So, this is something that's probably never really thought about with development, but I realized there's a bit to be discussed when I was putting together my credits for Game Jam!
How do you think a game's credits should be organized and presented?
My thoughts:
How do you think a game's credits should be organized and presented?
- Which is preferable- a credits sequence at the end, or a document inside your files with credits? Or both?
- Do you as a player pay attention to credit sequences? Are they worthwhile even if you don't?
- Should you link to a user's profile/asset, or just list their username?
- How specific should your credits be? For example, should you specify who did the tiles, who did the trainer sprites, and who did the UI, or credit them all as Graphics? If you used Marin's fastforward, footsteps, and shadows, would you list each function, or just credit Marin with "scripts"?
My thoughts:
I've personally never actually payed much attention to a credits sequence in... anything, probably. I see a lot of ways people try to make it interesting, like Splatoon's splatting credits or that Smash credits where you shot at names, but that was more of a distraction from the credits IMO.
But, also, the times that I have wanted to look at a credits sequence, I've actually found the format most video games use, a movie sequence triggered by completing a major story event, to be the worst kind for referencing. I once wanted to use a building I saw in Pokemon Uranium's tilesets, but Uranium's credits were only viewable through the end-game sequence. So I had to find a playthrough of the final boss, and scroll through to find the usernames credited for tiles. And then I also had to google each name and look through their gallery, because they were credited as a sequence. (Hardly a shock, though, it would be strange to see "Those grey buildings in Bealbeach were from ChaoticCherryCake's public tileset", and even that set doesn't specify which user made which asset, just expecting you to credit them all to be sure)
Admittedly, though, Uranium was in a pretty unique position at the time, since the official site and threads had been taken down. Games with either one of those tend to have a much easier text-based credits to read, so it's not like the sequence needs to be functional in the first place.
I'd also like to add that the RGSS player doesn't load when it's not your active window. So whenever a player finishes the game, they kind of have to leave it running front and center. (I mean, I guess they could always mute it and watch something in a separate window, but they can't do anything that involves clicking or typing)
But, at the same time, there's an even older tradition that shaped all of these credit sequences, and that's taking a bow at the end of a performance. It is a pretty nice feeling, even if it's just seeing your name go across the screen, and so I get that people would still want to have that moment of celebration for their work being used.
I think you should always link your contributors, too. People might not actively seek out someone, but if you make it easy for players to find them, they might get a few compliments on their work, or even some new fans of their content. It also makes it easier for any devs inspired by your work that would like to use the same resources, if you're linking something public. That's another reason why I prefer doing a text-based credits, since you can't really link on a movie sequence.
But, also, the times that I have wanted to look at a credits sequence, I've actually found the format most video games use, a movie sequence triggered by completing a major story event, to be the worst kind for referencing. I once wanted to use a building I saw in Pokemon Uranium's tilesets, but Uranium's credits were only viewable through the end-game sequence. So I had to find a playthrough of the final boss, and scroll through to find the usernames credited for tiles. And then I also had to google each name and look through their gallery, because they were credited as a sequence. (Hardly a shock, though, it would be strange to see "Those grey buildings in Bealbeach were from ChaoticCherryCake's public tileset", and even that set doesn't specify which user made which asset, just expecting you to credit them all to be sure)
Admittedly, though, Uranium was in a pretty unique position at the time, since the official site and threads had been taken down. Games with either one of those tend to have a much easier text-based credits to read, so it's not like the sequence needs to be functional in the first place.
I'd also like to add that the RGSS player doesn't load when it's not your active window. So whenever a player finishes the game, they kind of have to leave it running front and center. (I mean, I guess they could always mute it and watch something in a separate window, but they can't do anything that involves clicking or typing)
But, at the same time, there's an even older tradition that shaped all of these credit sequences, and that's taking a bow at the end of a performance. It is a pretty nice feeling, even if it's just seeing your name go across the screen, and so I get that people would still want to have that moment of celebration for their work being used.
I think you should always link your contributors, too. People might not actively seek out someone, but if you make it easy for players to find them, they might get a few compliments on their work, or even some new fans of their content. It also makes it easier for any devs inspired by your work that would like to use the same resources, if you're linking something public. That's another reason why I prefer doing a text-based credits, since you can't really link on a movie sequence.
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