I guess you all know where I fit on this scale, by virtue of the fact I tinkered with RTC for the best part of 10 years and didn't release a single dungeon!
I love the process of creativity, but I've found that I seem to enjoy the process
more than having a finished product. It's a bit weird to be honest. Although that does become massively frustrating after a while when you realise how many unfinished projects you have.
1 2 to name but 2.
linflas wrote:ed5Duke is too productive and that annoys me, Adamski is too clever and that annoys me, how do they find time to make such productions ?

Yes, I feel the same

Where do they get the time? (Actually, it's not a question of time, it's a question of discipline, of which I have none!) And we mustn't forget Zyx, whose brain clearly resides in a planet sized receptacle somewhere between universes.
linflas wrote:My priorities as a designer : fancy visuals, nice story, easy progress. I'm a crap at puzzles...
I'm sort of the same, although I want to also create good, memorable puzzles
I agree with Adamski that a lot of the fun is just trying things out, seeing what works, and seeing where the experimentation takes you. My problem is that I start on one idea, and then get distracted with offshoot ideas, and never go back and finish the original thing.
@LBK I'm not sure I made myself clear. I'm all for interesting mechanics being used to make a dungeon unique; I agree that's important to getting people to play new dungeons. My point was that there's no virtue in
making a fuss over the new mechanic you created or clever idea you implemented, because the mechanic itself isn't interesting: it's what it does to the gameplay that's important.
@LBK: The "under the hood" stuff you mentioned in your two examples about the Wax museum and the invisible Deth Knight, are in fact not really important. What you remember is how it affected your game, and challenged your expectations. That's a *gameplay* issue, not a engineering issue, I think perhaps you're not being clear enough about the distinction?
We're a small community and most of us understand what the engines are capable of and how they work. Perhaps it's a different mindset for the custom games people are creating versus a new modern game you've just bought. You don't go and buy Half Life 5 and think "Oh, that mechnic there is clever I wonder how they did that", you instead get absorbed by the gameplay, the story, the atmosphere, etc. Isn't that what's more important?
Or perhaps LBK has a point and part of the fun of actually building something clever is for the *exact reason* of making someone ask *Wow, how did they do that?"
I dunno really; it's definitely an interesting discussion.
