Double Agent
And the winner is... - May 23, 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. Let the ruler be a ruler and the subject a subject, let the father be a father and the son a son. Don't say we didn't warn you.


You've got a lot of reading ahead - a regular column and the long awaited Arch Nemesis Awards. Get to it.

Onward.

I control your minds without meaning to. It's a curse.
hey Chris,

Yeah, I was planing on buying MGS for gameboy but then after hearing you say that stuff about wanting a real console when you are able to play games at home or when your able to play when not at home you would rather have something that doesn't require much thought I knew after a few seconds of thought you were absolutely correct. As usual. I thought to myself, the only place I ever use my GBC is at occasionally at school between classes or when nothing is going on in class. You saved me about $30 or however much a gameboy game costs nowadays.
---
-TboneSteak
"In a mad world only the mad are sane"

I guess I should have mentioned that if I actually had a GBC instead of a circa 1988 Game Boy Classic, I'd probably go ahead and buy MGS. And Link's Awakening. And, Square help me, Pokemon. So I'm not against MGS in general, it just doesn't work for me in particular. And maybe it doesn't work for you, but that's your choice that you should make for yourself.

I guess I'm just babbling here because I don't want MGS to sell poorly, despite the fact that I'm not gonna buy it, because I figure enough sales might speed up MGS2. Probably not, but a man can dream. About video games, if not about fing-longers.

If you see things two different ways, you'll go cross-eyed
Chris,

I can see the handhold thing two ways:

1: There need to be more deeply involvig titles in the handheld gaming industry. Although not many people pick up a handhold and just play when there's a Dreamcast sitting right in front of them, some people do if the game is involving enough. I personally couldn't put Zelda: Link's awakening or any of the SaGa (FF adventure) games down. Plus, those titles come in handy for long trips. As fun as Tetris is, I don't think I could stand it after a good two-day greyhound trip.

2: Longer titles on a smaller screen can strain the eyes, or just leave you swearing about how it should have been released on a console. Long games suck up expensive battery time. And, unless it's REALY involving, or a part of one of your favorite series (us geeks can't get enough of gaming continuity, ya know :P), you really won't be interested if you have a full-sized masterpeice of a game sitting in front of you.

Either way you look at it, it all comes back to preference of titles. If you are a huge fan of a series and need that little bit of extra story between games (Like MGSGB), it may be right up your alley.

-Pisces, rabble rouser 'til the end.

Not much to say about this, because you're dead on. If you're someone who does a lot of traveling where you're just waiting around, maybe a handheld RPG makes sense. But taking the eye-strain issue into account, I'd probably rather read a book and save on the battery cost.

Which brings me to the topic of the GB Advance. From what I've heard, it's not liable to be a significant improvement on the GBC in visibility terms, but the cell phone aspect is intriguing in it's potential. If we ever get to a point where the display is properly sized (say a continuous 4 inches square, but collapsible) and cell phone plans are no longer tied to a specific minute count, handheld gaming could be much more interesting than it is now. Something like Ultima Online, a persistent environment where you can interact with others and pop in and out at will would be ideal, like a pocket universe you take out when the real one gets dull. But until that day comes, I probably won't be doing much gaming on the road.

Games, games everywhere, but not a drop to drink
Chris;

I know you'll take pity on me and answer this. You have to. I have nowhere else to turn. The problem is this: for days now you've been touting the glories of VS. I want it. But I live in Japan, and have a Japanese playstation. Add to that only an intermediate ability to read Japanese, and the fact that VS apparently has a complex plot, and you can see my difficulty.

Bottom line: Is there any way to play a US version of Vagrant Story on a Japanese machine???

Lord Pendragon in desperation

I have one and a half words for you: Mod chip. The same chips that work on a US Playstation will apparently do the reverse trick on a Japanese Playstation, since it's the entire regional lockout routine that get circumvented. Though I haven't tried this myself, and you may run into future game compatibility with a modded console.

An alternate plan would be to just get a US Playstation imported into Japan. Presumably you could do this via the same channel that you got your US copy of VS from. The price differential between the game and the console isn't that great, all things considered, and with the strong translation work Square seems to have been doing as of late it's probably worth your while for upcoming games too.

Solve the puzzle, make millions of dollars
Regarding real-time vs. turn based battle systems: If there was an easy solution, we would already be playing it.

Real Time systems give the player a lot of freedom in interactivity, but it comes at a price in complexity. Its hard to keep the attention of the player if the number of attacks they can do can be counted with the fingers on one hand. This is exactly how "Gauntlet" works. Phantasy Star Online looked to operate in much the same way.

Games like Secret of Mana are another beast altogether - the hybrid. The lowest level abilities, like attack, are set to a button, with the more complex commands relegated to turn-based menus that can be used at the player's discretion. Unfortunately, it requires all additional party members to be AI controlled, and multiplayer is not very well suited to it at all.

If some of my fellow Double Agent readers want to settle the argument for once and for all, solve the puzzle. Come up with a battle system where the player never loses control (or time), but has more than a handful of moves. Multiplayer support. Maybe even Combination techniques.

I know *I'd* like to see such a thing.

Richard "KZ" Knight

I'll take a stab at it as a way of answering all the critics of my "menus suck" comment, although I admit I can't give you a direct control system with multiplayer support. Instead, what if we had a hybrid of party-based combat and real time strategy?

No, wait, hear me out. Consider any standard FF-style ATB setup. The game continues to move forward in time with enemies attacking as they're able and menus popping up every so often for the player to control his characters. But menus are a rather clumsy interface for a setup that has the potential to be much more fluid. Instead, consider what you could do if you could define a set pattern of AI-controlled behavior for the group, or for an individual member of the group, rather than a set of specific actions for each individual member. Somewhat like the behavior control grid in Seiken Densetsu 2 and 3, but more complicated and in real time.

Frex, let's say we have 3 characters. We can set a group behavior such as "ranged attacks, defensive attitude", where the characters would keep their distance and use long range attacks and weapons. You could then set the behavior of a specific character, a very quick one, to "hit and run" meaning (s)he'd get in close, attack, and dodge back out again. Or maybe you could take direct control of an individual character for a short time to cast a specific spell or use an item. All of this could be done via the controller by having types of behavior tied to specific buttons: X/O control desired range, L1/R1 control offensive/defensive tendencies. Depending on where the directional pad was pressed, you'd be giving commands to all your characters, or just one. You'd probably end up using the controller in much more of a "corded" way, like playing a musical instrument, instead of pressing individual buttons.

Is it different? Hell yes. Is it workable? Maybe not. But you don't know until you try, and right now, nobody's trying stuff like this. The point is, even if it failed spectacularly it's the kind of thing I'd like to see attempted, rather than the same old thing. Innovation is good, sez the computer engineer.

End of rant.

Number of buttons != amount of depth
I think gameboy games basically suck due to the fact that it's an 8-bit system with a black and white/"color" screen. Not to mention the fact that there is only 4 buttons total. It would be very difficult to make an epic engrossing game on a system that is so dull to look at and listen to.

Scott C.

P.S. with the exception of Metroid II.

You're wrong, and you gave the counter example to disprove your point. Metroid II is far from being the only good small screen B&W game. Want more examples? FF Adventure (SD1), Link's Awakening, Faceball 2000, MGS, Pokemon, and Tetris. To say a 4-button system can't do any good game is to suggest the NES never did any good games, which is patently untrue.

Sorry, but even though I personally don't play the GB, I can't agree that it's not a great system.

Sons of the Village People
Metal Gear Solid 2, Sons of Liberty. You cannot tell me that doesn't sound like the title of a gay bar, or at least a Village People album. Especially if you take the 2 and put a backwards 2 in front so it looks like a heart.

Gilbert

P.S. Do you believe in rock 'n' roll, and that music can save your mortal soul?

Well yeah, if you did that lameass 2 thing anything would look gay. Sons of Liberty sounds pretty damn cool to me, especially if the game ends up questioning what fundamental liberties are/should be in the information age.

And I sure as hell do.

Vagrant Eve
Ok here's some important similarities between Parasite Eve and Vagrant Story.

1) real-time, one character battle system
2) selectable body part targets
3) customizable weapons
4) requisite magic attacks
5) mature story

Ok not the greatest list of similarities, but you have to understand that customizable weapons, a very strong part of Vagrant Story, was also a strong part of Parasite Eve. That is all

-Valinoru

There's nothing that unique about 2, 4, or 5, and I already agreed that the battle systems are very similar. The weapons comparison is legit, I'll give you that. 

Inside Konami HQ...
METAL GEAR: GHOST BABEL PROGRAMMER: Wow! We certainly have created a fine piece of gaming here!

KONAMI OF AMERICA: Yes, but Americans are stupid, and will only play something that's named after something they already like, or games based on movies.

MG: GBP: Oh, whatever shall we do? If this game doesn't sell well, I lose the bet to Quentin Tarentino!

KOA: Well, why don't we give it the exact same name as Metal Gear Solid?

MG: GBP: But won't that be confusing?

KOA: ARE YOU QUESTIONING MY CREATIVE INTEGRITY, BITCH?

MG: GBP: No, sir!

Granted, this conversation probably never took place, but considering how much more complicated my life is thanks to them naming that game MGS for the Game Boy even though it isn't actally MGS, I have nothing further to add.

I guess the different cover art, different media formats, different display capabilities and different ratings just weren't enough of a tip-off, eh?

Closing Comments:

Ok, that's it for today. Hope you enjoyed the DA awards - you better have, they took me long enough to do.

For tomorrow, I gotta say I'm really interested in what people think of the console RPG/RTS hybrid. I think it's damn cool, but most people have given me wide-eyed looks of incomprehension when I mentioned it to them. I don't mind being thought of as nuts, but at least give me some reasons why this turkey won't fly. Or more handheld stuff is also good. Adios for now.

-Chris Jones, who finds Confucianism constraining to say the least

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