For some reason I disagree with the majority of this thread and from the
sound of it I play more custom games then just about all the people
interviewed.
A good game is good.
There is no specific point that makes a game good. Its largely trial and
error.
Its also impossible to make everybody happy.
I think you're wrong. You need to remember that unless you've played a truly good game, your definition of good will be fairly uninformed. Basically, I play a Melee 1v1 game of Starcraft II and it is good. Then, I play a custom game and the fun factor does not even come close to that of the Melee game I've just played... therefore, it cannot be as good.
Thank you for trying to pick your own brain and ours in the process... and in "public".. quite a thrill.
I mainly agree, just disagree that there is a finite number of ways to build (entertain with) a map... jumping in blindly could work (long and hard that's all) ... the journey is often more useful than the goal, the heading more pure then the arrival... oh and I must insist on adding: you have to LOVE the game (in this case the editor).
Can I ask ? if you should re interview regularly (once a trimester), so that the answers could be edited to the interviewed's current state of mind (reask core questions and vary the others with new ones ...get extra people to answer ...) ... If you do I call shotgun with this:
"Do you think a mapmaker should be a gamer, how much does one influence the other... ?
Can I ask ? if you should re interview regularly (once a trimester), so that the answers could be edited to the interviewed's current state of mind (reask core questions and vary the others with new ones ...get extra people to answer ...) ... If you do I call shotgun with this: "Do you think a mapmaker should be a gamer, how much does one influence the other... ?
I`ll keep that in mind.
I really want to update and overhaul some of the information in this thread.
I want to mention with regards to Eternal's point on simplicity. That's important. Death Haven which is now on page 1 on both EU and US (questionable for how long) was an idea that came to me RIGHT away after playing HL2: Episode 2 (bug defense part). I powered through the map in less than 2 weeks and since then have CONSTANTLY revised it to right now where it's at a very good place.
Meanwhile my RPG has been in progress since july. Data work took up most of the time but I never had a clear mindset with it. Always just muddled with where to take it. I may even be scrapping it in favor of something with a clearer design. SO, keep it simple and keep it clear. You will probably waste time on maps that fizzle out, but that's fine. Blizzard does the same (remember starcraft ghost?).
I think you're wrong. You need to remember that unless you've played a truly good game, your definition of good will be fairly uninformed. Basically, I play a Melee 1v1 game of Starcraft II and it is good. Then, I play a custom game and the fun factor does not even come close to that of the Melee game I've just played... therefore, it cannot be as good.
Oh just to add. Some really great information here regarding depth and game mechanics.
http://www.gamasutra.com/view/feature/5901/evaluating_game_mechanics_for_depth.php?print=1
Thank you for trying to pick your own brain and ours in the process... and in "public".. quite a thrill.
I mainly agree, just disagree that there is a finite number of ways to build (entertain with) a map... jumping in blindly could work (long and hard that's all) ... the journey is often more useful than the goal, the heading more pure then the arrival... oh and I must insist on adding: you have to LOVE the game (in this case the editor).
Can I ask ? if you should re interview regularly (once a trimester), so that the answers could be edited to the interviewed's current state of mind (reask core questions and vary the others with new ones ...get extra people to answer ...) ... If you do I call shotgun with this: "Do you think a mapmaker should be a gamer, how much does one influence the other... ?
I`ll keep that in mind.
I really want to update and overhaul some of the information in this thread.
I want to mention with regards to Eternal's point on simplicity. That's important. Death Haven which is now on page 1 on both EU and US (questionable for how long) was an idea that came to me RIGHT away after playing HL2: Episode 2 (bug defense part). I powered through the map in less than 2 weeks and since then have CONSTANTLY revised it to right now where it's at a very good place.
Meanwhile my RPG has been in progress since july. Data work took up most of the time but I never had a clear mindset with it. Always just muddled with where to take it. I may even be scrapping it in favor of something with a clearer design. SO, keep it simple and keep it clear. You will probably waste time on maps that fizzle out, but that's fine. Blizzard does the same (remember starcraft ghost?).