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zippdementia I'm best known for my extensive work in the fields of this and that. I tend to be better at that, though I have more fun with this.

I'm an odd jobber with an even personality who isn't afraid to roll with the punches but prefers to dodge them when able.

Title: Note to developers (first in a series)
Posted: November 21, 2008 (02:41 AM)
I'm going to start posting notes to developers, in the hopes that one day I will compile all of them into a little book and sell it as a "how to NOT do" guide.

Developers, pay note!

Advice #1
Does your game have unskippable cutscenes? If so, why? Unless your cutscene is good enough to make me orgasm each time I watch it, there is no reason that I shouldn't be able to skip it. If you MUST be pretentious, make me watch it the first time, but STOP mixing long unskippable cutscenes with the hardest fights in the game. Oh, GOD it hurts.

Advice #2
When you're making a game, ask yourself this simple question. Are my game's checkpoints placed right before long unnecesary walks down empty hallways, rooms where I have to collect items, or unskippable cutscenes (see above)? If so, I should stop making this game. I should not pass go, I should not collect my 200 dollars. I should stop being a game developer until I've promised Jonathan that I won't do this kind of thing anymore.

honestgamerUser: honestgamer
Posted: November 21, 2008 (03:11 PM)
Good points that every gamer seems to know but not enough developers realize. I'm not sure why that is.

jiggsUser: jiggs
Posted: November 21, 2008 (08:37 PM)
i could probably say that time plays a factor in all this..very few developers have the luxury of time and money to get games perfected and playtested unless you're Nintendo or a famed studio headed by some big-shot game designer.

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