Hey Allan! First of all, major kudos to the GIA in general. You guys
have ecome my fave source for video gaming news, are usually impartial, and
actually update - all of the sections! - frequently! Been reading the
column regularly for a while, and I didn't feel like I had anything new to
add until now, when the topic of "old-skewl" gamers and level-building came
up.
First of all, the notion that being "old-skewl" makes one somehow better
than all of the RPGers who just got started, for example, on FF7. This is
totally false. We may have a bit more experience, but does that mean that
the newer RPGers automatically have less zeal for the genre? Absolutely
not. What exactly defines "old-skewl" anyway? Having played since Chrono
Trigger? (It's been longer than it seems!) Final Fantasy IV? I? Dragon
Warrior 1? Ultima? Wizardry? There IS no clear-cut definition, and I
suspect some of the bragging "old-skewl"ers could be ragged on by veteran
computer RPG players for their own relative newness to the genre, should
the computer RPG players ever decide to do something so stupid. I can see
where the image is coming from, though... the hordes of (mostly!) younger
newbies requesting cheats in all caps, etc. But we have to remember that
that doesn't mean that there aren't people who simply haven't been exposed
to the genre until it became more "mainstream", and would have easily been
one of the "old-skewl"ers had they known of RPGs earlier. It's just hard
sifting through all of the obnoxious ones that have been flowing in since
Mario RPG or FF7 to find the people who can speak intelligently about the
games, but the effort is worth it in the end; just knowing that you've
introduced someone to a genre that they'll enjoy is reason enough to go
through it.
On a related note, as little as six months ago I used to cringe whenever
the word "mainstream" came up in an RPG. Oh great, it'll fill up the ranks
of RPGers with new clueless people. I eventually realized, though, that
the negative effect of new people being introduced to RPGs is only
ttemporary, but the positive effects are permanent. Clueless people
eventually learn. Newbies weaned on 'easier' RPGs will eventually want
more complex stuff. And the RPG genre will become even more well-known,
leading to more mainstream titles and more new supporters. 'Mainstreaming'
a title is not dumbing it down in any way, either. Look at FF7, arguably
the most mainstream console title yet released. There's still a great
abundance of things to level up, to gain ability in. There were a few
great innovations that I would like to see in future games. And the game
was still, and this is the key here, FUN. When you strip away all the
debates about endings, translation, plot, and immersiveness, you realize
that the game is fun. It was great; how could a mediocre game spark all of
these heated debates in the first place? And it was mainstream.
This kind of ties in to my (intended :P) second topic, level-building.
I feel that, while it is an atrocity when it becomes a necessity, it can
definitely be fun to do. First example: DW1. There would not have been a
GAME without level-building. While this game or anything like it has no
chance of survival in the current world of console RPGs, it was definitely
fun - and satisfying - to see your character gain strength to face the next
challenge with each meticulously gained level or piece of equipment. For a
more recent example, take Mario RPG. Battles usually did not become stale,
and if they did a simple switch of characters would usually spice them back
up again. Not that you ever really needed to level-build in the
ridiculously easyy game, but it would have been very enjoyable had you
needed to do it, also due to the fact that enemy encounters WERE NOT
RANDOM. And for some reason, I also had fun building in Breath of Fire 3,
as another writer had noted, but I can't quite put my finger on exactly
why. The best and most recent example, though, whould have to be
Xenogears. Battles, while somewhat repetitive over time, were a great
chance to have fun. Innovations like storing APs, Deathblows, and Gears
made it so that fights never got too bogged down, and you could easily have
fun building levels by having, say, the person who doesn't need to gain
that badly, flex by throwing a massive combo every battle, or show off ust
how much damage he could do. Stuff like the WizardryRing and Trader Card
didn't hurt at all, either... you could actually get some great items out
of level-building if you knew where to look. Anyway, the wohle point of
all of this is that there's nothing really wriong with the concept IMO, it
all has to do with the execution.
Sorry for the length of this letter... hang on, I have one thing more to do
before I end it...
- Red XIV
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