How to Make your Game Popular, A Guideline...
Post #1
UnholyUrine
Mar 10 2010, 7:19 am
Post #2
UnholyUrine
Mar 10 2010, 7:19 am
|
I choose you!.. um.. if that's alright with you...
|
”A” is for ACTION Most of you are right now probably going "Hmph, that's a lot of things to work with man. How can you be so sure of all of this." Frankly, I made TS, so I know this shit. (Ya I'm tha bomb booyah)But technically, my reason behind all this is because these are the guidelines in which I've always worked my maps with. My goal with many of my maps was for it to be popular. I've always looked into popular maps, such as Nexus Destroyers, and see what made them so successful. What's funny is that the most successful maps out there now would make most map makers here cry since they're so damn repetitive/simple that it makes our time feel wasted. But don't give up! I believe that making a map popular is the MOST CHALLENGING thing to do in a map. All the jazz about making it professional, making it a big mindfcuk, making it an exceptional experience... All of it is overshadowed by the fact that Not many people will Play it. But keep at it. Many complicated maps have been successful. Other than TS, there's Diplo games.. RP games, Income d, Path D, Dragoncraft... and the list goes on. So don't give up. We're on our final leg here. So what IS the final act? Good question, because it is Action. In marketing terms, "ACTION" of the aida process describes what and how you tell the customer to do. In our terms, it would be to REMAKE So the grand question is.. HOW do we get pubbies to REMAKE our game? to be continued. This post was edited 3 times, last edit by UnholyUrine: Aug 27 2010, 6:43 pm. |
Post #3 Positively Mar 10 2010, 11:29 pm
Post #4
HCM™LoTu)S
Mar 11 2010, 2:50 am
|
¯\_(ツ)_/¯
|
Heh, the description for desire part sounds like its gonna be tiring. I always enjoy your explanations for maps, always straight to the point, while also putting some humor in. On the topic of the post, i feel that people are gonna slowly stop making sc1 maps and slowly transition to sc2, as the release of Galaxy editor is imminent. But i suppose most of this info could apply to sc2, just not the unit mechanics part, which can be modified. Looking forward to the next part.
(Maker of Temple Siege WOULD make this topic ) ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Post #5
CecilSunkure
Mar 11 2010, 3:02 am
|
I agree with everything you've said, and I actually was thinking of writing something similar, but since SC2 Beta came out I decided not to.
One thing I think you should stress more is learnability of the map itself, as in learning the gameplay. One thing I hate about trying out new UMS maps is the tiny learning curve; I hate having to sift through a trashy input system to figure out basic functions to play an un-documented UMS map. B.Net noobs are impatient by default, very much so. UMS maps need to be as simple, fun, and as attention holding as possible, with extra emphasis on the simple part. I'm not saying maps cannot be elaborate content wise, but the gameplay mechanic should be simple, and you must absolutely gather user input (e.g. dropship buttons, or gateway buttons) in a simple and intuitive way. This also goes hand in hand with the gameplay of the map itself: the gameplay, especially for anything story based like RPGs, needs to be very intuitive; you need to allow the player to make connections necessary to progress in the game, without the player needing to have freakin prophetic powers. How am I supposed to know that bringing this unit here turns this switch on to give this affect? You need to make the players' gameplay options obvious enough so that they can intuitively play the game, rather than having to spend too much time figuring out how to play the game. I also think you should expound upon the atmosphere section. I think that a map needs a distinct identity in order for it to be fun. Nobody wants to play another crappy AoS clone. Your game can be a remake of something else, copying a game mechanic, just make sure to have an underlying theme or style. A great example of this would be none other than Temple Siege; the entire map has a single style to it that pervades throughout the entire map, and the map definitely has its own unique identity, which helps make it fun. Lastly, I want to stress on how important picking a good name is. PICK A GOOD NAME FOR YOUR MAP OR I WILL NOT PLAY IT. Anyways, good post Unholy. |
Post #8
ClansAreForGays
Mar 11 2010, 4:05 am
Post #11
Lanthanide
Mar 11 2010, 11:29 pm
|
[u][size=30]How to Make your Game [*][b]Is your map name interesting? – A lot of the time, new maps do not have interesting names… for example, HoI: Battle of Arrakis. I have no idea wtf this means, so why would I waste my time to download and play this? Granted, you do have a point that people who don't know anything about Dune (like yourself, obviously) won't have a clue what this map is about. But the point here is that Battle for Arrakis is targeted at a particular audience, and for that audience this map name is going to be very interesting. I just had a look through the Map Showcase forum and one that jumped out at me as being meaningless is "Koth Wars". ![]() ![]() ![]() ![]() ![]() ![]() O)FaRTy1billion -- "Lanthanide -- surely you have photos of yourself dressed up as a girl, az?" I don't have pictures of me dressed up as a girl.
O)FaRTy1billion -- One time I was jumping on a trampoline (at that very friend's house xD) with water balloons in my shirt held up by a belt. Azrael.Wrath -- ... |
Post #12
rockz
Mar 11 2010, 11:46 pm
|
お や す み
|
Dune: Battle of Arrakis would have been a better title.
Everyone knows what dune is, and if they don't, they're crazy. However, I think HoI stands for Hearts of Iron, which has nothing to do with dune, indicating it's HoI with dune stuff in it? Whatever, it's still a bad name, and I would not join it, but I have strange tastes (and I don't join naruto maps, nor do I like more than one of the big 3, and naruto certainly isn't one of them). ![]() ![]() ![]() ![]() ![]() ![]() This is a great wallpaper to use if you want to go into an epileptic fit every time you sit down in front of your laptop, which I guess is a better option than watching Naruto.
|
Post #13
CecilSunkure
Mar 12 2010, 2:45 am
|
If I may: https://www.digipen.edu/uploads/media/digipen_podclass_issue_39.mp3
This is a podcast. It has way more information about naming games than is necessary or even relevant to StarCraft. Nonetheless, it helps to give an understanding on just how important naming your game is. Whenever I host any of my UMS maps, I always get a full house, almost always, and I know it's because I choose rather good names. Anyways check out the podcast. |
Post #14
UnholyUrine
Mar 13 2010, 3:38 am
|
I choose you!.. um.. if that's alright with you...
|
I've been slacking off on finishing the article... "D" is going to be the biggest part, cause it's about game design.... But i'll finish it soon.. and I'll also make the summary (bolded questions) better, so that if u want to skip all that block of text, you can.
Anyway, @Lanth, exactly what i was trying to say... it's obscure, and it shouldn't be. Dune: Battle of Arrakis really Would've been a bit better... but better yet, don't base your game on smth.... I personally hate all war games, including heaven's last stand.... but "Heaven's Last Stand" is a more outstanding map name. Hmmmm.... "Battle Dunes" would've been an excellent name. I'd join that for sure. (then find out ti's a war map, and leave.. but at the very least you've got my attention) |
Post #15
UnholyUrine
Mar 21 2010, 9:58 pm
Post #16
lil-Inferno
Mar 30 2010, 1:34 am
|
Haters gonna hate
|
The third thing I want to talk about are the game types. If you do not know what I’m talking about… go ahead and play Island tag (wut a shitty map ) and you’ll understand. I want to point out that multiple game types aren’t ALWAYS the best thing to do. Pubbies often make poor choices, such as going for the highest amount of game time, or going for the most tedious of options. For example, in Hero Arena, most pubbies go for the most tedious option – Get 200 kills to win.. FUCKING TWO HUNDRED. In 30 minutes, you’d only get about fucking 50 at best. Remember that you want your game to actually be remaked… not played once and forgotten.![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Post #17 Adeon May 7 2010, 11:25 pm
|
This guide is almost laughable. I'd rather make a quality map than spend my time chiseling away at what I could've done just to have the majority of people like it, rather than have a minority of people that really like it. Also, this guide applies to many things, not only starcraft maps if you think about it. Take Half Life 2 for example... it's super popular and the game is REALLY well done. I don't think it's something to laugh as if it was a joke. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #18
UnholyUrine
May 13 2010, 6:58 pm
|
I choose you!.. um.. if that's alright with you...
|
This guide is almost laughable. I'd rather make a quality map than spend my time chiseling away at what I could've done just to have the majority of people like it, rather than have a minority of people that really like it. First of all, I’d like to make sure that anyone who is reading this know that I’m not trying to instruct you how to make your game popular, nor that games should only be made for popularity. I simply wish to elaborate on what I feel a lot of people could’ve done to improve their maps’ chances of being popular. Therefore, those that do not strive for fame should move on, while those that have been looking for it… look no further. Also; shameless bamp.. updated again... but still working on the final parts D: I'm planning to copy this article to other forums.. hopefully leading them back to SEN |
Post #19
Lanthanide
Dec 22 2011, 3:44 am
|
One thing that isn't mentioned in this post, but has been one of the guiding tenants for Desert Strike Night Fixed (now the most popular DS map on B.net east) is usability and clear communications to the player.
For example, one of the biggest changes to usability I made in DSNF is to use the gas resource to display a countdown timer showing how long until your production resumes after building a gas extractor. Other versions of DS simply say "production halted for 30 seconds" but the player has no direct way of knowing how much longer they have to wait before their income started back up. Early on after I'd first released DSNF, I got many many positive comments on this new feature. Clarity and letting the user know what is going on is key - anything that can detract or annoy someone during play increases the chance that they won't be able to understand how your map works, they'll get confused or frustrated and leave, and less likely to play it again in the future. If you think about this in Blizzard terms, it's about Polish. Fix up all the niggly annoying things about your map so that your creativity and game play shines through, and it's not marred by things that don't make sense. For example one time I joined a game with the title "map makers wanted", he was testing his new map so I joined to see what he had. I have no real idea what the map was about at all, but it was on the snow tileset and a message came up about every 20 seconds saying "+1 mineral added in interest by the Protoss bank" or something. It used the default text colour, which I found very hard to read against the light/white tileset. I suggested this to the creator and he replied with "it's fine". Except it wasn't - I had a genuine problem with it, but the creator decided it wasn't a problem and so wasn't interested in changing it. Whenever I play a map and something happens that isn't clear or makes it less fun to play, I think about ways I could fix it. If you're familiar with Nexus Wars then you know that you get a bunch of civilians (10+) to make unit choices with. The selection area isn't laid out very well, or sometimes you just misclick and end up leaving 1 or 2 civilians behind. When all your units on the main battlefield die, then you get a new bunch of civilians, unless you still have civilians left over that you managed not to spend initially (misclick or pathing error, etc), in which case you're forced to spend these 1 or 2 civilians on a couple of units that will be killed by the enemies straight away and have no real power. This isn't fun - it's just annoying, and this is the sort of niggly thing that should be cleaned up. If I were to fix this, I'd add in some triggers that fired when you had 1-2 civilians left and other units on the field that did a map ping and alerted the user to having left over civilians, so that way they could spend them and not be stuck in a situation with leftover civilians preventing their next proper spawn wave. Another aspect is bugs. There are many distinct trigger systems in DSNF that can interact with each other, and I've strived to think about all possible interactions ahead of time so I can prevent strange one-off bugs that happen. I don't always get it right and I've had my share of bugs, but usually they're not too disruptive to gameplay and only once or twice have I had completely game-breaking bugs. One recent feature I introduced was the ability to use power-ups (psi emitter) to spawn your units earlier than the normal countdown timer. I spent at least 20-30+ hours working on this system, thoroughly researching the way powerups behave (they're pretty funky compared to other units when it comes to Commands and Brings trigger conditions) and ways I could prevent allies from stealing your powerup, how to handle when players leave the game early etc. It was a lot of work, but so far I haven't had a single bug reported around this system, even though it is a late addition into a map that has many other complex systems in place already. In fact as part of implementing it I re-designed the general spawning system to make it more robust. ![]() ![]() ![]() ![]() ![]() ![]() O)FaRTy1billion -- "Lanthanide -- surely you have photos of yourself dressed up as a girl, az?" I don't have pictures of me dressed up as a girl.
O)FaRTy1billion -- One time I was jumping on a trampoline (at that very friend's house xD) with water balloons in my shirt held up by a belt. Azrael.Wrath -- ... |
0 members in this topic (italic members are currently writing a reply): None
+ guest(s)
+ guest(s)
[11:30 am]
[11:23 am]
[11:19 am]
[11:19 am]
[11:17 am]
[11:16 am]
[11:14 am]


)
.
) and you’ll understand. I want to point out that multiple game types aren’t ALWAYS the best thing to do. Pubbies often make poor choices, such as going for the highest amount of game time, or going for the most tedious of options. For example, in Hero Arena, most pubbies go for the most tedious option – Get 200 kills to win.. FUCKING TWO HUNDRED. In 30 minutes, you’d only get about fucking 50 at best. Remember that you want your game to actually be remaked… not played once and forgotten. This is a terrible design flaw, and can debilitate your game.
.. as you Pee
booyah)
. Interesting.




![[close]](/images/up.gif)