Modding Clichés

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Samuruzi
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Modding Clichés

Post by Samuruzi »

Throwing warden or ogre at you within first 10 min.

:|
Samuruzi
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Re: Modding Clichés

Post by Samuruzi »

Story revolves around finding someone you never see in person or

painful attempt at sounding "medieval", or using Old English wording to add depth to the mod's "story".

mod made to feel like a series of right or wrong answers; failing puzzles prompts messages to tell you,

modder works for hours on a mod, tries to act humble in mod description i.e.: "I hope you rike it."

alternatively,

mod description lists points that, in effect, stroke the ego of the modder i.e.: "The new combat system isn't quite polished, but if you have any suggestions just e-mail me, or skype me, or show up at my door anytime between 5pm and 7pm on a Friday. (bring some snacks & beer) yeah thanks!"

mod takes 2 hours to complete, description says "5 to 8 hours (if you stop for story elements.)"

:lol:
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Neikun
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Re: Modding Clichés

Post by Neikun »

My biggest one that I see, and perhaps one of my biggest turn offs to a mod is failure to double check for clipping errors and wrong wallsets.
"I'm okay with being referred to as a goddess."
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Ryeath_Greystalk
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Re: Modding Clichés

Post by Ryeath_Greystalk »

Samuruzi wrote:
Throwing warden or ogre at you within first 10 min.
-- This can be ok if done creatively, but yeah, save something for later.--

Story revolves around finding someone you never see in person
--This is probably because most people can not create and animate models. Just have to deal with it.--

painful attempt at sounding "medieval", or using Old English wording to add depth to the mod's "story".
-- way overused. Trying to avoid it my mod--

mod made to feel like a series of right or wrong answers; failing puzzles prompts messages to tell you,
-- worse is puzzles with no clues, or so obscure the player has no idea what to do. Balance is everything.--

modder works for hours on a mod, tries to act humble in mod description i.e.: "I hope you rike it."
--How can you tell false modesty? That description will sound just like what I anticipate my mod
release will look like. Should it be more like "I have spent 80 freakin' hours making this because I'm
an idiot that takes four days to figure out a simple script, you better like it or I will send a rattlesnake
in the mail!" Would that be more preferable? BTW, if I ever get mine released, I hope you like it.--


alternatively,

mod description lists points that, in effect, stroke the ego of the modder i.e.: "The new combat system isn't quite polished, but if you have any suggestions just e-mail me, or skype me, or show up at my door anytime between 5pm and 7pm on a Friday. (bring some snacks & beer) yeah thanks!"

mod takes 2 hours to complete, description says "5 to 8 hours (if you stop for story elements.)"
--I think more frequently it's the reverse. Description says 2 hours and it takes 4. But then it could just be I'm a terrible player (there's that false modesty popping up again.)--

:lol:
Ryeath_Greystalk
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Re: Modding Clichés

Post by Ryeath_Greystalk »

Neikun wrote:My biggest one that I see, and perhaps one of my biggest turn offs to a mod is failure to double check for clipping errors and wrong wallsets.
I have to agree completely on these two items. There is a difference between lacking technical skills and paying attention to detail.

A small caveat on the mixed wallsets. Some items do blend well, especially between the prison and temple wallsets, and can be used creatively in some cases. For instance if you have a prison level but surround a single grid square with temple wall it leaves an empty space above it. Put a prison lamp there and you can see the lamp hanging down from chains. A neat effect a discovered accidentally.
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cromcrom
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Re: Modding Clichés

Post by cromcrom »

@ Samuruzi yeah, you shouldn't play mods, they are not worth you anyways. Stupid modders can't do things well. That's really a shame, considering how well they are paid.
Spoiled brat.
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karadoc
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Re: Modding Clichés

Post by karadoc »

cromcrom wrote:@ Samuruzi yeah, you shouldn't play mods, they are not worth you anyways. Stupid modders can't do things well. That's really a shame, considering how well they are paid.
Spoiled brat.
Dude, you've just brought some hate into a lighthearted thread. :(
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cromcrom
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Re: Modding Clichés

Post by cromcrom »

I see nothing light hearted, just some new random guy coming and making fun of modders. Can't wait to see his mods, and how perfect they are. Hate against disdain, mockery and contempt, fair deal.
A trip of a thousand leagues starts with a step.
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Neikun
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Re: Modding Clichés

Post by Neikun »

While I can see that Samuruzi's comments seemed to be a bit specific and poke-fun-at-ing(?) I think you may have taken it a little too personally, Cromcrom.
"I'm okay with being referred to as a goddess."
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Neutronium Dragon
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Re: Modding Clichés

Post by Neutronium Dragon »

Samuruzi wrote: painful attempt at sounding "medieval", or using Old English wording to add depth to the mod's "story".
I would say that using stylized language is okay as long as it's done well and consistently.

Of course, the hard part is doing it well and consistently. Few people manage to pull it off.


Several games in the Ultima CRPG series (4/5/6/7) used Shakespearean English successfully. Of course, it didn't hurt that the developers had experience with the SCA, and as a full sized development team they had the resources to make it work.
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