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Reply to Re: What do people look for in a dmod?

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June 4th 2008, 02:48 AM
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dinknround
Peasant He/Him United States
It looked good on paper... 
Oh dang, cheap taco dig even after a request for no taco jokes. Ruthless.

I am glad to see the multiple posts from earlier resolved into one with the heart of the matter. (modify would have worked too. )

As for my taste in D-mods, I tend to agree with meta-t on a number of points. For more personal perspective read on.

I like to be challenged. I prefer a mental or logical challenge versus sheer brutality or swashbuckling slick dispensation of some gruelling boss or monster scene. If I wanted an FPS I would play that, but I don't, so I am here. Nevertheless, I can handle bosses (in general)

Cohesiveness of story ranks very high in my opinion, and that translates to every aspect of everything the main character is required to do to accomplish the best end of the game.

My next comments come after two months or so of playing many (20 to 30 or more) D-Mods available when I found this place. (I have a few left for relaxation techniques. whewwww. )

As metatarasal mentioned, novelty, or newness as I will refer to it, has a strong tendency to hold my interest, as long as it does not grow stale on anything ridiculously long or scattered over an unreasonably huge landscape to solve. I love innovation, and strive for it myself, and I think if it is done well, it really does add a strong positive note to a D-mod.

The story really should have a solid basis in the beginning, and many points during the adventure to support and build the story in a manner that makes sense (to most people anyways) and should conclude in a manner that leaves the player with a sense of completion, and possibly a sense of what may come in the future (if you intend to make a series...)

As a final point, the most enjoyable D-mods I have played thus far were heavily tested before their release. This results in having very few anomolous bugs, very little likelihood in hardness errors (especially concerning walking on surfaces the character should never be able to do so), and definitely very few chances that the Dink engine might freeze (or cough up a hairball as I sometimes think of it.)