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FPSC Classic Product Chat / How much should we reveal in our screenshots?

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bruce3371
15
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Joined: 4th Aug 2010
Location: Englishland
Posted: 14th Aug 2011 00:43 Edited at: 14th Aug 2011 00:47
I know Maho already asked, in another thread, why screenshots are so dead, but I was wanting to go into a bit more detail on this subject. I'd be very interested in what people think about the following;

How much information about our games should we reveal in our FPSC WIP screenshots?

Should we reveal just the level geometry? Or should we reveal more about the gameplay?

Should we reveal just the bare minimum, so that we can keep our games' plots close to our chests?

Where is the line between keeping people interested in our games, and revealing too much about them?

What lessons can we learn from the major development studios?

Bugsy
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Location: another place in time
Posted: 14th Aug 2011 08:21
I think you should reveal as much as you want! If your game focuses on action, then showcase some great character models fighting, but if it focuses on nice levels, then reveal that.

but remember, this is a board full of game designers who don't need to be wowed by your pictures. we post here to get criticism on level design, so don't worry if your screens aren't something you'd want seen in ign's reviews.

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Wolf
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 14th Aug 2011 08:45
Quote: "How much information about our games should we reveal in our FPSC WIP screenshots?"


That depends where of course. Here, on the development forum, as much as possible. On sites where you are simply exposing your game, only the best stuff and nothing that spoils its story.
Quote: "
Should we reveal just the level geometry? Or should we reveal more about the gameplay?"


Gameplay of course. Unless you have my workflow that you create a rough sketch of the environment first.
Quote: "
Should we reveal just the bare minimum, so that we can keep our games' plots close to our chests?"


Just dont reveal the twists and the conclusion
Quote: "
Where is the line between keeping people interested in our games, and revealing too much about them?"


That depends on your personal taste.
Quote: "
What lessons can we learn from the major development studios?"


None, its a completely different league.

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The Storyteller 01
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Location: On a silent hill in dead space
Posted: 14th Aug 2011 12:53 Edited at: 14th Aug 2011 12:54
Although AAA titles play in a complete different league, FPSC games have a similar miniture environment like the commercial studios - a lot of competition, need for innovation and a very discerningly "public". So imo some general rules apply for FPSC games as well as for pro titles:

1. Don't make announcements or promises you cannot hold (What I read from time to time in the WIP section in terms of self-delusion would make be burst out laughing if it weren't so sad). If you claim, your game will incluce "a stunning visual appearence", "REAL intelligent AI behaviour", " realistic and complex martial arts combat" or "a choice of starting characters each with an elaborate background", then you'll have to prove it sonner or later with screens, clips or demos.(p.e STALKER presented drivable vehicles during development and ditched them for the release of the game - which caused massive criticism and years later still everyone talks about it)

2: Only present stuff what will to 90% actually be in the game. Continuosly updates like "I completely rewrote the story", " I ditched the zombies" or "I decided to wait for CP's next segment pack to rebuild the space station from scratch" give the impression you have no real development plan. (p.e Tabula Rasa was designed as a Fantasy game and ended up as hard-core Science Fiction - it was one of the shortest-living MMOs in history)

3: The more often you provide an update on your game, the less you can afford to reaveal each time. If you can't update for a longer period, you have to provide some substational information or very juicy screens to make up for it. (p.e. AAA titles often present playable short-levels at conventions or to game magazines after a longer hiatus).

4: Be honest! Dont present screens with a wave of 40 zombies when your FPS was crawling at 4-6 when you took them. Don't "plant" moving decals, flying vehicles or driving cars into screens and claim they work as in a pro title. Don't say you "won't reveal the story yet and present it ingame in the first level" just because you have no freaking clue yet (and conveniently present lvl 2 later on instead of lvl 1). If during development you have troubles with something that is a key element of your game, then admit it and ask for help - this is one of the most helpfull communities I ever was part of.(p.e. professional game magazines keep brandishing "enhanced" screenshots or even refuse to do reviews based on demos they are not allowed to play on their own computers).

Hope that gives you some inspiration

In case you find my grammar and spelling weird ---> native German speaker ^^
bruce3371
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Joined: 4th Aug 2010
Location: Englishland
Posted: 14th Aug 2011 13:47
Thanks for the comments guys, some really good insights there.

My own thoughts are that when posting screenshots, I concentrate on level geometry, tather than gamepley. As rolfy said, the screenshots I post are for c&c about my designs.

If I want to show gameplay, I'll release a demo.

I think Storyteller makes a good point about honesty. All too often we see screenshots of stuff that's been put together quickly, just so that the initial post conforms with the WIP board requirements. The game then ends up bearing little or no resemblance to the screenshots that were posted.

I also agree with what he said about unfulfillable promises. I've fallen into this trap myself. I told someone that my game would include an animated crane, which would be used to move crates around, to unblock an exit from a level. I've now realised that this might not be possible, as I haven't a clue how to animate the crane's cable unrolling off the cable drum as the crates are lowered!!

Wolf makes a good point about revealing the story. Reveal just enough to keep the readers interested, but not so much that it gives away the conclusion and/or any twists in the plot.

Anyone else have any thoughts on these points?

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