The hardest part of modding
#1
Posté 02 février 2012 - 06:19
#2
Posté 02 février 2012 - 06:38
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On subject, yeah putting ones work out for criticism is never easy. Even when people are being fair it can hurt. And fairness can hardly be counted on.
#3
Posté 02 février 2012 - 06:41
The work that I did was as part of a PW team. On the one hand, that is easier because you have a ready-made support community. Even if everyone else thinks your work stinks, you're hopefully working with people you like and respect and whose work inspires you. On the other hand, players aren't necessarily going to be able to identify what each individual builder worked on, so your work as an individual is less exposed. So, there are upsides and downsides to different kinds of building.
All in all, I hope that your experience is rewarding for you. Looking at how far you've come in the relatively short time since Wizard's Apprentice I was released, I think you should be very proud of your work.
#4
Guest_Chaos Wielder_*
Posté 02 février 2012 - 06:42
Guest_Chaos Wielder_*
And if that fails, I have a Queen mix tape and an envelope with enough for a pizza in it. That's motivation to finish. I really think it is.
#5
Posté 02 février 2012 - 07:31
But you are still sitting with a score above 9, with lots of votes. So I would just take the criticism with a grain of salt, let it roll right off. And keep on building.
Harumph!
#6
Posté 02 février 2012 - 08:46
I agree with Dorateen, lack of autosave doesn't make a module bad, but relying on it may make you a bad player. It's nice to have it sometimes, just in case, but hardly a big issue. I have played the modules of the people posting here, *cough* except Shagret *cough*, and I don't remember if they have autosave. Hell, I've even been playing one these days and I hadn't noticed.
#7
Posté 02 février 2012 - 09:00
All right, who’s got the oil? Apparently there are trolls among us.
Well Matt, you’re a better man then I am. I’m not sure if I could have given such a polite response. About the game saves, does he need help going to the toilet as well? Sense when is saving a game the modders responsibility anyway? Save triggers is a curtsey not a rule.
As for the game crashes well you might want to ask if he is patched up to 1.23. I’ve had a couple of players make that mistake.
It’s just one person, probable some kind of control freak. Don’t let it get you down you only empower him.
Modifié par Alupinu, 03 février 2012 - 03:18 .
#8
Posté 02 février 2012 - 09:32
Autosaving should not be a reason to vote down, but he mentioned that the lack of autosaving combined with the bugs he experienced, made playing frustrating. I can understand that. I do have to wonder how much playing he has actually done of SP modules, since quick saving is always a better idea. Perhaps he's a PW player...nothing but autosave there.
The linear conversations is a comment that I think all mod authors should take note of. The only problem with this is the sheer amount of work it takes to make non-linear conversations. I'm very guiltty of making linear convos, mainly because, I tend to write for adventure modules, not RPGs.
Take Jabberwocky for example. The player is not anyone they want to be. The protagonist is the son of a tavern owner, who returns home after fighting in the king's army. If the player chooses a gnome, assasin/warlock or a female drow sorcerer, the dialogue will not fit, and niether will the setting. Should I plan for every eventuality in dialogue? No. You can't. As an amature builder, it just is not practical. I can make suggestions to the player as to class/race and play-style, but I'm prepared for the 3 or 4 votes that just don't like what I'm doing. That is the lot of a builder. Take the lumps, but remember that the player is not always right. Sometimes they are very biased and just wrong. Sometimes, they just don't understand what you were going for.
#9
Posté 02 février 2012 - 09:47
Agreed. I think his vote compared with what he said about the module was low though.MokahTGS wrote...
I do not believe that guy was a troll...his comments were fair and he offered a valid opinion. Granted, that hearing it is not always great, but it's words to chew on.
Usually this happens despite a very detailed description from the auther outlining what they were going for...MokahTGS wrote...
Sometimes, they just don't understand what you were going for.
#10
Posté 02 février 2012 - 09:47
The one exception was in Isle of Shrines, at the start of the neutral plot line. You've just pulled yourself out of the water, exhaustion is imminent (with hits to STR, DEX, INT and movement speed when it kicks in), and something nasty (but thankfully with few hit points) is about to add insult to injury. A first-level wizard with low constitution could easily be killed by a single lucky hit, and I didn't want the player to have to restart the game and go through the initial cutscene again (after playing it for all of a few seconds).
#11
Posté 02 février 2012 - 09:58
#12
Posté 02 février 2012 - 10:12
#13
Posté 02 février 2012 - 10:13
I don't make mod, I make models (Krighaur is my name for the vault). When you spend 3 hours per day working on things you give for free it's hard to accept a bad comment and a very bad note. I know it's the rule, and if you don't want bad note you can disallow comments and notes, but these are our only rewards and 4.5 for a project that took you monthes of work, and that you are still working on to make it better ...
Bah it makes you stay away from NWN 2 for some days !
Modifié par phil76, 02 février 2012 - 10:14 .
#14
Posté 02 février 2012 - 10:15
Mokah: I don't think linearity is bad, I've played very good modules with linear story and/or conversations. I prefer linearity over several dialogue options with the same result, or the typical, poorly done alignment options where you end being either a goody two shoes or a baby eater.
Modifié par Arkalezth, 02 février 2012 - 10:16 .
#15
Posté 03 février 2012 - 12:32
Let’s not forget people, one minute of game play is at least two hours of building. Two hours of a modders life that cannot be salvaged back. That alone is worth at least a 5.
On the subject of RPG style conversations. Have you ever tried to write a RPG style conv.? I have and let me tell you it can turn into a 20 - 30,000 word nightmare in a hurry – no thank you. Besides I’m a hack & slash player, conv are like standing in line at a night club, I just want to get where the action is.
As far as auto saves go, will I like to use them at the entrance of an area and nowhere else. As stated above they can be a giveaway but on the other hand A-S can also be a suspense builder. Kind of like hearing footsteps and not knowing why. All depends what the author is shooting for mood wise. Now I feel like I’m getting off topic.
My point being is this. I’m working on my second year with my current project and when it gets released if I get a bunch of 4.5’s well I’ll be looking for a new hobby. *So careful player’s don’t shoot yourself in the foot!*
#16
Posté 03 février 2012 - 12:46
If you look through the votes and reviews of my NWN module Vertex, you'll see a share of bad votes. I probably deserved some, but not all. Some were just low because people didn't like humor mods...which that's hard to design around. It's either a humor mod or it isn't. You can't have both.
At any rate, as builders, we need to accept that there will sometime be those reviews and votes that aren't tens...or even fives. With Jabberwocky, as long as I get a "NEAT" and a comment complaining how the "Jub Jub birds are freakin' hard...wuts wrong with you!!!" I'll be happy. In the end, I'm doing this for me, not for other people. We would all do well to keep that in mind.
#17
Posté 03 février 2012 - 12:59
Remember, outlier scores are dropped anyway. That score probably didn't change your overall score.
#18
Posté 03 février 2012 - 01:05
MokahTGS wrote...
In the end, I'm doing this for me, not for other people. We would all do well to keep that in mind.
I spent around a year polishing 'Isle of Shrines', and at the end decided that I didn't care what other people thought. I released it because *I* was pleased with the outcome - and I still find myself playing it with different characters at different levels to see what the encounter triggers and NPC level-up packages throw at me. I didn't allow voting because I'd already pleased my toughest critic (me). Plus I didn't want people posting spoilers (or spam for that matter).
If you build modules to please others more than to please yourself, then you'll always be disappointed. You can't please everyone all the time.
#19
Posté 03 février 2012 - 01:37
M. Rieder, I wanted you to know that I have nothing but respect for your work and meant no ill will.
#20
Posté 03 février 2012 - 01:52
The bad comments can be good, though, in that they make it impossible to get complacent about the bugs and the sloppy edges of the module. Positive comments are a lot more motivating though, and it's kinda sad how little feedback we modder's get. People don't want to post spoilers, and players are too busy playing to hang out on the boards discussing their favorite modules. Sometimes I wish we could just watch over their shoulder every now and then, the way PW DMs must do all the time.
And I absolutely no use for multiple-choice conversations. I stopped my last replay of the NWN2 OC at the first conversation option. I just see the point reading through a bunch of lines my PC might say, it just breaks up the flow of the conversation and story without giving the player anything interesting to do.
#21
Posté 03 février 2012 - 01:59
If that is what anyone is doing this for, you are going to end up disappointed. When this ceases to be fun, do something that is.
I did not think that your review was overly critical. You stated your opinion, and what you saw as flaws. It is up to the authors to take that how they will.
I'm assuming that people will say that my modules use too much pink...which, shows their ignorance, in the end.
Looking at the voting standards:
10[/b] - A Masterpiece, Genuinely Groundbreaking
9[/b] - Outstanding, a Must Have
8[/b] - Excellent, Recommended to Anyone
7[/b] - Very Good, Deserves a Look
6[/b] - Good, Qualified Recommendation
5[/b] - Fair, Solid yet Unremarkable
4[/b] - Some Merit, Requires Improvements
3[/b] - Poor Execution, Potential Unrealized
2[/b] - Very Little Appeal
1[/b] - Not Recommended to Anyone
A 4 is low, but not cruel. But like I said, the voting system on the vault is BAD. Generally a vote of 8 or below and people think you hated something. You either vote 10 or nothing. Quite frankly, the votes are meaningless anyway, since there will never be enough votes to unseat the current top mods in the list. NEVER. They will be #1 forever now, because the community is not large enough to produce the votes.
I personally like the endorsment method that the TES community uses on the Nexus. You endorse a file or don't. No voting. You also can comment on a file without endorsing it, which helps authors improve the files. But even this has it's faults, as searching for files based on endorsements can easily miss valuable files that just don't have a thumbs up.
My bigest pet peeve with the Vault is that you cannot disable voting without disabling comments.
Modifié par MokahTGS, 03 février 2012 - 02:07 .
#22
Posté 03 février 2012 - 02:10
Modifié par MokahTGS, 03 février 2012 - 02:12 .
#23
Posté 03 février 2012 - 02:12
http://nwvault.ign.c...uster=9&id=2749
The last vote was a 3.00. Not a troll either...he just didn't like it.
#24
Posté 03 février 2012 - 02:46
That suggests that the outliers of your normal distribution are determining your average! That's just statistical wackiness.
[* Edit: More like 1 to 2%, after gathering some actual stats)
Modifié par DannJ, 03 février 2012 - 03:07 .
#25
Posté 03 février 2012 - 03:14
For the record it was not the comments that upset me but the score which in *my* eyes seemed like an attempt to punish the author for not building the mod you wanted. The comments themselves seemed to be well worded and not insulting but honest.





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