GreatExarch's forum posts

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GreatExarch

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#1 GreatExarch
Member since 2013 • 25 Posts

The Wii was certainly better suited for an RTS, but it would still have to simplify things quite a bit for it to work. Just not enough buttons.

I can't really think of a good way to bring things in an RTS down to that level, and, to be honest, if it was that simple, you wouldn't have hardened RTS fans jumping at it. Without them, any RTS is going to have mediocre sales performance, since it's such a niche genre these days.

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GreatExarch

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#2 GreatExarch
Member since 2013 • 25 Posts

How are you going to use the touchscreen if your thumbs are on the control sticks?

That's a lot of icons you're putting on the touch screen. Think about this: You're actively watching the TV screen, because that's where the game is, and you have to feel your way among this maze of touch screen buttons. Without being able to feel where the buttons are, this would be a big problem.

As above said, how would you select units with the touch screen? That would involve looking down at it, and leaving all that other stuff on the main screen. That would irritate me to no end, and in Starcraft result in you being very dead.

Why does the moust work so well for this? You don't have to look down at the mouse. You can feel it, and move it around. Adjustments of the mouse are readily apparent on the screen in front of you.

Why does the keyboard work so well? You can operate it entirely by feel. That's how most of us type. You don't have to look down to keep track of where everything is, it's always in the same place. And if you do lose your place, you can feel around for certain landmarks to regain your composure.

Also, the gamepad screen would probably be too small for all this. It gives me a headache just thinking about all that stuff packed onto a handheld screen.

As I said, for it to work, the RTS genre would have to be significantly altered. Especially in the way it controls.

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#3 GreatExarch
Member since 2013 • 25 Posts

It's still very much about beating the crap out of other players. After all, why are you trying to get those items and things? Why, to beat the crap out of other players, of course!

You can also turn the items off, as has always been the case. Sometimes, the level itself is the most dangerous thing, but if you want a more retro style, there are levels that supply that (including several maps from melee).

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#4 GreatExarch
Member since 2013 • 25 Posts

How you're going to make back the initial investment should be one of the first questions when planning a game. How big is your audience? How expensive should it be? How much do similar games usually make?

Honestly, it seems like publishers and developers are beginning to forget how this stuff works. These games had sales numbers in the millions, and were still unsuccessful. Something has to be cut somewhere.

Unfortunately, the "make the game appeal to everyone" plan publishers and developers are using can get really expensive.

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#5 GreatExarch
Member since 2013 • 25 Posts

RTS games do not translate well to consoles, that is, unless they utilize a mouse and keyboard. Someone would have to more or less reinvent the way those games are played for a controller, or touch screen alone, for it to work.

There are just too many commands, and too few buttons, for things to work out. I remember Starcraft for the N64...the control scheme was a nightmare. Halo Wars was better, I suppose, but after my long stint in Starcraft II, I just couldn't go back to that.

Sure, you could substitute the mouse for the Wii Remote, or gamepad, in this case, but the other hand still won't have quick access to enough buttons for the controls to flow well.

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#6 GreatExarch
Member since 2013 • 25 Posts

Even though it's just an arbitrary percentage, it's a bad one. :P Where does sound fit into the equation?KHAndAnime

Yeah, no kidding. Sound is just as important to building atmosphere as visuals. Even more so in quite a few games (the horror genre comes readily to mind).

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#7 GreatExarch
Member since 2013 • 25 Posts

Graphics are certainly a major part of any game, but I doubt they are the MOST important part. I suppose from a company perspective I can see their point: better graphics tend to drive more sales. Why is that? The package looks nice, so it entices people to buy it without much knowledge of substance. It's the same reason fast food places doctor the pictures on their menus. Visual appeal moves units.

Gameplay keeps people coming back for more afterwards. A game can look as shiny as it wants and still be a boring, unentertaining mess.

Seems like design and gameplay would rank as more important, since they both have a greater effect on the amount of enjoyment an end user gets out of a game. You would think that, but people here like their shiny graphics.

Of the complaints people voice about games now, how many are about graphics? You don't hear them all that often, and even when you do, they tend to be overshadowed by other issues. Aliens Colonial Marines didn't have the best graphics, and people complained, but they complained about the gameplay, design, and functionality a lot more.

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#8 GreatExarch
Member since 2013 • 25 Posts

Fine, get your account banned and try calling your lawyer to get it back, see if you'll succeed. Hint: you will fail. Go ahead: try.

Black_Knight_00

Nothing I said was false...

It's interesting that I'm getting so much hostility over it. The whole "from divine beings" thing was a joke of course. Some people find exaggeration funny, but you might be a bit too worked up to notice.

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#9 GreatExarch
Member since 2013 • 25 Posts

What makes the Volcano and Desert nonlinear compared to Faron Woods? I said the forest was pretty nonlinear, but neither of those are to the same degree.

Puzzles usually get solved once, then you're done with them. Nothing about the puzzles in the desert make it less linear, in fact, puzzles often REQUIRE linearity in order to achieve their goal.

And non-linearity doesn't at all mean big open fields to get lost in. You're taking that to an extreme. I could just as easily say "yeah, linear games are bad, they're just hallways leading from cutscene to cutscene."

Linearity is not necessarily a bad thing, Skyward Sword just has more of it then other Zeldas tend to. I like exploring, so this hurts Skyward Sword in my eyes.

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#10 GreatExarch
Member since 2013 • 25 Posts

that is true i would like a good story in RPG gamesThe_Last_Ride

I hate turn based RPG gameplay. I cannot stand it, and quit said games pretty quicky if they don't do something else to make up for it. With that said, I've beaten both Chrono Trigger and Earthbound without the slightest complaint because their story and personality overcame it. Ok, Chrono Trigger got a few complaints, but that can happen when bosses kill your party in one move on occasion.

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