If we're being literal here about being "credited", I wouldn't worry about it too much. No one really gets credit for making video games outside of the team who helped make it. That team will know who did what and what their weight was for their contribution, well the guys who do the legwork anyway. A lot of the "credit" you get comes from being able to roll with the punches, being a hard ass and getting more of your ideas into a game than someone else doesn't necessarily mean you deserve more "credit". Good game development is actually more about sacrifice. Letting other people get "credit" while you actually get sh*t done.
I've got an idea, how about a game where you run around as a plumber and stomp on mushrooms? See where i'm going with this? This is a terrible pitch for a game but it ended up being one of the greatest of all time. The fact is fact Mario was never planned like this, decisions were made during development that if summed up all at once without their technical considerations wouldn't make any sense .You can move in made air? WTF? But this is necessary considering the restrictions of jumping in platformers. In fact the revolutionary jumping mechanics were one of the shining becons of game design at the time. It's incredible how well these mechanics still hold up today, and these were put together on an 8 bit nintendo cartridge. The devil truly is in the details when it comes to making a good game. Hone the core systems, make them run well and everything will fall into place.
Hey i've got an idea for a game. You cook. (cooking mama) (not to be confused with aeur chef, haha)
Hey I've got an idea for a game. You deliver newspapers (Paperboy)
Hey I've got an idea for a game. You stack blocks (Tetris)
None of these games sound fun as an idea. It's all in the implementation.
That's not to say you can't have good ideas about implementing new gameplay systems though ;).
Ideas are a dime a dozen. Implementing them well and making them fun is where the effort comes in, generally speaking.
Some ideas are quite good though, choosing to design something that's DOABLE, FUN, and UNIQUE (but not too crazy). That is the holy trinity of a good game design, sounds like you got 2 out of 3 if you can't quite crank it out yourself ;)
Also how involved would you be during the development? Feedback to designers is incredibly important, in this case you would be credited as a creative director i believe.
Doesn't justify the hard work. As stated in other threads there are other platforms mappers could have tried and seen tangible rewards from. Long story short blizzard lied to us about SC2 and its popularity and marketplace system. Lesson learned i guess. It's fruitless to sit around these forums and dwell on it, but after pouring months of planning and modding into something it tends to stick in your head.
Edit: Anyway glad to see some passion on the boards. Right or wrong this is where change can happen! Just wish i weren't suspended so i could post more and keep this stuff bumped.
To be fair i was being a drunk douche bag and saying my map cosmic eclipse could have been the next DOTA. My map wasn't THAT good at the time of its uploading to bnet (though i think it had tons of potential), who knows where it could have been at this point had it actually gotten some play time and community backing trough a popularity system that wasn't so constricting to new mods.
I'm pretty glad it's gone, if you thought meph's recent post was bad... whew.
Edit: BTW, I don't think a map with unique gameplay instantly qualifies as better than a map that uses more of SC2's core gameplay. But the way the system works now is that new map will be stifled and beaten into the dirt before it has a chance to grow.
Not surprising at all, I'm actually a bit surprised by the staying power of starjeweled to be honest.
At this point it's just sorta entertaining to see blizzard struggle so with their own mapping efforts. Vindictive and petty? Definitely. But at this point I just can't help it. I called the failure of these maps a while ago, and they're actually worse than i suspected. From blizzard I expected decent at the very worst.
All this trash talk is pretty bad though, and I'm very much guilty of being a very negative force on these forums in regards to blizzard's relationship with their modding community. But when i think about it don't feel bad too bad. We're not talking in some indie forum for a developer working on their first game. We aren't crying and moaning over stuff that's broken in beta. Blizzard's actions have directly put a dent in the blind optimism of aspiring game designers. It's pretty evil if you ask me and I can only hope more of this justifiable anger resonates a bit more. Blizzard's brand is still largely untarnished, and by and large they have provided excellent services to their consumers with their product. But what they have done to the RTS mod community is damn near unforgivable.
Just wanted to say *high five*. Woulda posted this in your thread but i just got a 30 day suspension from bnet the other day for telling blizzard to "suck my @$$hole". Probably not the brightest thing to do but it was Saturday and i was on a good one.
To anyone thinking these posts are too angry and indecent, i doubt you've spent months on a map trying to make something groundbreaking and realized there are tangible obstacles in your way that no one in a position to fix them has acknowledged or made changes to. You are literally working for free on a project that could potentially only benefit blizzard and the mod players themselves and it is these 2 benefactors who are largely in the way of your progress. It is infuriating, and it really peeks about a week after your mod disappears off the list. Just weeks after you're king of the world seeing your mod reach a point that it should actually start having consistent plays on it and a bit of notoriety. It's easy to say "it wasn't good enough" that's why it didn't make it. When you're a mod maker working for free, the idea that your map is only playable when it has the polish of a mod that's had user feedback for months on end with tons of community support to see you through the polish phases is ridiculous.
The world keeps spinning round though, most people working for these companies (even blizzard) these days just want their paycheck at the end of two weeks. No one's trying to make the next great game, they just want to bust out the next sequel without too much headache. I like to think at the very least we're helping to entertain the customer service staff :D.
Whoa, don't be stupid? What's the point of modding if you're not going to jump around with your pants down with other map makers? It's certainly not the pay that keeps most around these parts.
I think a good space game has exploration and lots of random elements. Not knowing what may jump out of hyperspace or pop out of an asteroid kinda stuff...
Also massive customization is lots of fun. Tooling engines, shields, hull, weapons, that's the sort of stuff when i think of a good space game. A good damage system also helps breath life into the game, shields going down, engines blowing out.
There's tons of potential for unique fun space gameplay elements. You can try some of 'em out in the map i made, which i too was pulled away from early ;)
I think i remember playing that game mephs, didn't know you made it, it was pretty cool. Root problem that blizzard is experiencing themselves now is the gameplay inherent to the engine just isn't very fun. The foundation of the net code and combat systems and UI just don't blend together to create fun user experiences as we see by looking at damn near any game on bnet.
So much for the SC2 engine being able to do anything. I mean sure, you can force it to do lots of things, it just wont be as fun as you'd like.
The engine is very good at making a stale translation of SC and it does that very very well, but it simply doesn't support creative game design very well.
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Perfect, 3 people appear to have any interest and all and voted for different days :P (I voted Thurs)
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If we're being literal here about being "credited", I wouldn't worry about it too much. No one really gets credit for making video games outside of the team who helped make it. That team will know who did what and what their weight was for their contribution, well the guys who do the legwork anyway. A lot of the "credit" you get comes from being able to roll with the punches, being a hard ass and getting more of your ideas into a game than someone else doesn't necessarily mean you deserve more "credit". Good game development is actually more about sacrifice. Letting other people get "credit" while you actually get sh*t done.
0
I've got an idea, how about a game where you run around as a plumber and stomp on mushrooms? See where i'm going with this? This is a terrible pitch for a game but it ended up being one of the greatest of all time. The fact is fact Mario was never planned like this, decisions were made during development that if summed up all at once without their technical considerations wouldn't make any sense .You can move in made air? WTF? But this is necessary considering the restrictions of jumping in platformers. In fact the revolutionary jumping mechanics were one of the shining becons of game design at the time. It's incredible how well these mechanics still hold up today, and these were put together on an 8 bit nintendo cartridge. The devil truly is in the details when it comes to making a good game. Hone the core systems, make them run well and everything will fall into place.
Hey i've got an idea for a game. You cook. (cooking mama) (not to be confused with aeur chef, haha) Hey I've got an idea for a game. You deliver newspapers (Paperboy) Hey I've got an idea for a game. You stack blocks (Tetris)
None of these games sound fun as an idea. It's all in the implementation.
That's not to say you can't have good ideas about implementing new gameplay systems though ;).
0
Ideas are a dime a dozen. Implementing them well and making them fun is where the effort comes in, generally speaking.
Some ideas are quite good though, choosing to design something that's DOABLE, FUN, and UNIQUE (but not too crazy). That is the holy trinity of a good game design, sounds like you got 2 out of 3 if you can't quite crank it out yourself ;)
Also how involved would you be during the development? Feedback to designers is incredibly important, in this case you would be credited as a creative director i believe.
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@Vexal: Go
:(
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A bar walks into a tower,
His addiction to high places is killing your grandfather.
0
A tower walks into a bar and takes a seat next to his buddies.
"You can't sit there", says the bartender.
"Why not?" asks the tower?
"You just unknowingly formed a nazi symbol"
The tower was immediately banned and the bar was renovated into a daycare, your grandfather also died falling out of the tower.
0
Doesn't justify the hard work. As stated in other threads there are other platforms mappers could have tried and seen tangible rewards from. Long story short blizzard lied to us about SC2 and its popularity and marketplace system. Lesson learned i guess. It's fruitless to sit around these forums and dwell on it, but after pouring months of planning and modding into something it tends to stick in your head.
Edit: Anyway glad to see some passion on the boards. Right or wrong this is where change can happen! Just wish i weren't suspended so i could post more and keep this stuff bumped.
0
Oh the post is long gone now, here's a link to its nothingness if you want to see it Rodrigo: http://us.battle.net/sc2/en/forum/topic/2065778579#7
To be fair i was being a drunk douche bag and saying my map cosmic eclipse could have been the next DOTA. My map wasn't THAT good at the time of its uploading to bnet (though i think it had tons of potential), who knows where it could have been at this point had it actually gotten some play time and community backing trough a popularity system that wasn't so constricting to new mods.
I'm pretty glad it's gone, if you thought meph's recent post was bad... whew.
Edit: BTW, I don't think a map with unique gameplay instantly qualifies as better than a map that uses more of SC2's core gameplay. But the way the system works now is that new map will be stifled and beaten into the dirt before it has a chance to grow.
0
Not surprising at all, I'm actually a bit surprised by the staying power of starjeweled to be honest.
At this point it's just sorta entertaining to see blizzard struggle so with their own mapping efforts. Vindictive and petty? Definitely. But at this point I just can't help it. I called the failure of these maps a while ago, and they're actually worse than i suspected. From blizzard I expected decent at the very worst.
All this trash talk is pretty bad though, and I'm very much guilty of being a very negative force on these forums in regards to blizzard's relationship with their modding community. But when i think about it don't feel bad too bad. We're not talking in some indie forum for a developer working on their first game. We aren't crying and moaning over stuff that's broken in beta. Blizzard's actions have directly put a dent in the blind optimism of aspiring game designers. It's pretty evil if you ask me and I can only hope more of this justifiable anger resonates a bit more. Blizzard's brand is still largely untarnished, and by and large they have provided excellent services to their consumers with their product. But what they have done to the RTS mod community is damn near unforgivable.
0
Just wanted to say *high five*. Woulda posted this in your thread but i just got a 30 day suspension from bnet the other day for telling blizzard to "suck my @$$hole". Probably not the brightest thing to do but it was Saturday and i was on a good one.
To anyone thinking these posts are too angry and indecent, i doubt you've spent months on a map trying to make something groundbreaking and realized there are tangible obstacles in your way that no one in a position to fix them has acknowledged or made changes to. You are literally working for free on a project that could potentially only benefit blizzard and the mod players themselves and it is these 2 benefactors who are largely in the way of your progress. It is infuriating, and it really peeks about a week after your mod disappears off the list. Just weeks after you're king of the world seeing your mod reach a point that it should actually start having consistent plays on it and a bit of notoriety. It's easy to say "it wasn't good enough" that's why it didn't make it. When you're a mod maker working for free, the idea that your map is only playable when it has the polish of a mod that's had user feedback for months on end with tons of community support to see you through the polish phases is ridiculous.
The world keeps spinning round though, most people working for these companies (even blizzard) these days just want their paycheck at the end of two weeks. No one's trying to make the next great game, they just want to bust out the next sequel without too much headache. I like to think at the very least we're helping to entertain the customer service staff :D.
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This thread is sexist and I demand it be locked. Also there is no "other" selection and i feel left out :(
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Whoa, don't be stupid? What's the point of modding if you're not going to jump around with your pants down with other map makers? It's certainly not the pay that keeps most around these parts.
0
I think a good space game has exploration and lots of random elements. Not knowing what may jump out of hyperspace or pop out of an asteroid kinda stuff...
Also massive customization is lots of fun. Tooling engines, shields, hull, weapons, that's the sort of stuff when i think of a good space game. A good damage system also helps breath life into the game, shields going down, engines blowing out.
There's tons of potential for unique fun space gameplay elements. You can try some of 'em out in the map i made, which i too was pulled away from early ;)
0
I think i remember playing that game mephs, didn't know you made it, it was pretty cool. Root problem that blizzard is experiencing themselves now is the gameplay inherent to the engine just isn't very fun. The foundation of the net code and combat systems and UI just don't blend together to create fun user experiences as we see by looking at damn near any game on bnet.
So much for the SC2 engine being able to do anything. I mean sure, you can force it to do lots of things, it just wont be as fun as you'd like.
The engine is very good at making a stale translation of SC and it does that very very well, but it simply doesn't support creative game design very well.