So today is apparently a day for Indie Game Developers to write articles about game length and how it often plays into how a game's received. "It's too short" is a common complaint indie games often receive. And while I'm not a true indie-developer just yet, I think I have something to say that I haven't seen in the other responses.
From what I've seen from other posts (linked below), the general consensus is that size doesn't matter, and in fact, longer games are often WORSE because they are often full of padding. People have cited JRPGs that run up to forty five hours as opposed to wonderful indie titles that only run two hours. "I appreciated the latter so much more!" is the general consensus, and so you should!
If the 45 hour game honestly sucked.
Here's how I break this argument down: Size doesn't matter. What matters is how you feel once you're finished with the game.
Now when I say "finished" I don't necessarily mean you've beaten the story and unlocked every super l33t X-Box live achievement and can tell me exactly how many mobs spawn in the Dungeons of Solitude Basement Level 3. I mean, when you personally have finished your experience with the game.
It's much easier to finish a 2 hour title than it is to finish a 45 hour one. If you finished the 2 hour title and feel unfulfilled, you will most likely go to the first thought that crosses your mind "It was too short." I mean, if your experience wasn't what you expected and the end credits are rolling, more often than not, you'll feel like it could've been what you wanted if it were only a bit longer. You were hooked by the exposition, enjoyed the characters, but felt it just wasn't enough. It ended too soon.
As for the 45 hour game, more often than not, if you're not digging it, you'll quit by the 10 hour mark and claim "it wasn't interesting enough to keep me engaged, it must've been full of padding". But, to be fair, you've played more hours on the 45 hour game than you have on the 2 hour game. How do you know if the 2 hour game wouldn't have left you with the same impression if it had been 10 hours long?
What I'm trying to get at is this: as long as the game feels finished and fulfilling, the length is accurate. If it feels too short, the story hasn't been fully explored and there's a pacing problem. If it feels too long, there needed to be cuts - the story dragged and, once again, there's a pacing problem.
On the whole, I prefer more over less. Not because I like my video games with repetitive, dull tasks or boring sub-plots, but because I love more good story. A short good story with awesome, fun game play is GREAT! A long good story with awesome, fun game play is better just cause there's more. I am an ardent believer in "two scoops are better than one" (as long as said scoops of imaginary ice cream don't have any calories. XD).
I'm not a true indie developer just yet. Read the peeps below for a real developer's insight. These are just my two cents on the subject.
http://positech.co.uk/cliffsblog/?p=810
http://24caretgames.com/2010/08/16/does-game-length-matter/
http://2dboy.com/2010/08/12/too-short/
http://blog.wolfire.com
http://brokenrul.es/blog
http://gamesfromwithin.com/size-matters
http://macguffingames.com/2010/if-size-doesnt-matter-where-do-you-get-the-virtual-goods
http://mile222.com/2010/08/a-haiku-about-game-length/
http://nygamedev.blogspot.com/2010/08/coming-up-short.html
http://retroaffect.com
http://the-witness.net/news
http://www.copenhagengamecollective.org/2010/08/17/size-does-matter/
http://www.firehosegames.com/2010/08/how-much-is-enough/
http://www.hobbygamedev.com/
http://spyparty.com/2010/08/16/size-doesnt-matter-day/
Tuesday, August 17, 2010
Monday, August 16, 2010
The Post About Fun Extras That Became the Post About Goals
Poll results are in, and most people voted for the "creator commentary, concept art, new content" extra types. A fandisc or extended "non-adult" content also ranked well. I was really happy that no one voted against extras completely! I know that I'M often tempted by extras for my favorite games. Glad to see everyone else is on board with me.
Creator Commentary is one of my favorite things in a game. It's so cool to get that "behind the scenes" look, although I don't really like having to replay the whole game to see the commentary. (Such as in a movie where the commentary is playing over the film). If the game is nearly 10 hours long, replaying it all with creator commentary sorta seems tedious to me.
I'd prefer interview style commentary with the creator, writer, artist, cast, etc. Maybe THAT commentary could be accessed via an "extras" menu that would skip you right to the scene of the game they want to talk about.
ALSO BLOOPERS. Bloopers are my favorite. <3 A must-have if you have VAing in your game.
AND NOW FOR SOMETHING COMPLETELY DIFFERENT.
I am proud to announce that the other day, I finished writing an ending of Project "O". There are still many more endings to go, but finishing the beginning, middle, and end of my script just felt incredible.
The writing is far from over. I'd say I still have a good month of work ahead of me. Not to mention editing. But I'm on my way, and once I achieve my ultimate goal of a 100% finished script, I know I'm going to be on Cloud-9.
Thanks for voting in the poll everybody! I'll keep you guys updated on more progress. :) Can't wait till I have enough to actually show people.
Creator Commentary is one of my favorite things in a game. It's so cool to get that "behind the scenes" look, although I don't really like having to replay the whole game to see the commentary. (Such as in a movie where the commentary is playing over the film). If the game is nearly 10 hours long, replaying it all with creator commentary sorta seems tedious to me.
I'd prefer interview style commentary with the creator, writer, artist, cast, etc. Maybe THAT commentary could be accessed via an "extras" menu that would skip you right to the scene of the game they want to talk about.
ALSO BLOOPERS. Bloopers are my favorite. <3 A must-have if you have VAing in your game.
AND NOW FOR SOMETHING COMPLETELY DIFFERENT.
I am proud to announce that the other day, I finished writing an ending of Project "O". There are still many more endings to go, but finishing the beginning, middle, and end of my script just felt incredible.
The writing is far from over. I'd say I still have a good month of work ahead of me. Not to mention editing. But I'm on my way, and once I achieve my ultimate goal of a 100% finished script, I know I'm going to be on Cloud-9.
Thanks for voting in the poll everybody! I'll keep you guys updated on more progress. :) Can't wait till I have enough to actually show people.
Monday, August 2, 2010
New Poll: The Post About Extras!

No, your eyes do not deceive you. Those individuals are indeed Yoda and Darth Vader of Star Wars making cameos in Soul Calibur IV.
Now, you're probably wondering why on earth I'm opening this post with a laughably stupid screenshot from a fighting game. Darth Vader and Yoda were included as extra characters to the game depending on which version you bought. (Yoda for the 360, Vader for the PS3). In that way, they were marketed as incentives to buy both versions. (Stupid incentives, but what can you do?) You want both the characters? Get both the versions! This tactic was used for Soul Calibur II as well, where popular characters from other franchises were added to the line-up based on which version you bought. (Link was on the Gamecube version! Lucky devils!)
So there's a new poll up asking about what extras you as players would pay for when it came to Bishojo Games/ Visual Novels. I'll go through each option to break it down:
Adult Content: Pretty obvious. Do you wantz the pr0nz? In all seriousness, paying for adult content isn't completely out of the question. I know some people who don't like adult content in their games and some who play strictly FOR the adult content. In that case, having the option is a good one. Not to mention that producing adult content requires more time and resources and thus one could arguably justify charging a couple of bucks for it. (To those over 18 of course).
Extended Non-Adult Content: What about paying for extra scenes? An extended "+" version of the game? How'd you like to pay a few extra dollars to see an extended version of a movie? See the "other side of the story" perhaps? Maybe a new protagonist?
Fandiscs/Side Stories: This one isn't rare in Japan at all. You've played the game, you've fallen in love with the characters - you just wish there was more out there starring them! Often, Bishojo games will get spin-offs called "fandiscs". They might have extra stories, more capturable characters, etc. But they're stand-alones, that is, not tacked on to the original game.
Extended Bonus Content: Including things like an art gallery, interviews with the cast and crew, creator commentary, bloopers... Would you pay for the "behind the scenes" look?
I wouldn't pay for extras: Do you just expect the extras to be included in the game? Do you not really care about extra stuff at all?
Extras are unfair and lame: Or do you think that extra pay-for-play content is lame? Even if the original product is free? Or does that make it worse? (Getting you hooked on a free product, then asking you to pay for more fun stuff concerning it (god I make this sound like a drug-ring O_o;;)).
The reason I'm asking this is because I'm dedicated to making MG Studios a freeware studio (at least the first few titles) in order to spread the love for Bishojo/Otome gaming to as many people as I can. However, hosting a website and games requires funds, and so, one has to think of creative ways to keep oneself afloat.
So what do you guys think? Which of these appeals? (You can pick more than one). And if any of them do, how much would you be willing to pay for them?
Thanks guys! Poll is on the main page, on the right, and closes in ten days!
Monday, July 26, 2010
The Post About San Diego Comic Con
Just got back from SDCC! I had a BLAST, for the record. Seriously, I figure Heaven has to be something like Comic Con.
I got to meet a lot of really cool creators behind tons of different stuff. Most notably Man of Action, the group responsible for Ben 10 and Generator Rex, two shows on the Cartoon Network. Along with professional VN developer and actress, animation screen-writing is up there with my dream careers. Getting to meet those guys (and get stuff signed by them!) was awesome. Joe Kelly is amazing, for the record. Check out his comic "I Kill Giants". I just finished it and loved it to death.
I attended a panel on Sunday about "full-time creative projects on a part time schedule". I figured it was important to me, considering my VN development is precisely that.
The panel was really helpful - I got a lot of good tips that I'll share right now!
- Find like-minded people to help out
- Know what your goal is right from the beginning and make sure the entire team is aware of and committed to that goal
- Designate responsibilities and deadlines from the start so everyone pulls their own weight.
- Be friendly and professional
- Use people's talents to your advantage! Specific skills can REALLY come in handy, even if, at a glance, they seem irrelevant.
- Make contacts NOW.
- If you're a student (which I am) do something besides your school work. Every early success story starts with "well, it was just this thing I was doing in college..."
So yeah, I'm hoping to put this knowledge to good use. I have a small team developing (read: my friends and my sister) around MaGi Studios - maybe it's time to think about how I can REALLY use their skills to help me out.
Nerdy weekend was nerdy and awesome. <3 If you can make it to Comic Con, do yourself a favor and GO. It is too awesome for words.
I got to meet a lot of really cool creators behind tons of different stuff. Most notably Man of Action, the group responsible for Ben 10 and Generator Rex, two shows on the Cartoon Network. Along with professional VN developer and actress, animation screen-writing is up there with my dream careers. Getting to meet those guys (and get stuff signed by them!) was awesome. Joe Kelly is amazing, for the record. Check out his comic "I Kill Giants". I just finished it and loved it to death.
I attended a panel on Sunday about "full-time creative projects on a part time schedule". I figured it was important to me, considering my VN development is precisely that.
The panel was really helpful - I got a lot of good tips that I'll share right now!
- Find like-minded people to help out
- Know what your goal is right from the beginning and make sure the entire team is aware of and committed to that goal
- Designate responsibilities and deadlines from the start so everyone pulls their own weight.
- Be friendly and professional
- Use people's talents to your advantage! Specific skills can REALLY come in handy, even if, at a glance, they seem irrelevant.
- Make contacts NOW.
- If you're a student (which I am) do something besides your school work. Every early success story starts with "well, it was just this thing I was doing in college..."
So yeah, I'm hoping to put this knowledge to good use. I have a small team developing (read: my friends and my sister) around MaGi Studios - maybe it's time to think about how I can REALLY use their skills to help me out.
Nerdy weekend was nerdy and awesome. <3 If you can make it to Comic Con, do yourself a favor and GO. It is too awesome for words.
Wednesday, July 21, 2010
The Post About Character Building
The very nature of Ren'Ai games demands strong characters. Considering the mechanics revolve entirely around attaching yourself to a character and pursuing them, it's important to make sure the people you create are engaging. Some other games can get away with weak characterization through innovative gameplay or an interesting plot. But it's my personal belief that the best stories are the ones about interesting people, not the ones about interesting events.
That's why I pretty much start every story by drafting characters. Don't get me wrong, I have SOME idea of what the plot's going to be like - it would be pretty impossible to create characters otherwise. (Errr...well, in the story, she could be uhh...well I don't know, but she likes whales and beer and has purple hair! Whoo~!!)
But I have literally created a cast of characters and then COMPLETELY changed the story to fit them. Example:
Awhile ago, I came up with an idea for a game and created an INCREDIBLY lovable cast. I was seriously in love with every single one of the characters.
I then decided the idea for the story was, to put it bluntly, stupid. Not to mention it literally wasn't going anywhere. Like, I wrote a few pages of this and was stuck because I had no ideas for conflict that weren't trite as all get out. So I scrapped it.
But what about my cast? I didn't want them to die just because their creator had a crappy idea. So, I drafted a new idea (a much BETTER idea for the record), and molded those characters into that story. There were tweeks, re-designs, changes made along the way, and there will probably be more to come, but I managed to save the cores of my charming little people. It was kinda fun to see them transition from one world to the other.
Right now I'm in the process of drafting characters for a new project and I'm having a lot of fun investigating these people.
What are your tricks for creating characters writers/developers out there? I tend to interview them, look for character questionnares online or whatnot. My FAVORITE way of building characters is sorta roleplay. That is, someone other than me asks questions about my character and I answer as said character. It's just kinda nerdy and fun, to be honest. Not to mention super helpful for finding voice. <3
That's why I pretty much start every story by drafting characters. Don't get me wrong, I have SOME idea of what the plot's going to be like - it would be pretty impossible to create characters otherwise. (Errr...well, in the story, she could be uhh...well I don't know, but she likes whales and beer and has purple hair! Whoo~!!)
But I have literally created a cast of characters and then COMPLETELY changed the story to fit them. Example:
Awhile ago, I came up with an idea for a game and created an INCREDIBLY lovable cast. I was seriously in love with every single one of the characters.
I then decided the idea for the story was, to put it bluntly, stupid. Not to mention it literally wasn't going anywhere. Like, I wrote a few pages of this and was stuck because I had no ideas for conflict that weren't trite as all get out. So I scrapped it.
But what about my cast? I didn't want them to die just because their creator had a crappy idea. So, I drafted a new idea (a much BETTER idea for the record), and molded those characters into that story. There were tweeks, re-designs, changes made along the way, and there will probably be more to come, but I managed to save the cores of my charming little people. It was kinda fun to see them transition from one world to the other.
Right now I'm in the process of drafting characters for a new project and I'm having a lot of fun investigating these people.
What are your tricks for creating characters writers/developers out there? I tend to interview them, look for character questionnares online or whatnot. My FAVORITE way of building characters is sorta roleplay. That is, someone other than me asks questions about my character and I answer as said character. It's just kinda nerdy and fun, to be honest. Not to mention super helpful for finding voice. <3
Thursday, July 8, 2010
The Post About the Home Stretch
Who else is watching The World Cup? I know I am. This year was incredibly exciting for some reason. I followed the US team adamantly and was heartbroken when they lost to Ghana in the Top 16. After the US went out, my interest waned considerably, but I managed to keep up with all the scores. I'll definitely watch the finals!
Still, it's weird, but the World Cup is one of those tournaments that actually gets LESS exciting as it goes along, mostly due to the fact that the team you support has probably already lost. If the US was still in it, I'd be cheering my head off every game, wearing red, white, and blue to work, stalking Fifa.com, the works.
In writing games, you should hope for the exact opposite effect - the end should be the most exciting, nail-biting part! It's important that you don't make the most exciting event in your game happen at the beginning. Some people think starting off with a bang is the right way to go - I completely agree. But no one wants to watch the fall-out of a bomb going off when the explosion was so much cooler.
I'm currently in the Home Stretch of Project "O". Major climaxes are coming, the endings are being written - this is where it counts. The last thing I want my players to think is "God, this is dull - just end it already!". There's nothing more disappointing than...
"Epic warriors with dragons have to fight alien ghosts that have invaded the entire Northeastern United States! Their only hope lies in one magical boy who can stop time and conjure up mythical beasts from a far off-dimension! After much exposition and a fantastic inciting incident followed by hair-raising build-up, our heroes find themselves stuck in line at Starbucks."
There's NOTHING more disappointing than a crappy climax. Especially when it's prefaced by some fascinating exposition. A crappy climax isn't a climax at all. That's the point of the word: it's supposed to be climatic.
My personal strategy? I make my climaxes super dramatic, heart-wrenching, action-packed - maybe overly so. I can always go back and tone it down if I need to. Sure, I may go back at roll my eyes at my cheesiness, but at least I won't get stuck in line at Starbucks. :/
(Awesome Shakira video is official World Cup Music Video! ENJOY!)
Tuesday, June 29, 2010
The Post About Wadjet Eye Studios

So I just got finished e-mailing Dave Gilbert, head of Wadjet Eye Studios, an Indy Game Studio most famous for its "Blackwell" series of games. I've played all three recently and LOVE them to bits.
The reason I e-mailed Dave was to ask him some advice about developing Indy titles, which is, obviously, what I plan on doing with my own projects. While Dave runs a commercial studio, I'm still planning on making my projects freeware for now. All the same, he's an experienced developer with plenty of titles under his belt and I seriously respect his experience and talent. (What's that!? The Kiss-Ass readings are spiking?! My God, they're off the scale! HIT THE DECK!)
In all seriousness, I'm hoping Dave will have some interesting advice for me, some tips and tricks for really getting started doing something like this. I've made good progress in my projects so far, but I'm still very much at the beginning of my studio and want all the advice I can get!
BTW - you should all go play his games. Link ! They're awesome. :)b
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