippy.
I don't think it's fair to say something's objectively a good or bad design choice in general. Something like grinding (repeating a certain scenario a certain amount of times before moving on to the next section) could work well for a tutorial, i.e. fighting game combo practice - until you can do the basic links and chains consistently and understand the timing for which specific attacks connect with each other, you can't try out the more difficult ones.
It's like saying CG is objectively bad and everything should use practical effects. Everything's just a tool, it's all about how you utilize and implement it in terms of the whole picture.
But will I?
Almost definitely.
Yeah, I think game developers want people to like their games. Fucking duh. You're absolutely crazy if you think otherwise. And it isn't just a sales thing. They're putting something they're passionate about out there for the world to experience.Ad Populum.
As I said, games are primarily a business, and thus there is an impetus to reach as many people as possible. On that metric, one game can be "better" than another. But taken as an art form? No, this doesn't matter.
Edit: To elaborate, because their pay hinges on the success of the game, devs have an interest in how a game performs in the eyes of the mainstream audience. If they didn't have to worry about that, do you think they would be that concerned whether everyone loved their game or not?
Yes, we have established I'm snippy. I have nothing against you though!
Yeah, I think game developers want people to like their games. Fucking duh. You're absolutely crazy if you think otherwise. And it isn't just a sales thing. They're putting something they're passionate about out there for the world to experience.
Write to please just one person. If you open a window and make love to the world, so to speak, your story will get pneumonia.
Best I could do:
Bonus:
Red is the new yellow.
But tools can be implemented poorly is what I'm trying to say. Tools themselves aren't objectively bad, you're totally correct. But I do think it's fair to criticize how people make use of them.I don't think it's fair to say something's objectively a good or bad design choice in general. Something like grinding (repeating a certain scenario a certain amount of times before moving on to the next section) could work well for a tutorial, i.e. fighting game combo practice - until you can do the basic links and chains consistently and understand the timing for which specific attacks connect with each other, you can't try out the more difficult ones.
It's like saying CG is objectively bad and everything should use practical effects. Everything's just a tool, it's all about how you utilize and implement it in terms of the whole picture.
Was only a matter of time before someone brought this out, really.
Best I could do:
Bonus:
Red is the new yellow.
Estoma Sword brah, Estoma Sword
I'd probably use a FAQ for the old FF games, to be fair.
How about an Andy Warhol of Rise.
This but with 9 Rises.
Joking aside, where can I view your art? I love fan art, well... the majority of it.
I think games would be in a much better place, in the sense of being taken as art, if devs could actually follow that advice and not have to worry about sales.
Honestly I don't know how people beat NES FF2 or DQ3 without a walkthrough.
I think games would be in a much better place, in the sense of being taken as art, if devs could actually follow that advice and not have to worry about sales.
It's simply impossible to ignore sales. In any medium. Especially not when the games themselves are so expensive to make in the first place.
The reality is that developers and artists must simply balance their vision with the needs of their consumers. That's where the truly good games come from.
Not really, there are tons of great free games made for very specific audiences. Some of those even go on to get full retail versions.
Edit: I suppose there's the caveat of "and make a living off of it."
Those games don't come truly free however. They're cost the time and dedication of their creators.