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DYOM The Designers Lounge


General Scrotum

Recommended Posts

TwerKing Armageddon

Hey everyone, the Guy Named Lufthansa and The Wise keys both are controlled by one Network. their I.P's are exact same, i mean the seventh binery are same. the only difference is of their Time. which cant get through a proof, but i am sure enough to claim they are same..

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Hey everyone, the Guy Named Lufthansa and The Wise keys both are controlled by one Network. their I.P's are exact same, i mean the seventh binery are same. the only difference is of their Time. which cant get through a proof, but i am sure enough to claim they are same..

Yeah, but Chips already said that he did it and both accounts got banned. :)

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Do we really need to start discussing this again?

 

They spammed, they got banned and now they're gone.

That's all there is to it.

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Hey everyone, the Guy Named Lufthansa and The Wise keys both are controlled by one Network. their I.P's are exact same, i mean the seventh binery are same. the only difference is of their Time. which cant get through a proof, but i am sure enough to claim they are same..

Well you're late man, we already knew this for some time now.

And, I'd like to ask this one question again. If you can have one thing in a MP, what would you want it to be?

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And, I'd like to ask this one question again. If you can have one thing in a MP, what would you want it to be?

Well, to answer your question properly - I would choose a good plot.

 

In reality, you can't rely on only one thing in your mission pack. A good plot without a good interactive elements isn't very good as well as interactive elements don't make up for a crappy plot (best example - GTA V). But, I'd choose that my mission pack has a hole-proof plot rather than anything else.

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And, I'd like to ask this one question again. If you can have one thing in a MP, what would you want it to be?

Well, to answer your question properly - I would choose a good plot.

 

In reality, you can't rely on only one thing in your mission pack. A good plot without a good interactive elements isn't very good as well as interactive elements don't make up for a crappy plot (best example - GTA V). But, I'd choose that my mission pack has a hole-proof plot rather than anything else.

 

Exactly. Over the years of DYOM I've grown bored of most missions. I usually rush to get them done as most of them aren't that innovative and are the basic shooting/melee missions.

 

If you have a good plot though, one that captivates you and has cliffhangers at the end of most missions, chances are I'll keep playing it.

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lel

the only thing I need to consider a mission pack or a storyline successful and awesome is action

TONS OF ACTION

Edited by Boris The Vodka
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Exactly. Over the years of DYOM I've grown bored of most missions. I usually rush to get them done as most of them aren't that innovative and are the basic shooting/melee missions.

 

 

If you have a good plot though, one that captivates you and has cliffhangers at the end of most missions, chances are I'll keep playing it.

 

My point exactly. Mechanics of the game and DYOM itself are always the same and you can't make a difference there. Shooting will always be shooting, driving will always be driving etc. It never changes. However, plot is what makes a difference since plot is what evolves and allows the mission pack to grow. Mechanics of the game just make it interactive.

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The point is that 'plot' you are talking about isn't everything, you always must find a balance, no matter how it is, there must be balance. As you said, driving is driving, shooting is shooting, but it also affect how unique you make it? It's not same to set 5 people attack you with pistols and done or various shootouts in the hotel with surprising animations from SWAT and objects around for cover. Would be it really interesting to have every mission, cutscene, drive there, cutscene, mission passed? Of course no. Or on the other hand, you can have great plot, but if idea is not well implemented, it falls down. Balance is what is most important, connecting plot & missions and making it interesting, implementing your ideas and trying to be as much creative as you can. After all, i said it would be worse to have ''cutscene, drive there, cutscene, mission passed'' than not so good plot but tons of unique actions, even if you don't know why something happened (because of badly written plot) it's still awesome to have good gameplay though it. It's Design Your Own Mission after all, so gameplay is little above plot, though the main key is balance between it.

Edited by AnDReJ98
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AnDReJ, I already stated in my previous comments that balance is the most important thing as seen here -

 

 

In reality, you can't rely on only one thing in your mission pack. A good plot without a good interactive elements isn't very good as well as interactive elements don't make up for a crappy plot (best example - GTA V)

 

 

What you didn't understand is that the plot is what creates a difference in mission packs, not the gameplay, no matter how you create the shootout or the driving sequences, it will be a shootout and a driving sequence, nothing more. Plot is what creates a margin between implementing an idea and creating an all around mission pack. Gameplay is just a tool used to gain the interactivness in a mission pack.

Edited by Jimmy_Leppard
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I already read your post and i just confirmed about balance, so yea. The second thing, i can say same to plot, you can't make it so different without balance? Great example Rytuklis latest MP.

Remember, before ProDX came, races were simple-made, but after people played his missions, they changed race style similar to his, which is awesome.

Edited by AnDReJ98
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Okay, so now we have two sides: the "plot" side and the "gameplay" side. I agree with both sides. However, I think that it's wrong to say that the gameplay is always the same however you make it. Why? Because, gameplay can actually improve if you put some dedication into it. A great example is stated by Andrej about the racing. Another great example is, I'd like to use TRC MP by gammou as one. You see, before, shooting is easy, you make a bunch of actors with guns as enemies, then you give the player a gun, done. Then, after that, someone starts putting some cars around. Then, things started to evolve a bit, with the use of objects a bit. And now, shooting has really evolved a lot, with the use of vehicles, objects and stuffs combined. The shooting mechanism is, of course, always the same. But what you put and what you make the actors do in battlefields can always be improved, therefore enhancing the shooting experience a lot. Same goes for driving and such.

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Okay, so now we have two sides: the "plot" side and the "gameplay" side. I agree with both sides. However, I think that it's wrong to say that the gameplay is always the same however you make it. Why? Because, gameplay can actually improve if you put some dedication into it. A great example is stated by Andrej about the racing. Another great example is, I'd like to use TRC MP by gammou as one. You see, before, shooting is easy, you make a bunch of actors with guns as enemies, then you give the player a gun, done. Then, after that, someone starts putting some cars around. Then, things started to evolve a bit, with the use of objects a bit. And now, shooting has really evolved a lot, with the use of vehicles, objects and stuffs combined. The shooting mechanism is, of course, always the same. But what you put and what you make the actors do in battlefields can always be improved, therefore enhancing the shooting experience a lot. Same goes for driving and such.

I do agree with what you said, but you didn't understand me correctly. I absolutely agree with what you said, but when I said the gameplay is always the same no matter how you make it - I meant that the gameplay will always be inside the circle of DYOM's capabilities, you won't see or hear anything outside that.

 

As for the plot, plot has no restrictions as far as you look at it from a standpoint of a story itself. Sure, sometimes the plot of a mission pack has to fall to DYOM's capabilities due to not being able to convert something into the GTA SA game mechanics, but as far as the main idea goes, a designer's plot or mission pack story is what creates the uniqueness of a mission pack, that's what my point here was. I'm not talking about how designing methods are different from one designer to another (ex. ProDX's racing design and everyone else's racing design).

 

I was saying that the plot is what keeps everything closer together. As I said, gameplay is just a tool of interactivness. How you execute your mission design (gameplay) varies, yes, but only inside the DYOM's capabilities. However, that's why DYOM is so much fun. Everyone looks to improve a different part of DYOM and focuses on different parts of mission pack creating. There is really no ''right'' or ''wrong'' answer. There are just preferences. Some people prefer gameplay mechanics and find it to the clutch part of a mission pack and others find a plot to be the clutch part. When we talk about finding balance of the two to make a successful mission pack, you all have to realize that when you seek to find a balance between the two, you have to adjust and by adjusting, you lose a little bit of both. It's like having a 100% of something. Finding balance is 50:50. But, you can't have 100% of either one anymore. That's why DYOM has evolved to the stage where every decent designer leans towards either one or the other side which results in 80:20% in favor of gameplay or 80:20% in favor of plot for example.

 

Everyone has their own preferences and opinions. Only thing that matters is what you want to accomplish with a certain mission pack, what message you want to send and sticking with it.

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Okay Jimmy, you got me completely convinced.

It's always good to hear people's ideas and opinions once in a while. It gives new designers something to think about and senior designers something to discuss about.

So, guys, what are your opinions? As Jimmy said, there's no "right" or "wrong" answers, so don't be afraid to speak up your mind.

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From what you've said now, it's little different and just gives one point 'preference'. As for the gameplay, of course it will be same mechanic and all, but by that logic i can say same about plot or everything else, like it's circle (well, it is somehow). Anyhow, then it's designers preference on what will he focus more or whatever, like you said (50/50) because looking for 100% will give you only one answer ''Nothing is perfect on this world'' (Not meant directly for DYOM).

It's often when it comes for some answers to be 'people's opinion' like it is now.

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That's what I'm trying to do with the Dark Skies mission pack - unique gameplay and story.

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No matter how good your story is, or how unique you make your gameplay, it's all about the presentation imo. I remember playing some MPs where I just wanted to skip the cutscenes because the presentation and the attention to details was just aweful. Most people have a tendency to forget how imporant it is.

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No matter how good your story is, or how unique you make your gameplay, it's all about the presentation imo. I remember playing some MPs where I just wanted to skip the cutscenes because the presentation and the attention to details was just aweful. Most people have a tendency to forget how imporant it is.

Ouwe vriend van mij!

 

Its been awhile since you posted around here.

Edited by Target13Productions
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Majority of the plot and stories in MPs come from the cutscenes, but I want to work towards an MP where the story is implemented into the gameplay.

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I've mixed with a lot of different elements with my storylines. Plot focused (The Almighty Dollar, Breaking The Z) Gameplay focused (Shattered Union) But unfortunately those suffered from either lack of attention to detail or rushed cutscenes. I enjoy my mission packs that are story/character focused with unique missions. (Chronicles of Quentin Ross)

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I should design comedy missions more frequently.

Go for it man, it's been awhile since I last played a comedy mission.

@Odyssey: I like Breaking Z, why you stopped it? I mean, why you stopped designing at all? What happened?

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Do we really need to start discussing this again?

 

They spammed, they got banned and now they're gone.

That's all there is to it.

 

Yes we need to disscuss.

Edited by Anderson 123
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Do we really need to start discussing this again?

 

They spammed, they got banned and now they're gone.

That's all there is to it.

 

Yes we need to disscuss.

 

No we don't. Get out of here.

 

 

Majority of the plot and stories in MPs come from the cutscenes, but I want to work towards an MP where the story is implemented into the gameplay.

How about - go work on Cold year 2 you lazy bastard :D

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Do we really need to start discussing this again?

 

They spammed, they got banned and now they're gone.

That's all there is to it.

 

Yes we need to disscuss.

 

No we don't. Get out of here.

 

 

Majority of the plot and stories in MPs come from the cutscenes, but I want to work towards an MP where the story is implemented into the gameplay.

How about - go work on Cold year 2 you lazy bastard :D

 

 

Please mind your own buissness! baise vous !

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Do we really need to start discussing this again?

 

They spammed, they got banned and now they're gone.

That's all there is to it.

 

Yes we need to disscuss.

 

No we don't. Get out of here.

 

 

Majority of the plot and stories in MPs come from the cutscenes, but I want to work towards an MP where the story is implemented into the gameplay.

How about - go work on Cold year 2 you lazy bastard :D

 

 

Please mind your own buissness! baise vous !

 

I am minding my own bussiness. Some jackass wanting to bring sh*tstorm to this topic again is indeed my bussiness. And by the way, I don't speak giberish and I didn't bother looking it up because I already know it's an insult you don't have the balls to say in English. But here - f*ck you, I said it.

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And, I'd like to ask this one question again. If you can have one thing in a MP, what would you want it to be?

 

 

Dildos.

 

 

Majority of the plot and stories in MPs come from the cutscenes, but I want to work towards an MP where the story is implemented into the gameplay.

How about - go work on Cold year 2 you lazy bastard :D

 

 

Yeah, what he said!

Go to work, Doublepulse!

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If you guys would participate in the latest MOTW, that be great...

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