Double Agent
Bio 2 - May 24, 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. The more lame 80's movies I watch, the more I want to go back in time and show them all a copy of The Matrix. Don't say we didn't warn you.


Woke up this morning with some kind of cold - it's not that serious, but my energy levels are close to nil. So I'm not sure how long this thing's gonna be, but I'll try my best.

Here's a link to the Arch Nemesis Awards, just in case you didn't get a chance to read 'em yesterday.

Onward.

Oops.
Mr. Jones:

While refuting Scott C.'s remarkably moronic arguments against the GBC's potential, you made a mistake that was not only annoying, but particularly ironic as well.

FF Legend, as it so happens, is actually SaGa 1. SD1 (short for "Final Fantasy Gaiden: Seiken Densetsu") was released in the US as FInal Fantasy Adventure. Why is this ironic?

BECAUSE IT WAS ONE OF THE QUESTIONS ON THE DOUBLE AGENT 31337ness TEST. Ye gods. Slip of the finger though that may have been, I feel the irony requires that you be lashed for it.

I also can't understand how anyone can NOT buy a GBC for Metal Gear: Ghost Babel. Its gameplay is like the original Metal Gear on fscking CRACK (and yes, that is a VERY good thing), its story is, VITAL for understanding the events at Outer Heaven in MGS, and its script is engrossing as all get-out. The characters? Top-notch.

Bottom line is, while it may not be 3D, while it may not have voice acting, and while it may be on a system designed for little children and frequent flyers, MG: Ghost Babel has everything else that made Metal Gear and MGS so good, with a few new ideas thrown in for color. If you're a gamer, you really ought to try this out. If you are a retrogamer, you have no business doing anything else. Sweet Jesus, but this is a damn fine game!

- Zen

I changed it to FF Adventure as soon as I saw this, but it'd be unfair not to mention that I did indeed screw up. For what it's worth, I knew the right answer and got it right on my DA application, I guess I just confused the two last night. Forgiveness, prease.

I'm not disagreeing that MGS on the GBC is a damn fine game, but even for me there's a difference between buying a game I'd play a bit and maybe never touch again (WA2) and a game I'd most likely never play at all (MGS). Still, it's probably worth buying for a good chunk of you out there.

What the hell was I thinking?
>let's say we have 3 characters. We can set a group behavior such as "ranged attacks, defensive attitude", where the characters

The idea of group and individual AI is interesting, but how would you intend to display the list of options? Would you need to show a HUD for time/HP/MP like Final Fantasy? Damage prediction? Would position have an effect on available moves? How would you gain direct control of a character? Small questions like these have broken dozens of otherwise sturdy combat systems.

And a hint - never overestimate the need for a consistent control setup. Using the dpad directions like an instrument, as you put it, is a novel way of selecting users/targets, but if they then need to use the dpad for scrolling through lists of moves, then the control setup becomes confusing.

>Maybe not. But you don't know until you try, and right now, nobody's trying stuff like this.

Actually, *game companies* are trying these things. The company I work for is still going through battle systems. The thing that most gamers might not realize is that the game developer is the first and last line of defense in creating a good game, and that means not using *anything* that doesn't work well.

(Of course, there is a fair share of morally-inept game companies who will do it anyway, but I'm just speaking for the idealistic and responsible developers out there).

Richard "KZ" Knight

Looking back at yesterday's column, I gotta wonder about the wisdom of posting that design rant. I still think it's an interesting idea worth exploring, but there are definitely holes in it, like those mentioned above, that can't be answered without actually trying things out. Which only game developers have time to do.

To answer a few of your questions, the list of options wouldn't need to be displayed, no more than the basic controls of an action game like Soul Reaver do. It's just that instead of directly controlling a single character, you'd be dictating behavior patterns to a whole group. If you are a game developer you'd know better than me about the need for a consistent control setup, but there's a wide variety of RPGs that have entirely different control setups depending on the game mode and they seem to work ok.

Lastly, speaking just for myself I'd rather see a few serious screw-ups as game developers try new things out than be stuck with the same control setup for the next ten years.  

Nothing new under the sun
Well, at the moment, I'm playing Star Ocean 2 (part of the glorious flood of RPGs arriving over here in Europe...blooming typical, as soon as I get an American PSX), and it seems to integrate RPG-ism with a fairly real time engine pretty well...the spellcaster AI is pretty good, especially since you have the option to bar certain spells from being cast (admittedly, if you don't bar it the spellcasters keep casting Protect on themselves every fight) and you can still cast these spells manually if you need to. In fact, the only menu-based options at all are using Items and manually casting spells. A fair few enemies also do require real time strategy - such as those blooming knights with the big shields, who you can't harm unless you attack them from behind.

Personally, I'd quite like to see more games go the Fear Effect direction - sheer minimalism. Very few indicators (fear meter, aim-lock, low ammo indicator and a description of what your action button will do) none of them visible unless needed - no menus to speak of at all, no pausing the game while you grab a key or switch weapons - very tense indeed. The only niggle with it is if the fear meter is not visible, you know you aren't going to be attacked.

Just my haon agus a leath pingin.

Ciaran Conliffe

To everyone who wrote in about Star Ocean 2, consider me notified. I've never played SO2, and I doubt I'll get a chance with the deluge of games coming out. Still, it's gratifying to know that some developers are thinking along similar lines.

Agreed about Fear Effect. The RE controls needed to be rethought, and fortunately the next installment seems to be doing just that. But all things considered, the game's damn clever about allowing a wide variety of options with minimal interface clutter.

PDQBYOBASAP
Perfect Dark is out...which makes me wonder...has anyone ever made a First Person Shooter RPG, or FPSRPG? That would be pretty cool. Plus, if there would be quick time events, then they could be called FPSRPGQTEs.

System Shock 2 is an FPS with strong RPG elements and a solid story. People I've talked to who have played it give rave reviews - I'm going to be very interested in the upcoming Dreamcast release.

You say you want a revolution?
Chris-

I think I've got the perfect idea for a RPG/RTS hybrid. First of all, every character (including enemies) would roll for "initiative". (Keep in mind I'm just arbitrarily choosing terms for these actions.) The person who rolled the lowest "initiative" would get to attack first.

To attack, they would first have to roll against their "THAC0". Whatever they rolled would be subtracted from their "THAC0" to determine what "Armor Class" they would hit. If they rolled high enough to succesfully attack the enemy, then they would roll for damage.

After that person's round is over, then the person with the next highest "initiative" would attack.

I think I'm really onto something good here. I'm going to try and develop a whole game around this.

-Aaron L.

It's crazy, but it just might work. I mean, you could really be on to something here. We can get rid of these primitive, clumsy digital simulations called console RPGs and go straight for the core of the genre - rolling dice and messing around with little lead figures! I foresee all sorts of spin-offs, books, TV shows, movies, even a backlash movement targeted at your wacky idea. Now all we need is a name...

In the right context, the dialog balloons actually make sense
Hi Chris!

Just recently, I stumbled upon a videogame-industry news site (www.mvcnow.com) and in their Vagrant Story 'order tips' section (kinda like a publisher's POV), they listed the "Vagrant Story line of original comics" under the game's marketing efforts; that is, along with a 1$ million TV ad budget, print ads, etc. The site was ( I think ) more geared towards the sellers' side of things; but nonetheless, the idea of a VS comic is very interesting. What do you think ? Or better yet, do you know anything about it ? Thanks.

Arifin

There is a VS comic book, a small 8 page black and white issue IIRC. I believe it was given out as a promotional item, and at conferences like E3. From what I've heard from other GIA staffers it's not that great, but it is real.

True lies
1) are any of you exicted about The Legend of Dragoon and what do you think about it.

2) my friend thinks a n64 is better than a playstation and when i tell him why its better he thinks its an opinion ( even when i call eb and babbages) will you tell him it is better using true facts why it is and which has sold more systems in the year.

Lionheart

Again, haven't seen it myself, but other GIA people tell me it's a mediocre game with stunning FMV. While I like the idea of other people (Sony in this case) trying to branch out into grand-scale FF-like RPGs, I probably won't give it much attention with everything else coming out over the summer.

There's absolutely no question that the PSX has sold more units than the N64, both in any given year and overall, both here and overseas. I'm not online at the moment and can't find the exact figures, but there's really no argument that Sony has won this past round of console wars.

That said, I can't tell your friend that the N64 is better than the PSX. RPG players love the PSX, and I think you can argue that there's more really top-level games on the PSX than on any other system. But the N64 has some truly superb stuff as well, from the original Mario 64 to the current Perfect Dark. If you like sports or multi-player console games, the N64's a great system.

The only thing we have to fear is Fabio himself
Well, the Arch Nemesis Contest wrap-up <clears throat>... I am actually at the primary step of giving myself an ulcer, due to the fact that my empty threat/joke of opening a school for villains would actually end up not being a joke at all... I may have to deliver the goods here.

<takes out the soapbox and stands on it>

An arch nemesis could not, should not, indeed should never accept any kind of prize from his enemy, Justin. It's like Chris owns you now, the little devil... It's not just that it makes Chris look good to donate a prize, but that it breaks with villain etiquette.

The only way any arch-nemesis should take anything from the hero would have to involve the use of force. Said force should be employed not to come in possession of the object due to a desire for it per se, but ultimately to lay the object obtained to waste. I.e., you shall cover what your adversary has only for as long as it is in his possession, and no longer. In fact, as soon as the object of desire is obtained, it shall become expendable, and indeed should be obliterated so that the hero and countless other peons will mourn the loss. A reccomended way to do so is with flames, but nuclear warheads could do, I guess (Sorry, Ian). To put it succintly, supreme indifference toward any kind of token offering is the only way to go.

But what have we here, instead? We have an arch nemesis that is accepting the prize, rather than scoff at it, thus cheapening the offering, and the offerer. Not only that, he will fight a third party in order to cling on to said prize, when he should not be attached to it at all.

<steps off soapbox, and carefully puts it out of sight>

I could say more, but then I'd be doing all the work around here...

Princess Jemmy, who's not afraid of Fabio, and wishes people would get over their fear of him, which is allowing him to stretch his 15 minutes of Fame, thus delaying his fall into oblivion (idiots!!!!)

I'd chalk this up to a simple case of AN-envy, but the whole rant did not cumulate in the expected demand to be given the GIA t-shirt instead of Justin. Therefore the possibility does exist, however slight, that this was genuinely well intentioned advise for the new Arch Nemesis. In which case you'd best listen up, Mr. Freeman.

He survived? Dammit!
Chris

Though you did firebomb my house, I'll have you know that there wasn't much in there anyway. Most of my devices of destruction, as well as my gaming equipment are stored in various parts of my network of hidden labs. However, this does not mean you will not pay for your actions. Far from it.

There was a time, not long ago in which the clouded heavens opened, spreading their light, and parting their knowledge into the mind of one young game developer, a one Mr. Yatsuno Matsuda (I believe). From this knowledge, a game was born. That game? Vagrant Story. Yes, this creation, as you all know, now rests in the hands of mortals everywhere.

But Mr. Jones, your days with Vagrant Story will soon be numbered! I have sent my loyal servant, Castor: The Official Robot of Communism up into space, where he has secretly landed somewhere aboard the GIA's precious Geosynchronous Satellite. His mission? He will use his formidable powers and strength to hijack your copy of Vagrant Story! He'll probably kill everyone he sees in the process as well, but I have no control over such deterrences. I can see it now...Castor slowly walking towards you and your game, while you unload your Colt magnum into his cranium, eventually turning him ba- no! That's Tyrant, yes, silly me.

That won't be all either Mr. Jones. I just realized I had a pretty cool poster somewhere in that house you bastard.

Arch Nemesis,
Justin Freeman

Scoff. Scoff, scoff, scoff.

That's what I'm doing to your pathetic plans for world domination. The voters may have chosen you as my Arch Nemesis, Mr. Freeman, but I expect much better than giant robots in space from you. Mission Impossible 2 came out today, perhaps you can watch that to get a clue on how a decent evil genius behaves.

Still, good job at surviving the destruction of your home and family. Now if you can just channel that negative energy into random acts of violence and destruction, you'll be on your way.

Closing Comments:

I keep waiting for the post-E3 news drought to be over, but we ain't there yet. Persevere, my brothers and sisters.

Slightly modifying today's topic, for tomorrow I'd like to see some insights on what you really consider important in a game. That is to say, if an FPS like System Shock 2 manages to give you deep plots, character interaction, experience building and a class system, do you still want or need turn-based menu systems? I've already had this conversation with "old school" RPG fans, but I'd like to hear from more casual fans. Adios for now, folks.

-Chris Jones, fueled by the wonder that is Advil

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