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design faux pas

Mismatched art

Like wearing socks with sandals.
Fangames aside, the usual culprits are environment objects like trees and barrels that use different color palettes, shading, and contrast.

Mixing perspectives

Similar to mismatched art, only trying to make a side-view game with isometric sprites. It shouldn't be done.

Using Photos
There are times when this works. But you have to be in-control of the perspective and lighting so it all matches up. It's not really practical for 2D game editors. And if the photos are low resolution images you pulled off the internet and are covered in dusty artifacts, don't bother.

Fancy fonts

Speaks for itself I think.

Spacious maps
It's bad design to let a player walk around a giant map only to find out there's nothing to do. Also, be careful of houses that are bigger on the inside. It can be a little bigger, but a shack shouldn't have 2 floors and 5 bedrooms.

Spelling Errors
Avoid typing directly into the editor. It's a pain in the ass to fix later. Use a word document so you can run spell check. And have at least one beta tester be on the lookout for those mistakes.

Radio station
Radio station? I don't know what else to call it. It's when you only hear the first 10 seconds before you exit the scene/map. Title screen music; if the player can hit new game before the first note then you should think about using something else.

Text chirping
Nintendo games love this. It's used well in Animal Crossing when the chirps sound like vowels. Or Lufia II uses a noticeable change in pitch when different characters are speaking. It's suppose to be a semblance of speech. In those games the character's never say more then a few lines of text, so it's not that bad. But it's a really bad idea to have a single pitched chirping sound in something like a visual novel where characters speak in paragraphs. It might as well be nails on a chalk board.

Image Scaling
This is something any photo editing class should teach. You can scale images down but once that data is gone then scaling it back up looks like crap. So if you have the need to "zoom in" on a picture in a game it's better that the image is already a high resolution and scaled down in-game so that zooming in just returns it's normal size.

Left: Low res. scaled up, High res. normal size
Right: Low res. normal size, High res. scaled down


Missing Files and playtesting
I don't know how many time's I've download large project files only to start the game to see "Titlescreen.png" not found
It just shows you didn't playtest. It's understandable in a process of a year that you missed something that was suppose to be deleted or changed. But if it comes up not even 10 minutes into the game then you should have caught it on your own.
 
That image scaling made me noticed that RM has really bad aliasing with down sampling...

I like all of these points, they are RM specific but they're all brilliant.

I'd like to suggest an addition;

10 Minute Introductions
A lot of RPG Maker games have a 10 minute cutscene right after New Game is selected with lots of lore about a world that I know nothing about, have no interest in and have no investment in at all.

Usually near the end of the 10 minute cutscene the game will crash with a missing file, that is the moment I will delete a game off my harddrive without even playing it.
 

Jason

Awesome Bro

Yeah... y'know what, I actually like this thread and it's a nice topic to talk about, since pretty much everything you've said is true and I've been annoyed by everything on the list atleast once, lol.

Although Xilef I disagree with your addition of the ten minute introductions as a bad thing, since I tend to go story/cutscene heavy in my games, and it's how I've always started them off, with a pretty hefty cutscene, not necessarily explaining the world and lore and such, but just giving the player an introduction to the game in one way or another, or maybe even throwing them into the middle of an event and just letting them sit and watch it pan out before giving them control and whatever...
 
Jason":3m3s2vrq said:
Although Xilef I disagree with your addition of the ten minute introductions as a bad thing, since I tend to go story/cutscene heavy in my games, and it's how I've always started them off, with a pretty hefty cutscene, not necessarily explaining the world and lore and such, but just giving the player an introduction to the game in one way or another, or maybe even throwing them into the middle of an event and just letting them sit and watch it pan out before giving them control and whatever...
The amount of RM games that have text scrolling for 10 minutes before you get to play anything is ridiculous, it's all stuff like "100 years ago..." and it goes into great detail about a battle or something, and then it get to the present day and you're still sitting through mashing space because it's just text on top of characters in a map you'll never even get to walk through because it's a dramatic cut scene.

Secret of Mana had an intro of 60 seconds describing lore then 30 seconds of being introduced to the world as the player character.

Chrono Trigger had 'Eat ur breakfast' and then everything else was left to the player.

FF6 was pushing it with an intro 4:30, but at least you didn't have to mash anything and most of that was opening credits which you could sit back and fall asleep to or make a cup of tea.

Throwing them into an event before they take control or having a brief "There was once a war, now there's trouble brewing" with nice visuals is the right way to do it, 10 minutes of kings walking back and forth discussing how an attack should go ahead with his advisor who then walks off behind a curtain to sharpen his sword and betray the king but was spied by the princess in the tower who is a descendant of a mage that once fought in a war 1000 years ago against the gods which ended when a god created a creature that slept with a human and made the lineage for the protagonist is not the way to do it, I have no reason to care about any of these people.

I care about seeing my dude in a fight, I care about trouble brewing for my dude, everything else I'll go find out about on my adventures, perhaps in flashbacks or as part of some mystery that needs to be solved, something that makes it more relevant to the player and less "I actually wanted to make a movie but didn't know it".

And then 10 minutes later *CRASH*. If I feel angry that they didn't put a save-point half-way through the introduction then the introduction is way too long and it's something that I've only ever noticed with RPG Maker games.
 
Ffviii crashed for me after the opening fmv and I didn't play it again for days, knowing I'd have to sit through it all again before a save point. Vii worse as you have to get through a whole reactor just to save.
 
Princess Amy":2ls1skcz said:
Ffviii crashed for me after the opening fmv and I didn't play it again for days, knowing I'd have to sit through it all again before a save point. Vii worse as you have to get through a whole reactor just to save.
FFVII there is a savepoint before you arm the bomb in the reactor. I love FF7's introduction as it introduces us to Midgar with a camera and then it goes straight into the action, the player gets to control Ex Soldier after a 2 minute FMV that has no text, just awesome music and visuals, you can switch off and let it run and then you're BAM straight into an action sequence.
You have no idea about the past 1000 years, you get to learn about that on the journey, you're just thrown straight into an assault on the reactor which ends with an explosion.
 
Good points. That's always bothered me when I feel like playing a game but it takes 30 minutes to get through the introduction and tutorial stages. By the time I'm actually able to play I don't feel like playing anymore. I actually keep save files at the start of games for this very reason.

Save Point Scarcity.
Save points are not checkpoints. In fact, it's 2014, can you think of any reason why a player shouldn't be allowed to save whenever they want? If the player gets stuck somewhere its probably bad design.

Skip-ability
If scene has (x) amount of dialogue or takes (x) minutes then don't make the player sit through it.
 
Explaining the Joke

If you've put an easter egg, pop culture reference, or in-joke in your game, that's probably passable. But don't point it out with a big dramatic song and dance. If we got the reference, we got it; if we didn't, having the main character break the fourth wall to tell us isn't going to add anything to the game.
 
I like all of these points. I was sitting through FFVIII intro the other day, and after an hour I was still in the school building waiting to go out. It makes you sit through 30 minutes of tutorials explaining the battle system. It really makes you not want to play the game.

(Also, coyotecraft, I noticed you used the image you made for the Brain Zap contest. :biggrin: )
 
Juan J. Sánchez":2ftejc86 said:
I like all of these points. I was sitting through FFVIII intro the other day, and after an hour I was still in the school building waiting to go out. It makes you sit through 30 minutes of tutorials explaining the battle system. It really makes you not want to play the game.

(Also, coyotecraft, I noticed you used the image you made for the Brain Zap contest. :biggrin: )
FFVIII's first disc is just horrible, it has terrible pacing and poor design all around.
You can skip the tutorials, but if you skip them then you won't learn the systems, and if you don't learn the systems the game becomes very difficult and more stressful.

The first disc should have started with the Dollet sequence before the fire cavern and have the fire cavern during the time it takes for them to decide the new SEED or something.

The game is brilliant, but because of the first disc I would never call it a well designed game, it is just so off-putting right at the start which is when a game should be hooking you. So many people dislike FFVIII, I used to dislike it until about the 20th time I tried playing it where I forced myself through disc one, then I played it to completion (Although it was bloody difficult because I didn't pay attention to the tutorials so I practically didn't junction besides for using the summons in battle...)
 
Offtopic: All the playable characters in VIII had there moments. Quistis' was at the very beginning of the game and done too subtly. You fail to see that she's giving Squall extra attention at the beginning of the game. She doesn't punish him for fighting with Seifer. In fact she makes sure he passes the Fire Cavern and saves him last minute during the SeeD exam even though she was only suppose to observe. And then there was that secret couples place behind the training center where she tells him she was fired as an instructor. Maybe it was more obvious in the Japanese version but she was basically saying, "I'm 18, I'm not an instructor anymore, I hope I can spend more time with you".
It's not until disk 2 when she confesses she confused her feelings as a big sister for love. I was like, "Wait, she loved squall? When did she...oooh I see it now. "

Back on topic.

The Overworld
The point of an overworld is to look for the next destination. Usually with only a direction to go off of. Sometimes you have vehicles to navigate terrain and find your way through river channels, find a dock, make you're way across shallows ect...
I'm heading south, but there's a mountain chain, should I go left or right? Which train stop do I get off at?
It's not exploring when everything is in plain view and everything is just a short walk away.
 

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