ID:1437586
 
What kind of Game Do You Like

Ok Graphics and Amazing Gameplay?

Amazing Graphics and Ok Gameplay?


The reason i'm making this post is because i'm making a game but i'm not a good pixel artist which means if i want a game with good graphics i would have to get help from someone and if you guys like a game with ok graphics(bad) i could make the game quicker for alpha test and improve the graphics on the way.

Please Comment Below to leave how you would like a game you can also use something that is not up there.
The perfect game for me would be one that has somewhat amazing graphics. Not too realistic as if they're trying to be like the realistic graphics we see in some 3D games. That's clearly impossible.

As an addition, an easy start would be nice. I'm not talking about giving me 1000 level right off the bat. No, no, no. That's where I leave, sir. What I mean is an easy-to-follow tutorial with easy-to-interact players. I log on some games and the players just simply.. ignore me. However, if I were to stay on that game, get stronger, and never talk to anyone, everyone would be on me like peanut butter.

So, a nice tutorial where players get a reward for helping noobies. Or something of the sort that would provoke them to interact and not leave them out. It doesn't have to necessarily be a reward. Instead, it could be like they need to train a noobie to unlock a new feature.. *hint hint*.
In response to Xirre
Do you mean like if send a noob a request to be his trainer then when the noob hits level 20 or something the player that trained the noob will get a kind of reward like gold or a kind of skill?
I don't know what I mean. I want to know what you mean. I have literally 50 ideas to spout out right now. It didn't take me more than 2 minutes to conjure them up. Be creative. I just gave my feedback to spark your interest. :)
Thanks :)
This post may help you out.
In my opinion there are elements in your popular console games that BYOND seems to neglect.

In-depth story line where character development depends on completion of this story line (Meaning you don't get an ability just because you grinded for 4 days) is a major case. Also, character flexibility seems to be a factor. Although, BYOND games have touched this concept, no one has gone as far as Fable or Oblivion quite yet (which is somewhat understandable).

Pretty much, it is safe to assume that most BYOND games start off with a general concept then just work things out from there, which is not idea. Again, this is my own opinion, but I feel as though a game should be plotted from start to end in order to be successful. Meaning, don't program until you know what the end result will be.

And lastly, graphics are a big issue. Although it's ok to not have the greatest graphics, it is impossible to keep people if you have a sloppy layout. Stay away from verb needing to be interact, try your best to use keyboard commands for almost (if not) everything in game. Player interaction with a game are crucial. If the game feels cumbersome and hard to deal with, no one will want to play.

Lastly, offer a good tutorial. Let the player start out knowing what to expect, and how it can be done. This doesn't mean post a help section and think that's good enough. Require something simple, and not tedious. This of course, if following the first guideline, will be the first part of the storyline.

Oh, and I almost forgot a key element. If a storyline is made, offer some form of a radar/mini map/compass system. For the simple fact that, "Go east until you see a tree, once there head north and you'll find your target," is not ever good enough. Either that type of system will leave players feeling confused, or make your map lose complexity.
Graphics for me don't matter at all. As long as they're consistent in design and the general art direction works well. As far as gameplay is concerned, I'm more for the "easy to learn; hard to master" kind of games. Something that's simple enough to pick up and get a general feeling for, but something that truly requires skill and intelligence to play effectively.

Story elements don't really matter if it's just a simple arcade-style game, but if it's something like an RPG or... well, pretty much anything BUT an arcade game, It should have a competent storyline. It should suck me in like a thousand dollar escort draw me into a deep and rich world.
Graphics give you a wider exposure on first look, that's for sure, but if you look at games like Cataclysm: DDA, Dwarf Fortress, Kerbal Space Program, etc. They all have mediocre/no graphics. These games are all 100% crunch.
Graphics have never been very important to me (hell, I've stuck with Nintendo consoles for every generation since the N64...lol) Gameplay is king.
I'm a super big fan of the simplistic graphics of the teenage years of game development. Super Metroid, Super Mario, Super Castlevania (is there a pattern here). I love the style of Chrono Trigger, Final Fantasy III, and Tales of Phantasia. All games that didn't really sacrifice anything for anything else.

While we're on the topic, the cartoon drawing style of the 90's (Batman, Gargoyles, Teenage Mutant Ninnja Turtles) was also the best. Can we go back to that?
In response to Lugia319
Lugia319 wrote:
While we're on the topic, the cartoon drawing style of the 90's (Batman, Gargoyles, Teenage Mutant Ninnja Turtles) was also the best. Can we go back to that?

Eh, I'm a fan of vector-based animation styles. Though I'm probably just biased since I work mostly with Adobe Flash in that regard.
In response to Lugia319
Lugia319 wrote:
I'm a super big fan of the simplistic graphics of the teenage years of game development. Super Metroid, Super Mario, Super Castlevania (is there a pattern here). I love the style of Chrono Trigger, Final Fantasy III, and Tales of Phantasia. All games that didn't really sacrifice anything for anything else.

While we're on the topic, the cartoon drawing style of the 90's (Batman, Gargoyles, Teenage Mutant Ninnja Turtles) was also the best. Can we go back to that?

^ This. Seriously.

As for the topic at hand, I'd say go ahead and make the game as good as you can, get it going good with placeholders, and then update the graphics afterward with the help of a good artist. It's much easier to get one when you have a project to show them so they know you're serious and not giving up.

I personally care about both, so that's why my opinion focuses on both; if I were hard pressed to choose though I'd always take game-play first. I mean, graphics can help a lot, but as long as they're not too atrocious I'm fine; I don't care about the games now having the best graphics I actually love the older consoles graphics in most games.
I'll take great gameplay over graphics any day. I really can't imagine playing a game that was pretty but wasn't fun. In fact, gameplay is the game itself.

Also when it comes to art, I think people need to make the distinction between good art and in depth art. A game with good graphics is one in which the art compliments the tone of the game, the art is all cohesive and of the same style, etc. You can have a game where all the characters look sweet but don't share the same style as the environment, and where the detail is nice, but doesn't fit the tone of the game.