- Mar 4, 2020
- 28
- 29
Surely many of you have thought about how great it is or would be to have many, many options and interactions within games. What was the scope of your dream game you still thought possible, and how close to it was any existing game you found?
It isn't quite a type of game like what this forum has, not to mention it's often excessive complexity and difficulty in navigation etc., but have any of you perhaps heard of Dwarf Fortress? If not, watch first 3 minutes of this video (heck, do it if you know it! It's hilarious!):
Now that's what I call complexity!
Regrettably, few developers seem to be interested in going for advanced things like that, opting more for making visual novels of sorts limited by pictures and amount of content added or simple RPG games.
Well, in the first place not that many people could accomplish much in those areas now, could they?
Look at our local "Lilith's Throne" for instance.
It is among the most ambitious games we've got on this forum that left early phases. However the developer clearly bit off more than she could chew. The code eventually became a mess and the developer does things at slow pace regularly failing to meet whatever goals she set for herself. She's upfront about it. Honestly for all the self-criticism she does, she still does better job at regular updates than many others... Still, that is comparison of a turtle and snail.
Back to the topic
Lilith's Throne is an excellent example of why not just anyone can aim for that. At least without a proper plan.
To make advanced work of this sort requires ability, dedication and a plan. Now then, do I have some ambitious examples that more or less fit the bill? Yes, yes I do. First of all I'd note those:
"Degrees of Lewdity"
The developer knows what he wants, and he does it well. However it isn't exactly your usual... sandbox/RPG/LifeSim, as more of a survival game without game overs. Just go check it out (even just reviews) instead of hoping for my description as I can't describe it well and keep myself short
"Eratoho K" and probably "
Notably closer to the Dwarf Fortress mentioned at beginning, mostly due to being strongly text based and not the most intuitive games in general... That aside, "Eratoho K" is something of a RPG war game with... life sim elements? The "elements" being nevertheless much better than in most other games you'll find on this forum.
I could mention some more titles, but the point of this post isn't to list them but discuss a topic, as such let's move on
How can one make something "more advanced" as I called it?
A thing that few seem to think of (or perhaps it is more difficult than I'd think?), is trying creating a simple but easily expandable groundwork. Not only so that you yourself would have it easier to add content, but so that others can do so as well. The more ambitious the project, the harder it is to do it alone. And the later one thinks of it, the harder it is to change...
Perhaps if Lilith's Throne maker would think of it all early, the work would have progressed much smoother than it currently does? We may never know, but my bet is "yes".
An example from top of my head would be in Fort of Chains. It is a simple game having its' own content creator allowing things such as creation of new traits, events, along with requirements and effects... It's not much, but it is something. Something that a person needs no coding knowledge to use to expand the game somewhat.
What is the purpose of this thread?
Mostly for me to ramble and see you ramble some more. Add your own thoughts. Maybe to get someone more ambitious and making something big.
Honestly I find it a pity we lack stuff like say
It isn't quite a type of game like what this forum has, not to mention it's often excessive complexity and difficulty in navigation etc., but have any of you perhaps heard of Dwarf Fortress? If not, watch first 3 minutes of this video (heck, do it if you know it! It's hilarious!):
You must be registered to see the links
Now that's what I call complexity!
Regrettably, few developers seem to be interested in going for advanced things like that, opting more for making visual novels of sorts limited by pictures and amount of content added or simple RPG games.
Well, in the first place not that many people could accomplish much in those areas now, could they?
Look at our local "Lilith's Throne" for instance.
It is among the most ambitious games we've got on this forum that left early phases. However the developer clearly bit off more than she could chew. The code eventually became a mess and the developer does things at slow pace regularly failing to meet whatever goals she set for herself. She's upfront about it. Honestly for all the self-criticism she does, she still does better job at regular updates than many others... Still, that is comparison of a turtle and snail.
Back to the topic
Lilith's Throne is an excellent example of why not just anyone can aim for that. At least without a proper plan.
To make advanced work of this sort requires ability, dedication and a plan. Now then, do I have some ambitious examples that more or less fit the bill? Yes, yes I do. First of all I'd note those:
"Degrees of Lewdity"
The developer knows what he wants, and he does it well. However it isn't exactly your usual... sandbox/RPG/LifeSim, as more of a survival game without game overs. Just go check it out (even just reviews) instead of hoping for my description as I can't describe it well and keep myself short
"Eratoho K" and probably "
You must be registered to see the links
" in general are another example. Notably closer to the Dwarf Fortress mentioned at beginning, mostly due to being strongly text based and not the most intuitive games in general... That aside, "Eratoho K" is something of a RPG war game with... life sim elements? The "elements" being nevertheless much better than in most other games you'll find on this forum.
I could mention some more titles, but the point of this post isn't to list them but discuss a topic, as such let's move on
How can one make something "more advanced" as I called it?
A thing that few seem to think of (or perhaps it is more difficult than I'd think?), is trying creating a simple but easily expandable groundwork. Not only so that you yourself would have it easier to add content, but so that others can do so as well. The more ambitious the project, the harder it is to do it alone. And the later one thinks of it, the harder it is to change...
Perhaps if Lilith's Throne maker would think of it all early, the work would have progressed much smoother than it currently does? We may never know, but my bet is "yes".
An example from top of my head would be in Fort of Chains. It is a simple game having its' own content creator allowing things such as creation of new traits, events, along with requirements and effects... It's not much, but it is something. Something that a person needs no coding knowledge to use to expand the game somewhat.
What is the purpose of this thread?
Mostly for me to ramble and see you ramble some more. Add your own thoughts. Maybe to get someone more ambitious and making something big.
Honestly I find it a pity we lack stuff like say
You must be registered to see the links
going into a bit different areas, or
You must be registered to see the links
-like games too. At the moment we can't hope for some super-nice 3D/2D games and those less flashy types are the ones that give the greatest freedom to players and developers alike, but yet so few touch such things or inspire themselves from them