It's nice to have a discussion on Super Mario and what should or should not be a best game; but that is definitely for the Geek Culture forum.
However, you guys kind of missed my point as well as Steve's and it seems it could have produced a good discussion revolving around FPSC.
I would like to quote the two paragraphs that Steve wrote in the current TGC newsletter (#75)
Editorial - April 2009
Quote: "In the last month, the Bafta Game Awards were handed out amongst glitz and glamour not far from what we expect from the Film Baftas. The results generated much discussion and debate, particularly over two titles that surprised the industry and players alike. Grand Theft Auto, an impressively polished game from one of the most respected teams in the industry left with nothing. Meanwhile, Super Mario Galaxy walked away with the Best Game award.
For me, this gives new hope to the indie game developer. Granted, Super Mario Galaxy is not from an industry minor, and has all of the financial might behind it as the other contenders. However, it does indicate that the market place is open to alternative gameplay, and graphical realism doesn't have to be part of the package. Too often the big names have to stick to tried and tested formulas to guarantee a return on their huge investments. Meanwhile, it leaves the rest of the field to innovate."
Sorry some missed my point. The point is that an extremely polished game with lots of realism and super graphics does not necessarily make what some would say should be perhaps the best game of the year. What makes a good game is playability, keeping the interest of the player at peak, and of course FUN. FPSC is capable of creating a very good game regardless of the lack of resolution, the lack of realism for certain things and so on. We need to concentrate on the strengths of FPSC and good game making techniques that are found in such games as Super Mario.
I know it is difficult to script. However, scripting is what can truly enhance a game made with FPSC. IMHO, I've always felt that there is too much emphasis on making one's own customized models. For me, that takes away from actually creating the game. Remember, we are developing a game pretty much by ourselves. By the time all of the models have been made, it is possible to lose interest in the game and either the game is never completed or it is done quickly and what do you have? Great customized models but a game that is not necessarily even fun to play.
I definitely do not take away from those who have learned to model because they are the ones I turn to for models in my games. I have actually completed several games. Most of them were educational and sold to local educational institutions. A couple for family and friends like the only one I have in the WIP forum.
OK, this is long. But I had to re-iterate my point and now others can have the last words. If there are any.
The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC