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Whitaker posted an update 1 year, 10 months ago
So you’ve made a decision to plunge yourself in to the world of game development, have assembled a team of mighty warriors to tackle all the big issues and are ready to create the next best game in the industry… trumping WoW, Guild Wars… (you obtain the point). You’ve chopped up all your brainstorming and assembled some really keen concepts for a storyline and you’re all set. But amongst all of the programming, the type concepts, the dungeons, and the quests – what exactly are truly the main areas of your game that will determine whether someone enjoys themself? Read on, and allow me to share what I think.
When colowin do decide to take that plunge into the development of a new game, you can find five things you should think about very carefully, and pay a great deal of attention to. There are probably more of the that will hinder or help you along your way, and your ordering may be unique of mine, but they are what I always hold to function as most important. On the next week we shall reveal each aspects, and by the end of the week culminate with the entire article. For today we’ll begin at the very top, with number 5 5.
Number 5: Storyline
When crafting your game, there is no better inspiration for features and activities, quests and dungeons, than your own highly developed and custom tailored storyline. Some may balk at this statement, claiming that storyline is easily overshadowed and un-necessary when you have intense graphics that produce your fingers tingle, or if you have combat so intense you are literally ducking taken care of from behind your monitor. While these exact things definitely contribute to an awesome game, and can lead to plenty of excitement (actually, they’re on the list too!), colowin can not make up for too little storyline. One thing many players crave whether consciously or not, is a strong storyline that leads them into caring about the game – it entices you – and enables you to feel as though your wildest dreams may actually be possible in this environment. colowin could be simple and to the point while being so flawlessly done that it serves as the crux of the complete game (EVE Online: We’re flying through space, blowing people out from the sky…) and at exactly the same time being so rich and deep with lore (the complexities in lore and story surrounding EVE is so great that it entangles even the most basic ships and inventory items) that it compels players to write their own histories.