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Super Game Technology - how to properly design infinite games. | Locked | |
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Apr 5 2013 Anchor | |
Super Game TechnologyRealize the full potential of your game design.www.reactorcoregames.com Key features this design technology offers to developers: Design is everything. |
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Apr 5 2013 Anchor | ||
this just looks like a 20-25 years old with web design skills trying to convince people he's a game design genius. also, everyone can have ideas. having ideas is not a skill, you cannot sell that. |
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Apr 5 2013 Anchor | |
Why would I pay E200 for guidance, when my peers will do it for free? |
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Apr 5 2013 Anchor | ||
I don't need to pay 260 bucks for someone to tell me that I need to hire a writer if I want to tell a good story or a Flash coder to make a flash game, and I sure as [REDACTED] don't need to pay 130 for something I can get, from people who probably know a little more about what they're talking about than you, for free by posting here on this forum. Beyond that, this just screams arrogance at me. Who do you think you are? -- I snark, therefore, I am.
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Apr 6 2013 Anchor | |
Because I offer information that could make your project be the next huge hit and profit you millions if you follow my guidance. Big words, I know, but I'm serious. Game design is a very delicate thing to craft and I know the answer to every detail that makes up for the best game design possible. Hiring my services is a valuable investment that will pay off greatly, because the last thing you want to fuck up, even a little, is the design of your project. Mess that up, any code, art or sound won't save you. I offer only the best. -- Reactorcoregames.comGame Design Articles, Pixel-art, 3D models, Lego MOC Mecha, Projects and More. |
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Apr 6 2013 Anchor | ||
All we have is your word. And right now, that means [REDACTED] all. -- I snark, therefore, I am.
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Apr 6 2013 Anchor | ||
So what other games have you worked on? -- Someone wrote: Her? |
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Apr 6 2013 Anchor | ||
There is no best game design possible. The lack of you understanding that means you have nothing of value at all. Game design comes together with the people making it, the love they have for their project, and differentiating what can and cannot be done. Just one of the innumerable reasons why there can not be a best game design, is the different genres. Different genres require different design, and gameplay. Mixing those can be fun and terrifying at the same time. The reason people make indie games, is because they are striving to create a unique game, and do not follow the rules often imposed by triple A companies. The current "MMO design success" if we could call it that, is the same formula World of Warcraft is made out of, and triple A businesses love it, because it has been proven to be believable, but that doesn't mean times are not changing. For a single-player/co-op game, the only real design that will ensure longevity of your project, if you allow modding by the community. One example of this is Neverwinter Nights, which came out in 2002, and is still very popular and has a constant playerbase. When a game follows the same design as another popular game, you feel the similarness, and is not as exciting anymore. Therefore the best game design a game can achieve, is to be unique, and strive to find new and innovative ways to make fun for the players, and make the developers proud. |
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Apr 6 2013 Anchor | ||
The salary for well rounded game designers is much greater than 200€ for a single project. You might want to try your luck at worming your way into an actual dev team. Of course, since you're obviously just preying on the ignorant (by your definition), I suppose you already know you'll never get a real job. |
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Apr 6 2013 Anchor | ||
Key word here is "could", it may as well fail miserably. Thing is that fun is subjective, and no game is eternal, or, infinite for that matter.
Funny you should say that, how it's executed is perhaps more important than how the game design is done. No matter of good design is going to save your project if it's poorly executed.
It sounds like you have a whole team of experienced game designers and game trend speculators who will discuss projects into the smallest detail, then putting their own opinions in and lastly debate what will work and then tell you it. Which is in the end, all down to opinions, there are no hard facts what will and won't work. Because in the end, it's down to public opinion, so if I introduce a new idea there is no knowing wether or not the general public will like or dislike that feature before they've tested it. What will you actually put feedback on in the design? How the design document is built? The ideas in the document? How the ideas are explained? Language? Concept Art? This is all very vague, and it more or less looks to me like the next step in the "ideas guy" line, a fancy "ideas company". |
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Apr 6 2013 Anchor | ||
As far as I can tell, all we have is your word that you'll make our game amazing. The least you could show us is a game design document you made. You said that:
If that is the case, then take, I dunno, Portal, and turn it into a "super game." We need some sort of proof before we even consider dropping money on something our friends will do for free, or in some cases, have people pay US to let them design a game. Edited by: ANumberSquared |
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Apr 7 2013 Anchor | |
If your ideas are so great and your information so valuable, why don't you just create one of those super awesome games yourself in a couple years and earn millions yourself? Then, you wouldn't have to take all this critism and charge a ridiculous amount of money for your awesome information By the way, this information was for free, don't worry, I know it's worth like 10,000 bucks in your eyes -- Need some polishing for your game with beautiful VFX? Check out my website: Game-vfx.com |
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Apr 7 2013 Anchor | |
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Apr 7 2013 Anchor | ||
One hundred per-cent gen-you-wine!!! ......My faux-texas accent needs work. -- I snark, therefore, I am.
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Apr 9 2013 Anchor | |
Sheesh, so much logical fallacies and straw-manning in this thread. Some replies are outright insulting by jumping to conclusions. Disqusting mentality, some of you have. @ iQew: Yes, this information can be acquired freely and I'm actually doing just that by writing articles and blog posts that share my knowledge, but knowledge alone will not be enough. Knowledge is just a tool, you also need to know how to use it. Game design is a very delicate thing to craft, so I offer services to get it right. One other thing to mention is that every game project is vastly individual and different, meaning with each new project, you need specific design advice. I offer a very unique and new approach to game design, which deals with the creation of infinite games. These can easily surpass the success of minecraft both as a financial success and offer superior gameplay. The guidance I provide can leave you extremely rich and a game that will last you forever and entertain you and your fans infinitely for the modest price of guidance I'm giving. This isn't an idea guy thing either because I don't give you ideas. I look at your idea, what kind of game you want to make, what kind of experience and emotion you want to experience from playing it and then give you clear advice on how to get the game design set properly to achieve that, and if you want, make it an infinite game if its a suitable candidate for that. Someone mentioned about "how to make Portal an infinite game?" Sorry, but thats not how it works. First of all, Portal is based around a very limited gimmick. The Portal Gun is the game itself. The best you can do with that is to generate infinite puzzles through developer dlc, random generation and user content, but the game ultimately limits itself with its core concept. To make a proper infinite game, you need to start from ground up and build with infinity in mind for every aspect of it and build a robust framework to support it. Infinite games are the hardest possible game projects you could ever tackle, because they require a clear vision before you begin creating them and setting up a solid foundation requires a long design phase. There are many details that make up this process and I will help you with it for a fee. It'll take some time until I'll announce my own project that demonstrates this concept partially, but in the meantime the best I can do to verify my credibility is by posting articles that share the information on making infinite games and game design in general. You can follow my blog on gamasutra here: By the way, don't bother to reply if its TL;DR for you. Just leave the thread. -- Reactorcoregames.comGame Design Articles, Pixel-art, 3D models, Lego MOC Mecha, Projects and More. |
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Apr 9 2013 Anchor | |
The fundamental underpinning here is, that if this is he case, why are you not demonstrating this by achieving exactly what you're offering? People don't contract engineers who tell you they can build helicopters. They contract engineers who have demonstrated their ability to build helicopters.
As I mentioned before, my peers are always available to offer this kind of assistance and it doesn't cost me $33 an hour. It costs me a few beers here and there instead. I'm more inclined to trust them, as they have already shipped games across multiple platforms with a degree of success. |
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Apr 9 2013 Anchor | ||
Yet the only thing you really can offer is knowledge. Since the only thing you will do is go through designs and tell the buyer what's "wrong", and give insight on how to improve the design without adding your own ideas.
Yet the free "knowledge" you've written in the blog linked at the bottom of the page only talks about things that are common knowledge when creating something. Also, in terms of replayability, no game is infinite. Players do tire of games eventually. |
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Apr 9 2013 Anchor | ||
you seem to have an ego bigger than the moon dude.. you are not a "genius", you do not have the ideas to make a game more successful than minecraft. |
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Apr 9 2013 Anchor | |
I wouldn't even give him that much credit. A game designer with some bullets on their resume and titles under their belt; now there is knowledge. All we have here so far is a random assortment of repeated buzz words like 'infinite' and 'emergent', which sound as if they were ripped from the corniest and most cliched focus group one can imagine. Sure, they probably sound tremendous to someone daydreaming that they're giving a TED talk to the world while patting themselves on the back for being so inspiring, but in reality they mean zilch when they have no backing. |
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Apr 9 2013 Anchor | ||
@Reactor Frankly this reads like a Pyramid/Ponzy Scheme where you get those guys who've been watching too many of those Tony Robberts videos and think they they're a hard working go getter that wreaks of success... BLAH BLAH BUSINESSY BUSINESS SYNERGY! OH NO I'M LATE FOR A BUSINESS LUNCH WITH THE PRIME MINISTER OF ASIA! Meanwhile everyone on the freaking internet and their mum thinks they're a better game designer than most professional game designers- so you know.. they're more than happy to "Consult"(read insult and critique) us for free. I wouldn't pay for it.. fuck no one would when there's so many people doing it for free out there. |
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Apr 10 2013 Anchor | ||
Hi Guys, |
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Apr 10 2013 Anchor | ||
I smell an alt. -- I snark, therefore, I am.
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Apr 10 2013 Anchor | ||
Following the Super Game Technology, basic design principle of infinite everything is fun. OP. You won't win this, modDB has seen too many of these scheme/ideas/businesses, you outset a few bucks on a website and are trying to make money for giving advice, hell i'll charge you for mine. Its a bad idea, that's 200€ please, i'll accept a cheque made out to lord aaron baker, because i also can claim to be a lord with no evidence necessary, do you believe me? Don't be offended people don't like your business, no one said life would be easy, live and learn and move on. Just don't take people for idiots, you only make yourself look silly. Edited by: TKAzA |
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