Double Agent
Sounding my barbaric yawp - March 29th, 2000 - Chris Jones

Disclaimer: The opinions expressed within this column are those of the participants and the moderator, and do not necessarily reflect those of the GIA. There is coarse language and potentially offensive material afoot. One week down, infinity to go. Don't say we didn't warn you.


I'm starting to become clued in to why Drew may have changed his discussion topic every day, lest he become overwhelmed with replies. It's definitely something worth considering... Man but we've got a lot of ground to cover today. At any rate, with the exception of Yahoo! being sued by Nintendo, Sega, and Electronic Arts, which seems pretty legitimate in terms of piracy protection, there's not a lot of news to cover today. Thus, to the column we move.

Double Agent: an alternative to overcrowded public schools
Hmm. It seems that most of the people critical of Phantasy Star Online are worried that the game will be populated with immature, AOL-speaking d00dz.

But think about it: How many console RPGs give the player all that much choice as to what their characters do and say? In most RPGs, the characters' dialogue and major actions are pre-written to maintain the designers' intent. Likely, the four players (people seem to have gotten it into their heads that PSO is massively multiplayer...) will be able to enter their own battle commands and perhaps walk around locations separately, but the dramatic aspects of the game will still be preserved. Example: Even if a complete moron plays FF8, Squall is still a deep character, and the plot is still complex.

I'm not familiar with the Phantasy Star series; perhaps the characters aren't very pre-written or the game's not very linear, but it does seem likely that PSO is going to do its best to preserve the elements that make RPGs as plot-oriented as they usually are.

Mylz

PS--Excellent discussion that's been going on here recently about the Japanese and American cultures--to hell with all the critics who say gaming can't be educational!

Looking over the GIA's own preview of PSO, I get the impression we'll see a hybrid of massively multiplayer and console RPGs. Specifically, I'd say we're going to see PSO consist of a series of mini-quests that you have to beat in order to beat the game. These quests could be tackled with other players who are after the same thing, or accomplished with AI-driven allies. During these quests you'd unlock scripted events and NPCs, which would point you in your next direction.

Such a structure would circumvent many potential problems - since you wouldn't be tied to a particular party, you wouldn't have to wait around for them to come online to advance in the game. Any player who's also about to complete mission X would do. And since you have the option to travel with computer characters, you wouldn't have to worry about going along with someone who might act inappropriately. Mylz has an excellent point in that the designers of PSO probably aren't idiots, and that there's a good chance they've designed the game with the innate stupidity of gamers in mind. Good for them! 

Dragon Quest's Lonely Hearts Club Band
Chris,

Your comments on yesterday's final letter really interest me, particularly your prediction of DQ7's chances for a successful release. I don't dispute for a moment that the game will most likely be pretty antiquated technologically. However, you're talking about a country and culture whose reverence and for the past is unmatched, and Dragon Quest has a long (for a video game) and extremely honorable history. It's got a LOT of momentum pushing it along, and it's gonna take a hell of an obstacle to derail it.

The same goes for the whole manu-driven command system. As soon as the very first Dragon Quest came took the country by storm, its game engine locked itself in place as the dominating influence on just about everything to follow. Even the overwhelming majority of action-RPG's, for which menu-driven game engines are quite ill-suited, have borrowed heavily from the traditional system simply because it entrenched itself so quickly as "the way" to make RPG's. And once again, each time a new menu-driven game proved itself, Japanese developers became more and more devoted to what was clearly proving a successful formula. Who can blame them? Yeah, there may be other, flashier ways to interface with a computer than using a good ol' command prompt, but I doubt we'll be seeing a Final Fantasy GUI anytime soon. And thank God for that, I say.

--Bill Johnson

P.S. In a freak confluence of life events, I read yesterday's column immediately after finishing work on a chemistry lab. Coke does indeed contain phosphoric acid, and I can tell you confidently that its concentration is 0.00535 mol/L, or 0.06% by mass. Consider yourselves educated.

I'm aware of Dragon Quest's importance in Japanese culture, believe it or not. I know about the laws the Japanese Diet passed requiring the game to be released only on weekends, and the history of the word "hoimi". But the fact that something has a lot of momentum in a society doesn't mean it'll be around forever. Anyone gone disco dancing lately?

Dragon Quest is the Beatles of RPGs, near as I can tell. But the analogy's not perfect, it's more like Dragon Quest released Revolver, and then instead of following up quickly with Sgt. Pepper, waited for years and years, finally releasing something that sounded a lot like Help! 2.0. Had this actually happened, I doubt The Beatles would be THE BEATLES, and like I said, I'm not sure Dragon Quest will continue to be DRAGON QUEST for much longer. Maybe you're right about momentum stopping any real design change, but... well, we'll see, won't we?

Can't we all just get along? Hell no!
Dear Chris:

I just read your comment about Xenogears and Citizen Kane, and I would just like to point out that to say that one is "better" than the other is rather narrow minded. One has to appreciate that they are two completely different types of stories: Citizen Kane represents a very 'personal' style of story-telling while Xenogears represents a very 'epic' style. One of the limitations of the entire videogame format is that the plot has to involve some sort of tangible battle. Because of this, I doubt that very many RPG fans out there would find it entertaining to play out the entire story of Citizen Kane in an RPG. One cannot expect a game to have the sort of style that was used in Citizen Kane--however, this does not mean that a game cannot have a plot as deep or sophisticated as it. I have found that, in general, Xenogears' true depth goes largely under-appreciated. Xenogears' theme is very philosophical on an extremely large scale--it deals with themes like religion and the nature of existence, and yet it does not neglect the more personal and emotional side of its story. Before you dismiss Xenogears as just another Neon Genesis Evangelion clone simply because it is a story about giant robots with religious overtones, I would suggest that you take some time to _really_ think about the themes that its story expresses. Like any other work of art or literature, many of the subtleties of Xenogears' plot are not immediately apparent and need to be looked at from many different perspectives to be truly understood. I do not mean to come of as arrogant or condescending, but it would not be possible for anyone who had a serious grasp of all of the intricate themes that the game expressed to say, "you have to be on something to suggest that Xenogears even comes close to Kane". If you really appreciated either Xenogears _or_ Citizen Kane as art, you would know how futile it is to argue that one is "better" than the other. They are simply different types of stories, both with their own merits, and both completely deserving of our respect.

Sincerely,
Eric Reichel

I really should have foreseen this coming: the "it's all art, and all art is equal" argument. I'll admit that there's some truth to this. If you want to paint your face teal and jump up and down in your underwear and claim that you're engaging in art, I can't disprove the statement. However, I think it ultimately hurts games much more than it helps to try and level the playing field in such a manner. For games to be taken seriously by everyone, they have to pass some form of semi-objective critical muster, and in such a situation it's really stupid to try and say "Gosh, I think Titanic is as good a tragedy as Romeo and Juliet." Before anyone's gonna believe that games really are art, we need to be able to point to something and say, "Look, the ideas here are as profound and as strongly developed as anything Faulkner did." And right now, we can't do that.

Yes, Xenogears is an entirely different type of story than Citizen Kane. But even if we compare it to other religious sf, we still fall way short. Fei Fong Wong, Elly, and Citan are interesting characters, but they still don't have a fraction of the depth that the pilgrims in Dan Simmons' Hyperion do. Fei & Co. are more likable, they're better displayed, but they're just not the same. Any of Philip K. Dick's latter works has better ideas than XG, even after you factor in translation difficulties and the notion that, as Neil Gaiman points out, the Japanese tend to go for a high "what the hell was that?" factor in their stories. I still like Xenogears, and I played pretty close attention to the themes when I was playing, but I can't bring myself to regard a lot of "this church is evil, that church isn't, no wait we were wrong, we killed God, but actually she's God, and so's that dude over there..." as high art. It's fun, it's entertaining, and yes, it makes you think, but it's just not that meaningful, folks.

It's not like you actually need to transport oxygen throughout your body
I cut myself shaving today, and haven't stopped bleeding in about 45 minutes. Should I get help?

Jon

Prior to taking over this job, I would have laughed this off. But given some of the stuff that's come across my POP account in the last few days, I gotta wonder. So, in case you really are this dumb: YES, IF IT DOESN'T STOP BLEEDING, GO GET HELP! End of community service for the day.

I like the way this man thinks
No offence, but why do people insist on Citizen Kane being the be-all end-all of movie history? Do you know what Citizen Kane did? It was great for new camera angles, it was great for showing people that they could tell a story using differnt types of shots, or film lenses.

Citizen Kane was a basicly BORING movie. The plot was flacid and holds no interest. It has one thing going for it, and that is 'it's the first movie to do a few new tricks that someone would have figured out eventually'.

And before you ask... no, I can not suggest a movie in the place of this horrid pile of crap which is Citizen Kane. I know a little about film, not enough to write you an essay.

-Dibo

Here we have a writer who actually does know something about film, despite claiming not to. Citizen Kane is praised as much as anything for developing some cool technical tricks no one had ever done before, like having ceilings in a movie shot. In this sense, gaming does have a long list of titles that might qualify as Citizen Kanes, from the original Zelda to Shen Mue.

But CK also has a great deal of detail and power in the story it conveys. Charles Foster Kane's rise to empty wealth and power is in no way, shape or form as interesting as nearly any video game plot. What it does do is tell the story perfectly. There's not a single false note in Kane, everything is completely solid and believable. In that sense it's something of a purely technical achievement, like a gymnast who does a very simple routine absolutely perfectly. A video game analog might be a remake of the original Zelda that examined the internal strength and sacrifices Link has to have to beat Gannon, and what it actually means for the princess and the kingdom to be rescued by some guy who's merely good with a sword. And that's as much as I care to write about Citizen Kane for some time; we can talk about games as art all you like, but I'm about ready to torch Rosebud myself at this point.

I like the way this man thinks too
Here's an analogy for ya....

Movies: Citizen Kane

Gaming: In 50 years, when there is a comparable base of games to the number of movies in existance, I'll tell ya.

Gamers seem to forget that video games are not even 25 years old yet, and movies have been around for over a hundred. Citizen Kane occured when movies had been around for almost 50 of those years.

I get the feeling that when a decent amount of time has passed, games like FFVI will be like the old 1900 era film clips: good for historical interest, but not much else. Gaming is still in it's infancy....with every new piece of eye-candy, we sit and drool and wonder how it could get much better....I remember raving about Chronotrigger, thinking it's graphics were as good as it could get. Now, I wonder what games will look like 5 years down the road. It's inconcievable to us. You can't pick out the classic games right now, just as you can't take a book or movie that's 5 years old and call it a classic. A classic must stand the test of time, which no game, even those from the days of the NES, have not had enough time to be judged.

Etiam, delenda est Carthago.
BJ

BJ brings up an important point, and says it damn well. Which is good enough for me.

In a nutshell
so in effect, you like to press a button and have the character attack rather than pressing a button which selects "fight" to have the character attack.

A L

That's a gross oversimplification. But basically, yes.

A game without a menu is, like, wrong, or something...
When I saw you state that you don't like menu-driven RPG's, my first impulse was similar to many of the readers who wrote in--"WTF? You get no options without a menu!"--which is, basically, true. Zelda gives you a primary attack, and a secondary item/weapon; no magic spells. Star Ocean 2 makes you decide before entering battle two special attacks to use (assuming you're controlling what it considers to be a fighter), or uses a menu for selecting spells for magic users. And even those use menus to select the things which are hot-keyed.

The simple fact is that, even with the N64's 10 buttons & two controls, there's just not enough there to allow players to choose from a wide variety of spells, unless you're into bizare 5-10 button sequences for selecting things, which most players aren't. In fact, computer RPG's still use menus, and they've got a _lot_ more buttons to work from than their console brethern.

So I was about ready to write you off as a complete and total nut, but then you posted this: "What I don't like is the basic battle structure, which as many have pointed out boils down to: "Get into battle, fight, fight, fight, heal, fight, win, move a bit down the corridor, repeat process." Maybe I'm nuts, but that's boring." So, unless I'm _really_ misreading you, your actual complaint is with games with excessive amounts of random battles--especially the ones (like Legend of Legaia) where the battles take a while to work through. The fact that they're menu-driven doesn't really factor into that. And I know that I've gotten frustrated with long sequences of random battles in some games, so I can agree with that standpoint.

But menus are here to stay. RPGs need them for the variety they offer--the variety which makes RPGs as good as they are.

-Llew Silverhand

Yes, part of my discomfort is random battles - specifically, repetitiveness. It just ain't interesting to beat the same monster the 92nd time in the same dungeon. Menus do add to it a little, in that I'd rather just swing my sword to kill a slime than tell someone to do it for me, but mostly it's the repetition.

But there are other ways to go about fighting than menus. Metal Gear Solid let you switch rapidly between weapons and items with a realtime selection system. This was somewhat menu like, but it wasn't the primary interface to the character and that made a big difference. Fear Effect had something similar, and while it could have been better designed, it added an element of challenge to the game, no doubt. Perhaps a more hierarchical system could be used for more options: "Black Magic/Fire/Fire3".

They do things differently over there
Chris

Sure, most console gamers don't want a PC-like online RPG, and sure, some might. But the fact of the matter is no one ever said Phantasy Star Online is going to be like a PC online RPG. Back at E3 last year, Sega said "Starting next year, you are going to see console developers using the Internet in ways never imagined before." Now I know that's just toting the company line, but it does have truth behind it. American PC developers and Japanese console developers a very different, and this will no doubt show in the way online RPGs are handled. Just as single player PC RPGs are very different from single player console RPGs, I see two styles of online RPGs emerging. You're meant to travel in a party of 4 for a reason; we'll just have to wait and see what that is. I think PSO and FFXI are going to be two very important titles, as they'll set the precedents for all others to follow, and I full well expect Sega and Square to step up to the plate and offer new things to experiment with.

Justin Freeman

Keeping in line with earlier comments about PSO, we have someone suggesting that console online RPGs may be to console RPGs as PC online RPGs are to PC RPGs. Yes, I know that brings back unpleasant SAT flashbacks to some of you. Nonetheless, the man has a point. Whatever happens, PSO will be a harbinger for FF Online, which is where a lot of writers seem to feel the real action will be, so keep an eye on those wacky folks at Sega.

Closing Comments:

This column might have been shorter than yesterday's, but it feels longer. As many of you may have noticed, the column is varying quite a lot in signal to noise ratio as I play around with it a bit and try to get a feel for what works. I'm pleased with the results of today's and yesterday's column, but I may try a less confrontational approach tomorrow, as it seems like a lot of the letters so far have been about my views and opinions, and this should be your column more than mine. And, like I said, input is always appreciated, so if you like or don't like something, send it this way. Sayonara for now.

 

-Chris Jones, bigger than Elvis

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