![]() ![]() All information available on our site is available on an "AS-IS" basis. It is possible that the law may not apply to you and may have changed from the time a post was made. The law is also subject to change from time to time and legal statutes and regulations vary between states. The people providing legal help and who respond are volunteers who may not be lawyers, legal professionals or have any legal training or experience. When you submit a question or make a comment on our site or in our law forum, you clearly imply that you are interested in receiving answers, opinions and responses from other people. Maybe World Design should be higher, but for the most part, this closely represents how I think the focus of the game should be.Legal Disclaimer: The content appearing on our website is for general information purposes only. If you have a handful of very different creatures, you’re going to notice recycled, crappy sound. Considering this is a Fantasy world, I would expect it to be filled to the brim with all sorts of creatures, so unique sound for each creature is vital. One should be aware, though, that Sound in Tavern Keeper really needs to be superb. Game Dev Tycoon definitely gets the Sound weighting spot on for Simulation games. Now we all love good sound in a game we all notice bad sound in a game. I pretty much gave my reasoning for Graphics above: the look of the game is important to draw people in however, I would like to say a little more on Sound. While I think there is a possibility that there might be some small open-world sections between each tavern, I still believe that most of one’s time will be spent at the tavern, so that’s why World Design is in the middle. Well, my answer is no… for the most part… This begs the question, “Is Tavern Keeper going to be an open-world game?” In this case, I think of it as the design of the open world, meaning the design of anything apart from the main locations. If Graphics weren’t a separate category/feature, then it would be a different story however, I feel that the addition of “Graphics” as category means that World Design has to be more specific than just “the design of the world” because “world” can refer to anything and everything. Truly, it depends on your definition of “World Design.” So one would assume that World Design is obviously important, but I am not so sure. The look of this game is extremely important it’s generally what initially attracts people to a game. I am glad you are still reading this far… here at the end of all things… (if any of you get that reference, may god bless you)Īnyways, stage 3 was just as a difficult to decide on. ![]() Maybe Dialogues and Level Design should be equal, but I stand by the basic focus for each feature. ![]() If each level/tavern doesn’t play somewhat different, then the game will soon become monotonous. Well, while I certainly believe that Dialogue is certainly important to a game, I still believe that a sense of progression and variation between each level/tavern wins out, and that’s where good Level Design comes in. You see me going on about Dialogues, but you may have noticed that it’s actually the lowest focus of the three. One of the game’s selling points seems to be engaging dialogue ( see the website), and I wholeheartedly agree with this focus.Īs the manager of a tavern in a Middle-Earth-esque world, a player is almost going to expect memorable characters, and you don’t get memorable characters if they don’t have an interesting personality, and you don’t get an interesting personality if you don’t have engaging dialogue.Įngaging dialogue → interesting personality → memorable characters Game Dev Tycoon believes Dialogues to be of below-average (–) importance in a Simulation, but I think it is a different story for Tavern Keeper. I mean, how important are Dialogues, especially in comparison to Level Design and AI? ![]()
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