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Max-min Intro scene for demos

Myzt

Towns Guard
How much minimum-maximum minutes should be an intro scene for a RPGmaker Demo ? :/

Here's a video update for insights... :3
+XENOGEARS INSPIRED BATTLE GAMEPLAY :D
 
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MinisterJay

Administrator
Staff member
Administrator
This is indeed a hard question to answer. Why? There are numerous different types of players. Some want to get immediately into playing the game. An intro that is longer than 30 seconds might deter then from playing it. Will the introduction allow the player to hit the space bar or enter key to skip it? Other players like watching longer introductions, over two to five minutes. What is the purpose of the Demo? Is it to give the player a taste of what is going to be in the completed game? If so, why not give them a taste of the introduction. What type of game is it? If it is a story based game, a longer introduction may be suitable. Is it action packed, quest based? If so, a shorter, yet more intriguing introduction may be optimal.

These are but mere questions and opinions. The truest way to know, is through trial and error. If the introduction is too long or too short, the critics and fan-base will let you know. Hope this helped a little.
 

LTN Games

Master Mind
Resource Team
Xy$
0.01
I always have a hard time on how to start just about anything, especially the starting scene in a game, so my solution, make no cutscene. The beginning of my game is literally two small sentences saying it's a nice day and time to go out on a small adventure, then it's all up to the player from there to interact with the world. I use the quest log I have to guide the player correctly to make sure they don't get lost but no opening scene what so ever. It's probably not until about 5 minutes of gameplay that you get your first cutscene and it's about 2-3 minutes nothing crazy.
 

Myzt

Towns Guard
Hmmm I see, thanks for the infos...
Btw me , as a game-player I skip or make the intro fast if...it's a scroll text (I really hate long text or narrations)xD , but when it's a dialogues interaction thing(even if it's long abit), I get more interested.And I prefer a So I think I'm going w/ I prefer first(w/c I'm already done w/ it). Sometime soon , I'll be posting my game intro video+1st & 2nd parts of the gameplay(if I can computer abit lolz). To see what you guys think. :)
I literally just enjoy this rpg-maker thing xD .

Hmmmm maybe 1-2 quick scenes(slicing em down) are/is maybe enuff...then...
 
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MistyDay

Adventurer
Xy$
0.00
Hi,
In my current first game I am making, I decided to start with mini-intro (few short sentences during cut-scene) what are connected to story what will be discovered lil later, then very short playtime to let player try controls and so, then some credits and tittle and more playtime with small puzzle leading to find another lil intro-story again, then game itself :D
Who knows how will people like it... For now I think no one like huge text at once in the beginning.
I hope its readable, my English is terrible :P
 

Cunechan

∠( ᐛ 」∠)_
I think it really depends on how long you plan to make a game. But an intro shouldn't be longer or half as long as the game itself. The intro in dlSdE V was 96 minutes long or whatsoever and toplay it through one needed like four hours. That was too long :D The intro was like a typical soapso funny though. You should rather take care of what you want to include in the intro and what you want to introduce first, make it interesting and short.
The intro you made is just fine :P Not sure if RU is good or bad (I don't really trust him) but I'd play the game.
 

Myzt

Towns Guard
I think it really depends on how long you plan to make a game. But an intro shouldn't be longer or half as long as the game itself. The intro in dlSdE V was 96 minutes long or whatsoever and toplay it through one needed like four hours. That was too long :D The intro was like a typical soapso funny though. You should rather take care of what you want to include in the intro and what you want to introduce first, make it interesting and short.
The intro you made is just fine :P Not sure if RU is good or bad (I don't really trust him) but I'd play the game.
Oooh IC :D
Btw I'm not really familiar w/ the game acronyms(dlSdE V)what's that?
And yeah 96mins! For its intro
Geez, If it's that long...I'd get some chips and popcorn by then xD

And thanks for looking and for your feedback on my intro video.Well the story/plot is driven into character development thing, so feel free to trust her or not xD ...who knows...

PS:I am now fond of the Cyan colors now xD(do tell if it hurts others eyes)

[doublepost=1459620248,1459503214][/doublepost]@Cunechan
Dunno if you haven't noticed...
But what do you think of the Simple Gabby tutorial of the battle system/gameplay as well as the "BASIC X/C button mashing(similar to XENOGEARS/WD Dsgame)" Drive combos(since it's still the starting point of the game...more extra better things when you progress further) :D
 
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LTN Games

Master Mind
Resource Team
Xy$
0.01
I moved this topic to "Theory & Development" as this is not a support question there are many different answered depending on style of game.
 

ejronin

Villager
Xy$
0.00
I'm reminded of the title Wild Arms. The intro was playable and about 30 minutes. It served as a character introduction, familiarizing players with the controls and special abilities for each while systematically giving purpose their meeting and personal agenda. It was well done in its time and it wasn't until I became more familiar with games and what goes into them, that I caught the developers actually attached the demo to the front-end and we're able to drop players to the core immediately after. It cut some of the development and story arc intrusion problems away rather seamlessly.

I've never seen another game even try this and always wondered why because of its practicality and continuity solutions.

To directly answer, there's no definitive measure available. Demos are as long as they need be to acclimate a player to the highlight features whether they're graphics (Square-Enix - pick something), complex battle mechanics (Namco Bandai - "warriors"), depth in storytelling (level 5 - Ni No Kuni), soundstage (Ubisoft - Dead space) or historical influence (Koei - Nobunagas Revenge). So, I think you're asking too shallow a question and might want to think in terms of with what you're hoping to showcase and entice or engage the player.

Given RPGs aren't technically sandbox and also worth much while (IMO), steering away from a timed demo is probably a good idea as well.

As long as you adequately fulfill that goal, you're good.
 
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