1/3
3 Years of Service
3 of them really works when the creator executes it well enough to get me hooked. So at this point I'd like to post my criticisms and frustrations with each of them (with love).
3D Games:
3D Games:
- Tend to be unoptimized most of the time, rare chance you'd get a decently optimized graphics
- Models tend to be assets, low poly, or not that appealing to look at. Again, rare case that you'd just accept it (to taste)
- Gameplay feel mostly feels bland. I mean it's no Monster Hunter or Resident Evil. But I get it, indie teams of 1 or a couple people.
- While often free-form- which is good, the drawbacks is sometimes that it's too free form. Bad gameplay direction leads to the player getting lost because they missed a key dialogue and/or the UI not having a quest or a blip to navigate the player to.
- Believe it or not Sandbox can be its own drawback, especially with the game having too much routes to take. Make it so if said sandbox has Stats to worry about. Thankfully not a lot of sandboxes fall into this pit.
- Event based wandering has its moments, but it's pretty bad if the game is a time limit based sandbox. You have to save scum or start all over again because you got a different ending.
- Default Asset usage, ever seen those game where they just use the Default sprites and tiles in their RPGM game? Yeah that. This is very noticeable for creators who are more experienced in hand drawn art than pixel art/sprite art.
- Same old UI for every title. Usually not that serious, but sometimes you'll see some games where they just never remove some parts of the UI like Skills or Status when you don't get to use it for the entire game.
- Gameplay Limitation, you're stuck with grid based movement and a Final Fantasy styled combat system. Though I've seen a LOT of creators make this work even if it's not combat oriented. So it's all up to the creator to really sell the gameplay along with it's engine limitations