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Why scathing reviews hurt the community
Captain Jeff Silvers |
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Lately I've been having a nostalgic yearning to recapture the feeling I had when I first became familiar with the fangaming community. There was a certain novelty behind the idea that amateurs were making real, playable Mario games.
Of course, that was back around 2001 or 2002, and most of those games would suck if played today. Standards since then have changed drastically; Mario fangames are expected to include a load of features, hidden levels, tons of power-ups, and, most of all, a kickass engine. This makes for better games, but really hurts the experience. When a fangamer releases his first game and is told it's worthless because the jumping is too strong or the graphics clash or enemies use path movement, that serves as a pretty strong discouragment.
Essentially what I'm saying is that people should really be a lot less harsh when they review terrible games. I'm not saying that you should sugarcoat the game at all; that wouldn't help anybody. Giving a poor game a poor review lets the creator know what to change next time and lets potential downloaders know whether or not the game is worth their time. But most reviews for subpar games (usually when it's only the creator's first or second release) tend to tear them apart pretty badly without giving much real, concrete advice. The end result is that the creator of the game becomes discouraged and potentially stops making games altogether rather than improving on his or her skills.
So why does this hurt fangaming as a whole? Take a look at most of the Mario fangames available for download on the Internet (not so much at MFGG, which has some standards, but websites like Super Mario Portal). The really low-quality games are the reason why nobody takes fangaming seriously outside the fangaming community. Most people don't see the one or two games that are really, really good (Toad Strikes Back, Pocket Mario, Super Mario XP), they see the awful ones (99.9% of all fangames). When somebody becomes discouraged after making one or two terrible games, their contribution to the fangaming community has been entirely negative. However, if they are encouraged to improve their skills, they could someday make a game that fits into that fantastic .1%.
Imagine if TD had released Bowser Blast in 2006. Do you think he ever would've gotten as far as Toad Strikes Back? He and his game would've been blasted, and he would've been strongly discouraged from continuing to develop his talents.
The bottom line is, be a little less rough when you review sucky fangames. Don't just say "this game has terrible graphics," tell the creator what he or she can do to fix it.
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Thunder Dragon |
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I ain't quiet - everybody else is too loud!
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| QUOTE (Captain Jeff Silvers @ Apr 23 2006, 06:30 PM) | | Imagine if TD had released Bowser Blast in 2006. Do you think he ever would've gotten as far as Toad Strikes Back? He and his game would've been blasted, and he would've been strongly discouraged from continuing to develop his talents. |
Heh, heh, you don't know me very well, do you? ;P If that was the case, MFGG would have been long dead by now, because it, along with me, was "blasted" to no end shortly after it opened, due to the false accusation that it was an MFGC rip-off.
On another note, I occasionally work on a sort-of secret fan gaming project, which I expect to be "blasted" a bit when I reveal it. But I don't care, heh. I just felt like paying homage to my "n00b" days, and to give myself something fun to work on during the times TSB gets slightly annoying to deal with. Not that this sort-of secret game is poorly constructed, of course, but it is certainly a step down from TSB.
That's also another important aspect of making games: having fun while doing so.
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DistantJ |
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My problem is how so many people get their heads bitten off for using a built in movement engine, even if it does play better than some static engines might.
Everybody's gotta start somewhere.
I remember back when fan gaming existed of pretty much just me and Biebersoft, a static engine was unheard of except for in that amazing Games Factory tutorial "Zeb". I remember trying it myself to get Mario to do the B-button-run without messing up the jump back when fastloops didn't even exist, everyone who saw it thought it was great, but it really wasn't as playable as a plain old built in engine would have been.
Playability seems to take back burner these days, nobody seems to release something which is just good clean fun, it has to have 100 levels and 80 secret levels and Yoshi and everything, and often the actual playability is sacrificed in favour of just getting the character to do the moves accurately, though this is far more common in the Sonic community.
It's all demos demos demos as well, I try to finish most games before releasing them (except the occasional engine which I may show in a single forum but not release to the entire web), that way you can have full impact all at once, so many people put together a massive engine and release a demo and promise what they can't deliver. Ever play Chaomega? (That one actually used a built in platform engine but it was far more playable than most Sonic fan games, but it was never finished, all just demos). The Sonic fan gaming community is overrun with "OMFG LOOK SONIC RUNS UP WALLS AND THROUGH LOOPS" and completely void of "this is fun to play". Since Damiziel(or whatever)'s 360 thing came out everybody has been trying to claim it as their own without even mastering it or improving it, or making it playable (so Sonic runs up walls and through loops without a path movement, but the thing controls like a brick on ice!), it's all just competition.
There's also the whole "IM GONNA MAKE MY GAME BETTER THAN ALL YOURS" thing. I can't remember the last time I've seen somebody go "Wow this fan game is awesome!" without following it with something along the lines of "Mine will be even better when it comes out." Let's face it, no matter how amazing our engines are (I remember the response when I posted my engine with the cape and everything), efforts to steal the gold off of ThunderDragon for Toad Strikes Back just for the sake of it is childish and usually futile. Ok, we get it, you/I/we can make Mario do all the cool moves from the game. Now how about we try and make something playable and actually release something, and just have fun?
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Explosive Shroom |
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Fear the tiny bomb.
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| QUOTE (DistantJ @ Apr 25 2006, 05:13 AM) | | Playability seems to take back burner these days, nobody seems to release something which is just good clean fun, it has to have 100 levels and 80 secret levels and Yoshi and everything, and often the actual playability is sacrificed in favour of just getting the character to do the moves accurately, though this is far more common in the Sonic community. |
That's so true. Plus, games with these "incredible engines" are never finished. Super Mario Epic 2 is the only game here that got incredible attention but wasn't really flashy at all. It ran on the damn generic TGF/MMF platform movement, but it was fun, and that's really all that mattered. I agree with you; people should focus more on the playability aspects of the game (level design, interesting objects to interact with, etc.) rather than the engine/graphics so much. Actually, these same thoughts really hold true for professionally made games as well.
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Captain Jeff Silvers |
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Admins Can Do That!™
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| QUOTE (DistantJ @ Apr 25 2006, 04:13 AM) | My problem is how so many people get their heads bitten off for using a built in movement engine, even if it does play better than some static engines might.
Everybody's gotta start somewhere.
I remember back when fan gaming existed of pretty much just me and Biebersoft, a static engine was unheard of except for in that amazing Games Factory tutorial "Zeb". I remember trying it myself to get Mario to do the B-button-run without messing up the jump back when fastloops didn't even exist, everyone who saw it thought it was great, but it really wasn't as playable as a plain old built in engine would have been.
Playability seems to take back burner these days, nobody seems to release something which is just good clean fun, it has to have 100 levels and 80 secret levels and Yoshi and everything, and often the actual playability is sacrificed in favour of just getting the character to do the moves accurately, though this is far more common in the Sonic community.
It's all demos demos demos as well, I try to finish most games before releasing them (except the occasional engine which I may show in a single forum but not release to the entire web), that way you can have full impact all at once, so many people put together a massive engine and release a demo and promise what they can't deliver. Ever play Chaomega? (That one actually used a built in platform engine but it was far more playable than most Sonic fan games, but it was never finished, all just demos). The Sonic fan gaming community is overrun with "OMFG LOOK SONIC RUNS UP WALLS AND THROUGH LOOPS" and completely void of "this is fun to play". Since Damiziel(or whatever)'s 360 thing came out everybody has been trying to claim it as their own without even mastering it or improving it, or making it playable (so Sonic runs up walls and through loops without a path movement, but the thing controls like a brick on ice!), it's all just competition.
There's also the whole "IM GONNA MAKE MY GAME BETTER THAN ALL YOURS" thing. I can't remember the last time I've seen somebody go "Wow this fan game is awesome!" without following it with something along the lines of "Mine will be even better when it comes out." Let's face it, no matter how amazing our engines are (I remember the response when I posted my engine with the cape and everything), efforts to steal the gold off of ThunderDragon for Toad Strikes Back just for the sake of it is childish and usually futile. Ok, we get it, you/I/we can make Mario do all the cool moves from the game. Now how about we try and make something playable and actually release something, and just have fun? |
Another endorse.
I try to give my games a lot of cool Mario features, but not just for the sake of packing in as many features as possible. When I decide to include a new feature in my games, I don't do it for the sake of having a bunch of features--I do it for the sake of giving me more options for level design and gameplay. In fact, most of the time when I decide to add something new, I do it with design ideas already floating around in my head.
But yeah, games don't have to include a ton of features or a static engine to be fun. As DistantJ said, the built-in movement is smoother than a lot of static engines (though you still sorta need to be careful when using it).
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