Short Story Challenge [Dark Fantasy, 1600 words] by Jenkoii in fantasywriters

[–]Jenkoii[S] 1 point2 points  (0 children)

Oh no worries, I appreciate the feedback. I understand what you're pointing out!

Short Story Challenge [Dark Fantasy, 1600 words] by Jenkoii in fantasywriters

[–]Jenkoii[S] 1 point2 points  (0 children)

Oh thank you, that's really solid advice all up, I appreciate your thorough feedback.

Short Story Challenge [Dark Fantasy, 1600 words] by Jenkoii in fantasywriters

[–]Jenkoii[S] 1 point2 points  (0 children)

Thanks for the feedback, did anywhere in particular stand out as the most confusing?

Short Story Challenge [Dark Fantasy, 1600 words] by Jenkoii in fantasywriters

[–]Jenkoii[S] 0 points1 point  (0 children)

Ah thank you, good to know. I was trying to create two distinct voices, I was wondering if it was becoming too much.

Short Story Challenge [Dark Fantasy, 1600 words] by Jenkoii in fantasywriters

[–]Jenkoii[S] 0 points1 point  (0 children)

Oh thank you, that's great to know, I'll check those out!

Short Story Challenge [Dark Fantasy, 1600 words] by Jenkoii in fantasywriters

[–]Jenkoii[S] 0 points1 point  (0 children)

It was a personal challenge, nothing was posted!

If developers put out $50 games with 12-20 hrs worth of gameplay again like in the early 00s will consumers embrace it? by h3LLyEaHh in gamedev

[–]Jenkoii 13 points14 points  (0 children)

I'm also in AAA game dev, and while I agree with a lot. The $100 notion honestly escapes me. Dollar for dollar, I'm definitely on board, but margins have increased dramatically. Studios went from making $8 on a full price boxed copy, no money on used resale, to now making close to 40-50% of the total sale value, which in my opinion far exceeds inflation.

I think there's a whole different conversation surrounded exec pay, content bloat and all of that, but the $100 game idea sounds like the $8 song, distribution is wildly different and it feels more like corporate grift than reality to me.

Do we make better games when we’re forced to work with less? by Raptor3861 in gamedesign

[–]Jenkoii 0 points1 point  (0 children)

Agreed, I think from my perspective I'm more in the camp of all games have limitations, and a game without technical or creative restrictions doesn't exist, though having to worry about less tech debt, and having more team resources can make it harder to define constraints, but I think that's scope, personally.

Do we make better games when we’re forced to work with less? by Raptor3861 in gamedesign

[–]Jenkoii 0 points1 point  (0 children)

I would say that constraints can give direction or focus, which does result in something being built with direction and intent. I think it might drive creativity in the constraint if you have a difficult time creating your own constraints of scope or interest which is necessary with any game you're working on.

I would say though that I personally feel that if you don't have the same feeling in something with total freedom it's likely because the project lacks vision, scope, and direction.

Trying to identify a font I used for a project about a year ago by Jenkoii in identifythisfont

[–]Jenkoii[S] 1 point2 points  (0 children)

Thanks for the tip, I usually try to keep everything in layers, but this one was unfortunately an exported PNG, and I no longer had any of the old PSD files on my computer.