Tarq

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Tarq last won the day on May 27

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About Tarq

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  1. But we have! 349.
  2. Somewhat wasting this leave reading The Fountainhead and going through my vinyl collection. I need a new game idea qq

    1. PhoenixSoul

      PhoenixSoul

      Continue your reading, and let the idea come to you.

  3. ... So many blue pencils o.O
  4. The fourth wall is a tired presentation. There's only so many times I want to hear that a chicken crossed a road. Its reached a point where even 'doing it well' wouldn't receive a positive response from me, just a non-negative one; Its a lost cause when the highest possible achievement is 'tolerance'. In stand-up comedy stealing a joke is the cardinal sin. Your set should always be entirely distinct from the person before you and the person after you. Something to consider. Ofc, some people enjoy being ensconced in regurgitated content. Actually, most people, in my experience. So it could just come down to the timeless debate of do you strive for commercial or critical success; do you simply give people what they want, or do you instead tell them what they should want.
  5. Going to take next week off work and make the bulk of a small game.

    1. lonequeso

      lonequeso

      Taking a vacation to do more work?!?! 

       

      *head explodes*

    2. Tarq

      Tarq

      Making games isn't work. When you're doing the fun bits.

      Just need to stumble across a new system I can get enthusiastic about now.

  6. Purple is best colour.
  7. Briefly opened RM today and did a little tweaking. Hopefully it becomes a habit again.

    1. Show previous comments  1 more
    2. lonequeso

      lonequeso

      Working on the TCG or something else?

    3. Tarq

      Tarq

      Nah, I made a Fire Emblem clone one weekend a few months back. Just cleaned it up a bit; little more functionality, little less buggy.

      If I touched the TCG now I'd probably just end up breaking it :P

    4. Rikifive

      Rikifive

      I hope so. (▀̿Ĺ̯▀̿ ̿)

  8. I miss when members were holding dev comps every other week. Would enjoy doing something like that again.

    1. Show previous comments  2 more
    2. Takeo212

      Takeo212

      I've also been thinking about this, and even considered hosting one, but ideas and prizes, as well as activity seems sparse :(

       

    3. lonequeso

      lonequeso

      How about a completion to develop a game that serves as a promo for the site? Game devving plus propaganda. What could possibly go wrong? :lol:

    4. Takeo212

      Takeo212

      Hmm... I may make a topic within the next few days related to this and see what the general opinion on it is. If we can get atleast 5 definite participates, I think we can make atleast a short fun content. 

       

      Whoever wins gets to pet the Super Saiyan Charizard.

  9. Made Viennese Swirls. Now, how to not eat them before sharing them tomorrow...

  10. I was thinking about how to run some sort of internet-based bakery before since you'd only have to worry about stock when an order came through. It would be great except, y'know, no-one would be willing to wait a week for a delivery-crumpled muffin.
  11. Closing as solved. PM me or report the thread if there's a need to reopen it.
  12. =1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1
  13. They took forever lone D: And then everyone would come over and just break off a quadrant!!! No more Tetris cookies. Sorry world, you had your chance.
  14. So, I was playing that re-release of FFIX with one of those conscious adult minds that I didn't have as a youngster and I couldn't help noticing quite a few interesting things about the game's design as it doesn't really play much like the ubiquitous perception of the definitive JRPG series. Dungeons: (Err, where are they exactly?) A common perception of JRPGS is that they strictly follow some flowchart of 'exploration > town > dungeon' with playtime being heavily weighted in the last column. FFIX instead creates distinct, significant and memorable 'areas' that are typically only three to five maps in total and each individual map typicaly takes less than a minute to travel through if you exclude any story-based events or combat . Ofc, there are a handful of areas that are somewhat more dungeon-esque, let's say Ipsen's Castle or Fossil Roo, but these are not considerably larger than other areas however can be longer if the player is determined to acquire all loot/solve optional puzzles. How FFIX is different to its perception: There's no flowchart like the one provided at the beginning of this section because the areas are instead designed around the story and the story is able to be integrated organically instead of being shoehorned into wherever the flowchart allows. Pre-rendered Cutscenes: Half-Life taught us that cutscenes are the devil. That severing the control between the player and player character is an affront if there isn't some narrative/conceptual benefit. Why watch a cutscene if you can play it right? This is a very fair assessment of a first person game with a single protagonist, but FFIX isn't that. How would you display Kuja's private soliloquies without the party being present? How do you effectively show the theatre ship crashing into Evil Forest (lamest name ever ) from inside the ship? The thing I'm going to keep returning to in this post is that everything about FFIX serves the story and sometimes you just don't want your curious player ruining the suspense of a sequence by running the wrong way. How FFIX is different to its perception: There's really not that many pre-rendered cutscenes in FFIX; usuaully they run for thirty seconds to a minute and there's only about thirty five minutes total content. There is quite a lot of dialogue but that falls in some gameplay grey area as the player retains some level of control. Combat: Combat is actually really tedious in this game. It does almost nothing of interest. It does everything adequately, sure. But combat seems to be there because fans of the series seemed to want it and that's all. It was made easy so the player could progress with what mattered, the story. Encounter rates are also surprisingly low for this same purpose; an unlucky player will get two encounters on one of these tiny maps that clearly telegraphs where the player needs to go so there's little wandering around confused. How FFIX is different to its perception: FFIX is not really the grindfest people associate with JRPGS. Even though you will probably press A/X a lot. Sidequests/minigames: There's only really a handful of these in FFIX; The two major ones being Chocobo Hot'nCold and Tetra Master and they're both pretty great in their own ways. I guess the important thing about these is that they aren't really 'minigames', games like the little girls' skiprope and the Nero brother's shell game are 'minigames'. Tetra Master is a fully fledged game in its own right and the Chocobo Hot'n'Cold game, while overly simplistic, has tonnes of additional content related to it. Anyways I'm getting distracted. What I really wanted to talk about in this section are the ATE's and Mognet. Why? Because they serve the story ofc! Both of these features create a strong illusion that there's a real world out there; people are off doing things and communicating with one another and rarely give two figs about Zidane and co. unless they happen to do something relevant to that NPC. How FFIX is different to its perception: The often sizeable playtimes are not comprised of fluff and filler. There's no kill x quests, no escort quests, no fetch quests (Well, the Stellazio coins kind of are I guess.). There's none of what's considered 'typical lazy JRPG quest design' in FFIX. Eh, this post is getting pretty lengthy. Maybe I'll write a second post later.
  15. Sometimes resolutions just can't be reached between two parties. That doesn't mean either is wrong, or even less than, just different. So, let's try to keep it friendly here guys as you're both excellent people with valid arguments On the subject of quests though. I don't think what you're suggesting Kayzee is particularly practical. It would mean putting substantial manpower into creating quests, or just the events of the world as you seem to prefer to view them, only for the player to be unaware of where they should be looking at what time or even what they should be doing possibly. Its a nice idea for some players but not necessarily the majority; Heck, I cant even find the time to complete a game, never mind for the level of immersion you're demanding of players. Primary research will always be the best form of research and making the case that you are too lazy to do some isn't as potent a point as you might think. I'd really recommend you give the first two Souls games a try. Dark Souls executes these 'world events' pretty much exactly how you describe as desirable and is a more commercially polished version of Demon Souls (that I'd think you'd prefer but is harder to obtain) which pretty much threw out the rulebook for much of its design (like progressive punishments for continually poor performance and some bosses so bizarre as to be criticized as gimmicky).