(02-05-2012 12:40 AM)xtron Wrote: Fuck originality. I'm creating maps containing stuff that I like. I add jump scares and frustrating stuff because that's when I shit my pants. I know that not everyone think that Amnesia is scary anymore and whine because there's no map with "originality", with cool new stuff and an epic story. Sure, that can be a bonus but you shouldn't comment on how people like their game played.
Look at The Dark Descent, if that story wasn't built by Frictional games and would be posted today everyone would whine and say that it contains no "origianlity" etc.
That's the spirit. If the result is the same as most "generic maps" though I'd simply say you have poor taste. You've gotten it the wrong way around; "cool new stuff and an epic story" isn't "a bonus", but something you should consider if you want to create something of true value
. I'd say that if Amnesia: The Dark Descent would be released today it would be very well
recieved since it doesn't base its entire gameplay around cheap scares and bad mapping. It bases itself around a good story, solid immersion creating atmoshpere and well thought out events.
(02-05-2012 12:40 AM)xtron Wrote: And people saying "Monsters is getting so outdated", "scares is so unoriginal" and "people should stop creating monster with poor scares". Amnesia: The Dark Descet is a monster horror game. I know, hpl2 is a great engine that could be used in alot of genres but it was created for a HORROR game, horror game containing monsters.
That argument has the same logic as saying: "Flour is essential to making cakes, therefore I should triple the dose to make it better!" I believe that people who are focusing their entire energy on creating scares omit vital parts to a good custom story. Good gameplay is, contrary to what you may believe, built up of a solid story, added content, new innovative ideas and passion.
Keep on eating flour!