Cheers I'll take a look. No classes thanks to TET (new year) so plenty of free time at the moment.Exhuminator wrote:http://ardentexhuminator.blogspot.com/flash1987 wrote:Is there a link to Exhuminator's blog?
I wrote that blog from August 2014 to November 2014. There's a total of 19 entries. It starts with a review of Crystal Beans - From Dungeon Explorer, and then goes into a lot of theory about video game culture and why things are the way they are. The final entry is just me being disappointed with lack of feedback and walking away. The blog might have lasted longer if I had bothered to promote it whatsoever.
If you're short on time, these are the three entries in my old blog I think are the best:
Don't Scratch on the Story
The Five Golden Rules of Good Game Design
Push A to Kill
I also made my own video game last year:
http://ardent.atspace.cc/Ardent%20Shado ... 20Ash.html
It's an adventure game, that is to say a small visual novel with puzzles. It only takes about 30 minutes to finish. I did everything in it myself; graphics, music, writing, puzzle design, all of it. If someone is sensitive to subjects like suicide, they might want to pass though.
I want to be more clear about what I said about walkthroughs.flash1987 wrote:I think using guides for older RPGs are fine, if I'm stuck for more than 10 mins I definitely do.
All of this is entirely my own personal elitist opinion, so no offense intended:
I don't think using walkthroughs if you're completely stuck in an RPG (or any game for that matter) is bad. Sometimes designers just do a bad job of communicating to the player what they want them to do. Sometimes this was on purpose even, to promote the sale of a strategy guide in tandem with the game itself. So yeah, using a walkthrough once in a while, just to get yourself back on the right track, isn't bad IMO.
What I don't agree with, is using a walkthrough or strategy guide the entire time you're playing an RPG. As in, you constantly refer to it as you play through the game. This removes a lot of the challenge from the experience, because the guide is always telling you where to go, and it tells you how to setup your party for optimal battle preparedness, and usually the best ways to take down bosses. At that point, the guide is beating the game, not you. With that scenario, you might as well just watch a Let's Play of said RPG.
Now some people use guides as they play RPGs, because they are deathly afraid of missing something. My answer to that is I don't care. I'd rather miss stuff, than never have any surprises, because the guide is constantly telling me what's going to happen next.
Now, all that said, if you're playing a Japanese only RPG, and you can't read Japanese, then there is no shame at all in using a walkthrough the entire time you play it. Just so you can actually make your way through the game. But that only applies to games you can't actually read.
So that's my personal philosophy on walkthroughs. I expect no one to agree so please carry on folks.
I see what you mean about guides, I don't really feel like I'm playing the game if I follow a book to find/get everything.

