Double Agent
Cheap chaos and a side of fries - May 25, 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. Oh no, I said too much. Don't say we didn't warn you.


Well, I still think it was a good idea to ask casual RPG players if there was something about menu-driven turn-based combat they were inherently attached to. But I forgot that the topic in question would scare off everyone but hard core gamers. Doh.

On the other hand, we have news of a true sequel to Silent Hill. I'm a little wary that a follow-up might kill some of the ambiguity that I loved about the original's ending, but there are things about the game that would work well with closure. Looking forward to it, regardless.

Onward.

This is why Superman works alone. (The ONLY good line in the movie.)
The closest thing that I can think of regarding your Idea to merge RPS with RTS was Ogre Battle for the SNES, and even then the battle mode would switch to turn-based, menu-driven combat upon contact with an enemy. CONFUSING turn-based, menu-driven combat at that.

It's definately a really neat idea that I'd like to see incorporated myself, but it'd be difficult to pull off effectively without losing something from the RPG aspect of the game. Who knows what the next generation of gaming consolses will hold though?

And, completely off subject: Can I nominate myself as trusty sidekick? You'll need one to hand you stuff while fighting your Arch Nemesis. And I can say things like, "Holy Gramatical Error, Double Agent!" That'd be pretty neat.

.Pisces.

There is something to the criticism that the RTS and RPG genres are difficult to integrate - Blizzard apparently attempted it with Warcraft III, but couldn't make it work and they're now readapting to something more traditional. If Blizzard, an excellent developer working on a platform very open to experimentation (the PC) couldn't make it work, it's possible nobody can.

And I'm flattered that more than a few people have asked to be my sidekick, but I have a theory that nearly anything starts to go downhill when you start to add sidekicks. Witness the Batman movie series.

5001 things you can do with a GBC
I just had a thought. I am sure you have heard about the mp3 player in the works for the GameBoy Color. If you are anything like me you were all excited about it and stuff and was like "WOW! its not that expensive" and "SWEET, you can get memory upgrades" or something to that effect. But, like I said, I had a thought. The sound really sucks on the GB. It like really, really sucks. And who wants to listen to music when sound quality is poor?

Nobody! Thats who.

The GBC is a considerably more powerful platform than the original Game Boy. I think the reason game music tends to bite on the GBC has less to do with the inherent hardware limitations and more to do with the limited memory provided on a Game Boy cart. It's technically possible that the system could be a decent MP3 player, so keep your head open about it.

Now thatsa gooda Gouda!
You can have a good story, fancy abilities, and a realtime engine WITH menu's...but If you dont have cheese, you aint got nothin.

Kandrin on ice.

Deep. Very deep, man.

Blast from the past
Hey Chris

Two weeks ago, I pulled out the SNES and FF3 (FF6j). After hauling ass through it, I came to a few conclusions.

Final Fantasy has come a long way since the SNES days. The graphics, obviously, have been improved immensely. The stories are far more complex, more mature (not just in the lack of censorship). The characters are more realistic (not just in appearance) and all of them are reasonably well developed. The battle systems are far more intricate, and the games take longer to complete. The detail is incredible as well - you won't find a row of six soldiers all saying the same thing any more.

But despite these vast improvements, in the transition from 2D to 3D, something irreplaceable was very definitely lost.

Play it again. You'll see.

-CS-

Progress is good, no question. Looking back, I got more emotionally involved with the last two Final Fantasies than any previous, with the exception of IV. That's not a definite indicator of the overall quality of a game, but it's not a bad one either.

What annoys me is your last comment - it's fine to say something has been lost, but chalking it up to some kind of ineffable "feel" is a cheap trick. If it's real, it's quantifiable, if it's not quantifiable, chances are it's just nostalgia for the good old days when you were young and carefree. This might not be universal, but I suspect we'll be seeing the same "FF was better two games ago" arguments twenty years from now.

Man, I must be feverish if I'm actually posting this
Chris, sounds to me like you're trying to turn the realtime vs turn-based debate into another 3D vs 2D debate. I understand that you absolutely can't stand menus (sounds to me like you'd be at home playing action/RPGs or Zelda-like games instead of regular console RPGs), but there are plenty of reasons why menus should stay:

#1 Simulation/RPGs - These games *by definition* cannot be done in real-time. The whole point of a simulation/RPG is being able to think out your strategy and move your units on a hex-based map. Some simulation/RPGs have opted for the real-time environment (Ogre Battle) but then these games still focus on micromanagement, plus the battles are done in turns. I for one, would not want my favorite genre to go away because of some direction in gaming towards real-time.

#2 Some, actually most, gamers simply prefer thinking over fast reflexes, or at least I know I do. While I do appreciate Vagrant Story's chains as a way of forcing the player to actually *earn* those experience points, I would absolutely get sick of RPGs if every new RPG coming out employed a similar or real-time system. With menus, a player is allowed time to think about what he has to do. In most battles, the player won't have to think, but what about boss battles, or those rare enemies whom you've never encoutered before and are seemingly invincible at first? Oh and just so you know, a system with "hot keys" (i.e. something like Mario RPG where pressing a button automatically does something instead of having to wade through a menu with your directional pad) is still considered menu-based.

#3 Real RPGs aren't about real-time gaming. Do people use time limits when they play out a game of D&D or other pen & paper RPG? On computer RPGs, even the ones that employ a supposedly "real-time" system, there is still always the ability to pause or the system is actually pseudo turn-based. The whole reason why the action/RPG genre exists (and action/RPGs are not RPGs, they're action/RPGs) is because they're a totally different type of game. They're action games with an RPG premise, but despite that RPG premise, they're still action games at heart. And like I said, while I do like games like Star Ocean and Tales of Phantasia which do employ pseudo real-time systems, I would get absolutely sick of RPGs if all of them were like that.

My proposal: menus should stay. I'm not saying that there isn't room for the RPG genre to evolve and show off new fancy real-time systems, I'm saying that like 2D RPGs, there should always be a good amount of RPGs that are menu-based. I have seen absolutely no advantages to a real-time system over a turn-based system. If anything, the real-time systems generally have a negative impact on gameplay because they don't promote strategy or the possibility for strategy. And besides, you may love System Shock 2, but who the hell wants to see all future RPGs turned into FPS games with RPG elements?

Oh, one last comment, which I guess sort of actually backs you up. I do think that it would be cool if someone came up with a truly real-time RPG. It wouldn't be an action/RPG because it wouldn't be an action game. You would get to control someone living in a fantasy world (I prefer medievel kingdoms myself) and he/she would roam around and go on adventures with NPCs and would fight in realtime (imagine Zelda but more refined for the next-gen). But this character would also get to live out its own life, get married or plot to kill the king, do pretty much anything the game engine would allow. I'm sure there may be a PC game like this, but wouldn't it be great if someone came out with a console RPG like this? If someone does make a game like that, i'll renounce my traditional RPG love and embrace this new style.

Desmond Gaban

I figured I'd get at least one well-written letter from the hard core element, and here it is. For the record, I DON'T HATE MENUS! I just don't think they need to be in every "real" RPG published.

I've said before if you want to do a tactical or simulation game, you probably will end up with menus. That's not a problem, because such games do require brains and strategy. But I've said it before and I'll say it again: I've never seen any menu-based traditional RPG (FFT, etc. need not apply) that requires real thought in non-boss battles. That includes any of the first four DQs. And given that you're probably going to have lots of standard, mediocre fights to pad out game time, I'd just as soon they be more diverting than using a Windows application.

I like RPGs because they're immersive, because they have great plots and yes, they have combat systems deeper than most Zelda type-games. But there's nothing in any of those requirements that demands menus as an implementation. What is it that you see in RPGs that suggests that they can't be real time, or that action/RPGs aren't RPGs? The fact that the great RPG series have traditionally been menu based doesn't mean they're always gonna be that way.

Closing Comments:

Ok folks, I'm starting to get a little loopy with the fever and I think that's starting to bleed through into my writing. So I'm gonna cut this a little short, and try again tomorrow.

No topic for tomorrow, at this point I don't trust myself to pick something I've already done before. Like menus. Aye carrumba, I'm goin' to sleep. See y'all tomorrow.

-Chris Jones, sick of being sick

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