Creating a Game [250+ Pages, Written in 2001]
GregWS:
Maybe just add in the topic line, in brackets, "(small book)" or something to similar effect.
The only people who would avoid it would be the ones who wouldn't want to read it anyway, so no loss. Then no one would come to the thread and be taken aback by the fact that it's 250 pages.
Paul Eres:
I don't see a problem with that, will add in [250 pages] or something. But really, it's meant to be skimmed, not read through from beginning to end! More of a collection of individual articles.
Skofo:
Come on, guys. Don't be so hard on the dude. Writing 250 pages takes a lot of work and dedication! All you people are doing is criticizing the fact that it's big, that it has strong opinions on abstract topics, that it contains arbitrarily bad writing practices and that he didn't revise it today when he wrote it seven years ago and instead just posted this because he thought that someone out there by some chance might find a big chunk of old game design opinions and tutorials useful or something.
Why let something like this go to waste? Even if it does have all the bad things everyone's pointing out, here is one good thing: it is organized! Reading different perspective on abstract topics like "What is love?" and "What is a good game?" helps you refine your opinions on those things, and if you wanted to read about something specific then you could easily find it via the neat tables of contents. Also, the later parts are so specific and closed minded that this might as well be titled "Creating an Old Japanese RPG", which doesn't really appeal to indie game developers who love to really bend the traditions of game development much, but that does not mean that this is useless. Much to the contrary. There are many interesting tidbits to be found in this, and it is actually pretty damn useful in some parts. I've particularly learned quite a bit from the spriting sections, they're a lot better than most specialized spriting tutorials out there today.
I say, kudos to you, Rinku, for making this back then and posting it right now! If I kept an online museum of indie gaming and its history, I'd definitely put this on display in the lore section.
Paul Eres:
The reason it may seem specific to jRPGs is that it was written for the Ohrrpgce community, which is an engine focused on creating games like jRPGs. So it kind of assumes that genre for most of it.
I also wouldn't say that that genre of game doesn't appeal to indie game developers, because even today it's one of the more popular genres for indie developers to create games in -- two recent ones are the Aveyond series and Barkley: Shut Up and Jam: Gaiden.
Skofo:
Quote from: rinkuhero on October 26, 2008, 12:07:25 PM
I also wouldn't say that that genre of game doesn't appeal to indie game developers, because even today it's one of the more popular genres for indie developers to create games in -- two recent ones are the Aveyond series and Barkley: Shut Up and Jam: Gaiden.
Yeah, I worded that wrong. I meant to say that the thought of creating an old-school jRPG doesn't always appeal to indie game developers, so I thought the title might've mislead some people and that might have been a partial cause to the animosity towards this. All tutorials that introduce concepts and instructions for creation on an artistic medium will always be biased in some way, though, anyway. Anyway, that wasn't all that relevant to what I was talking about either way so my bad.
The rest of my points still stand, though. Shame on [almost] all of you!
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