Author Topic: 1 long vs. three short  (Read 1293 times)

Offline Valdred

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1 long vs. three short
« on: April 05, 2010, 04:13:55 PM »
So what's the best idea?
putting all the storyline into one long game, or splitting it up in three shorter parts?
I need opinions.

Offline Landith

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Re: 1 long vs. three short
« Reply #1 on: April 05, 2010, 04:31:21 PM »
As you probably won't finish your game like most people it's kinda pointless even to try to make a long ass game. Most people give up like 2% of the way.
So go for the 3 shorter parts or make just one short game(30 minutes parse) and shorten your storyline.
It would be by far the easiest and probably the best idea. As after you finish the first game you won't want to make another one, you will get bored with RMXP and move onto more important matters like parties ;D

Just try and finish the first game and if you still feel like you wanna keep going with the same storyline and make another game then have at it. Don't worry about the future right now just try to figure out what your going to do for your game right now. If you do 10 things for your game a day you will have it done in a month, but if your lazy you won't.

But really it's all up to you what you do, our say has little to do with it and you have probably already made up your mind about what your going to do. Our decisions might persuade you to do something else but that's unlikely unless you give into peer pressure really easily. Not saying you do mind me, but just saying.

Perseverance is the way to go, if you don't have that then don't even bother starting cause you won't finish it. I guarantee that. Now you should try and prove me wrong by actually finishing it like the .15% that use RMXP.

Adieu.~

Offline (Hexamin)

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Re: 1 long vs. three short
« Reply #2 on: April 05, 2010, 04:57:34 PM »
Yeah 2% is even kinda generous.  I know i haven't finished a single project (other than a demo for a maze game) in my 6 years of rmxp.

i say go for the short games as well, start with 1 see how you like it and if you're still interested like Landy said, and go from there.
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Offline Tyril132

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Re: 1 long vs. three short
« Reply #3 on: April 05, 2010, 05:10:13 PM »
I apologize in advance. I started typing this two minutes after the original post, and just now finished. Needless to say, this is going to be a very long post, as this is a very serious question that has a lot of considerations.

Whether or not to split your game up into multiple segments is not a decision to be taken lightly. Speaking from experience, this is something I've wrestled with myself. Hopefully the research and thought process I went through can help benefit you in making your decision. There will be a lot of questions you need to ask yourself honestly as a developer, not least of which is how ambitious the story you're trying to tell is.

Take the Xenosaga series, as an example. The story presented in the series is so layered and complex that they had originally planned for it to span six (!) games. The series was cut short after the third game, the story compressed greatly to try and give fans a sense of closure. The project was so ambitious that it was ultimately an impossible goal.

So, you first need to ask yourself a few very important questions.

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I know this has been a very long post, and I appreciate you taking the time to read it. Hopefully this will have given you a few things to think about as you make your decision.

Best of luck with your project.

Edit: ...some editing/formatting. Added another question.
« Last Edit: April 05, 2010, 05:17:10 PM by Tyril132 »
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Offline Valdred

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Re: 1 long vs. three short
« Reply #4 on: April 05, 2010, 05:40:52 PM »
Thanks a lot everyone. And especially tyril for your great answer.

I will try to answer those questions.

How serious are you about this project?
I am building it upon a story I really like, and that I made before I decided to make a game. I am very serious about it. And I have spent a lot of time into it already. However, sometimes I get overwhelmed by the fact that so much is left, which makes me like the idea of three shorter parts which will change one massive load of work into smaller ones.

One story, or many small?
It is one big story, but I have found a pretty good way to split it.

Can the story work in a single game?
I am not quite sure, there are points in the story where it's very natural with a pause.

Can I split it into several and keep it interesting?
This is what worries me most. The second part (if I decide to split it) will mostly be explanations of what happened in part 1, however, if I manage to turn that into gameplay in a nice way, I think it might be interesting. The first and third parts is where the action is, so I think those will be interesting enough.

Will I use same engine?
Yeah, same engine, some minor changes maybe, but that's all.

How much resources do I have?
I got lots of custom faces, charsets and I have a guy making a tileset, so a lot. Everything I need + more.

My conclusion is that splitting it will be best. I'm not quite sure yet though.

Offline (Hexamin)

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Re: 1 long vs. three short
« Reply #5 on: April 05, 2010, 05:49:01 PM »
Hmm... in regards to part 2:

Kingdom Hearts: 365/2 Days (or whatever its called) was VERY well put together, and definitely made for fun, entertaining gameplay and storyline.  All it pretty much did was fill in gaps though, there were even large breaks in the timeline, but it still offered a lot as a game by itself.  I haven't played the other kingdom hearts games all the way through but I was still largely entertained by the game.

Having said this, I believe you could successfully make a stand alone 2nd part to your storyline as long as you went about the storyline in an effective manner as to keep it both interesting and action packed.
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Offline Tyril132

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Re: 1 long vs. three short
« Reply #6 on: April 05, 2010, 06:01:55 PM »
The last question refers mostly to what kind of time and expertise you have at your disposal (solo project vs. team debate,) but I'm very glad to see you're taking your project seriously.

Projects that people have a vested interest in are the ones that usually turn out to be genuinely good.

Frankly, it can be really hard to get motivated for a long database-entry grind. However - I find that taking just an hour or two and plugging away at it really leads to noticeable amounts of work adding up rather quickly. An hour of mapping here, an hour of data entry there, an hour of play-testing here...

The bottom line is that if you're willing to work for it, it will come together. Focus on making the best game you can and try not to worry about how long it will take. In the end, if you can make something that you're genuinely proud of, you won't have to justify how long you spent on it.

Lastly, regarding your concern over the second game... ideally, you should do something that adds to the story of the first game while setting up the events that precede the third one. Hex brings up a good point, and since the second game may be the weakest link in your story you need to be especially careful in regards to keeping the player engaged.
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