1. Close adherence to the way Gamefreak does things. Without this, it wouldn't feel like a Pokemon game. 2. New ideas Gamefreak hasn't done before or simply wouldn't do. Without this, the hack fails to justify its own existence.
Balancing these two opposing goals is the key to making a good romhack imo
>>24975890 So PMD and the Colosseum series weren't Pokemon games?
This is the problem I have with /vp/'s problem with fangames. You're all so hopelessly fucking stupid when you think you know what would make a good fangame.
You ask for a basic story that doesn't immediately shoehorn the player into some undesirable situation, but then complain that those stories are too bland and boring.
You complain you want more difficulty in a game, but then you realize that unless drastic measures are taken, it's easy to just overpower a tough enemy by leveling.
You want well written characters, but then you don't have a first-hand idea what would even make a character well written. Most of you probably just regurgitate the term anyway whenever you feel like criticizing something.
You complain about how you want reasonable type changes and small little tweaks to existing mechanics but then usually complain when a fangame does this.
Keep in mind I'm not addressing you, but the whole thread. As a hobby, I've worked on fangames I've though were good or bad, and all I can say from general observation is that /vp/ bar a few folks in the /heg/ (which probably doesn't exist anymore) should never touch any hacking program or Essentials or whatever to make a fangame.
>>24978855 >So PMD and the Colosseum series weren't Pokemon games? They aren't mainline Pokemon games, no. I was referring to mainline Pokemon games. Spinoff titles are a different animal entirely. >/vp/ doesn't know what it want, should never make a game etc etc I assume you know /vp/ isn't one person. With that out of the way, I actually agree with you. I spent a year working on Sage back when it was on /vp/ and it was a rough climb. I think the biggest problem is that /vp/ generally approaches game design as a player rather than a designer. They ask "what do I want to do?" rather than "what will the player want to do?", and they way these questions should be answered is radically different.
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