Double Agent
The day after The Day After - July 6, 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. America fall down, go boom. Don't say we didn't warn you.

"The Day After" was on TV last night, and it got me all nostalgic for the Cold War. Things just aren't as interesting without the threat of immanent death from above, and the looming specter of evil totalitarian commies on the horizon.

At the same time, I was a bit disappointed with the film. While I'm no fan of nukes, the movie seemed overly pathetic and manipulative. People didn't much seem to care if they lived or died, and accepted radiation poisoning the same way I might accept missing The Simpsons. There was relatively little concern over winning the war, and a sense of doom despite the fact that there was still some semblance of social order, food, and medical care.

And the ironic thing is, they weren't pessimistic enough. There was a short disclaimer at the end saying the effects of a nuclear war were exaggerated for dramatic effect, but I'm pretty sure they were wrong - anywhere that suffered that much physical damage should have been radioactive enough to kill anyone not wiped out by the blast. I suppose that's a comforting thought.

Perhaps the problem is that the film wasn't sufficiently Republican. I might enjoy "Red Dawn" instead this weekend, if I could forget it's one of the dumbest movies ever made. Or perhaps I'll just forget all about the 80's and enjoy some of the brilliant media this decade's produced, even if we can't figure out what the hell it's called. (The Zeros? The Zips? The Oughts? What?)

Onward.

It's what happens during the boring parts
Chris,

I think gameplay deals with how much fun the more mundane parts of an rpg are. This would be things like the battle system, moving around the world, etc. Is every random battle just in the way of advancing the plot, or is it a fun part of the game? Are the towns fun to explore, or do you just go looking for the one character that will make the story go on and not bother talking to anyone else? It's hard to describe what gives a game these qualities. Some games I can sit and happily gain xp in one spot for hours, and others I gesture rudely at the tv every time a random battle appears. And did anyone really want to explore Esthar? Or most of the other huge towns in FF8? I think a game with good gameplay can get past bad music, graphics, and even plot because it makes the 95% of the game that isn't spent in plot developments much more fun to play.

Ann

I'm intrigued by one point you make - that the same gameplay can be seen as fun or boring depending on when it occurs. There are times when exploration seems welcome (when you arrive in town and are told to wander around until some event happens) and times when it seems irritating (when you're told to explore a large dungeon for a single item, and can't advance the plot until you do). You'd think it'd be simple to tell when exploration and random battles are called for and when they're not, but a pressing plot point for one person might be the low point of the game for someone else. The only surefire way to make gameplay interesting might be to make the most prevalent aspect (battles) really interesting but even opinions on battle systems change from person to person.

Mission accepted
You pose an interesting challenge, which I'm afraid I'm going to have to accept.

Gameplay is how we classify games. That's why we have RPGs and action games and what else.

But since we talk mostly about RPGs in the DA column, I think of RPG gameplay to be the simple nuts and bolts rules of the game. How the teams line up in battle, what you can do, how you get stronger, etc. This isn't to be confused with interface, which talks about how easy it is to use menus and walk around and such. For example, FF7 had a bad interface, at least on the map, because it was often difficult to tell where you were going without the little hand to guide you.

Sometimes there's one aspect of the gameplay which is most important and defines the whole gameplay system for us. FF7's materia system, FF1's traditional level and magic-buying system, and the job system. Sometimes there are many aspects which define the whole gameplay system, such as Vagrant Story, which has a weapon combining system, a unique magic system, and other things. Gameplay need not always refer to how fighting is done; the gameplay system could refer to randomly generated dungeons, a unique way of meeting enemies on the map, as Earthbound and Chrono Trigger have, or puzzles, such as Wild ARMs's or Vagrant Story's puzzles. How do we judge gameplay? That's tough, especially since so many people disagree. I'm a happy camper if the gameplay system is unique, interesting (which means I can enjoy spending time outside of battle exploring my options) and intuitive--I can figure it out. When FF8 came out, I added non-anal-retentive to my list, because like many people, I got a little peeved having to reassign GFs and junctions whenever I switched party members.

Now for my challenge to you, Mr. Jones. You use the word "the" a lot, so define it for me.

- Pepper 2000

The is a word that acts as a pointer to whatever THE hell I'm talking about at THE time. Is that an acceptable definition?

I mostly agree with you here, except that I think interface has to be part of the definition. FF8, Thousand Arms, and Vagrant Story all have the same basic fight command, but how this command is accessed, and consequently how it feels, differs from game to game. Some of the earliest complaints about FF7 involved the button layout not being exactly the same as people remembered, which soured some on the gameplay.

You're also right that one element of gameplay can often dominate, by choice or by design. Certainly the Junction system's one of the more memorable gameplay elements in history, if not exactly in the way Square wanted it to be.

It's like it's going around and around and around...
This is a pretty straightforward question, but, have you heard if FFIX supports Dolby Surround? (Not to be confused with the superior Dolby Digital, which is a hardware thing.) The answer is most assuredly a 'yes', FFVIII did support it, but I haven't heard one thing about it.

Most people don't care about that sort of thing (I do, however), but isn't that just the kind of semi-useless feature that Square would be touting in their press releases? God, I hope they included it. And god, yes I am a nerd.

If you, the oh-so lovable Chris Jones, don't know the answer, post this message anyway. The next day you'll have 75 audiophiles and their dogs telling you the answer. Thanks.

~Alex M.

I'm pretty sure it does, since Square already learned Surround in 8 and wouldn't not use a technical skill once mastered. But I can't confirm just yet, though further inquires are proceeding apace, fear not.

Drew on Quistis, but not Quistis on Drew
Chris,

Indeed, lewsteran's Quistis comment was taken word for word from the one and only Drew Cosner.

And it was one-hundred percent right, too. Quistis was just there to be the hot blonde chick. As for the other characters (you didn't think you were gonna get away without me climbing up on my soapbox, did you?), Rinoa was very confident, till we watched her confidence shatter when she realised she wasn't cut out to lead (the parallels with Barrett are amazing). Zell was a punk kid who slowly grew up and turned into a mature, intelligent leader in his own right. Irvine was convinced he was the ladies man (but unlike Edgar, he really was). However, his confidence in his shooting was somewhat less, until Squall convinced him to prove himself. Selphie seems a complete ditz, but we slowly find out she has vast amounts of smarts and inner strength. Seifer let his romantic dream and rivalry with Squall rule him, but in the end turned out to be a decent, albeit deluded guy. And Squall? Well, he's already been touched on numerous times in numerous forums. My point is that, in terms of character development, while it ain't the Belgariad, FF 8 contains quite a bit.

And that's all I have to say about that.
~Krelian

I still don't agree with the comment regarding Quistis, since I felt the small amount of character exposition we did get with her was more than enough - it was very concentrated, but still came out to more than many FF4 or 6 characters got. On the other hand, I think we can all agree that Quistis performed her role as "the hot blonde chick" quite admirably.

The rest of your points about character development were well made, but I have to leave now, my bus is here.

Unbalanced
The most important element of gameplay for me is balance. Balance is not something you notice at first, but it is the element that is most likely to cause me to quit playing a game before I finish it. Some games start off fine, but quickly become full of only 2 types of fights: (1) annoying random battles with monsters that are no longer a challenge, one hit with any weapon doing 10x the damage needed to kill them (and little $/exp)(the kind where you just mash the "X" button a bunch of times and wish there were no battle animations), and (2) outrageously difficult battles that last an hour, with you dying many times until you finally cheat and read a walkthrough and find the "boss" can only be killed with a certain sword/spell/other contrivance.

It is kind of like a "Super Mario Bros" type of RPG gameplay. Butt-bounce 100 enemys that die instantly when you land on them, followed by one large "Boss" with one certain way to kill him, and then on to the next level. Fine for 2D side scrollers, lame for a RPG.

The District Attorney

I hadn't thought of this, but you're dead on. Relatively few RPGs have a category between boss and random enemy, as compared to action RPGs which have old bosses coming back as minibosses or even regular enemies in later levels. It's one of the reasons I liked Vagrant Story as much as I did, because the Dark elemental that took you half an hour to beat the first time would show up as a room guard later on, and it felt just fine to take him out with a single chain combo.

It's also something I'd like to see more of in regular RPGs, since there's a definite correlation between how involved a fight gets and how interesting it is. A game consisting of nothing but tough boss battles spiced with a few regular fights here and there could be interesting, which is why I'm so intrigued by Chrono Cross.

Local residents only
I suppose that there isn't anything particularly wrong with the Arboretum Software, Etc (other than their apparent lack of respect for street dates), but one can find stores more or less exactly like it anywhere in the country. In Austin, you've got the option of shopping at GameFellas, which has a better selection of both new and used games (and imports, if it matters to you), a staff that's generally more-informed, and prices that are usually competitive. So what's the deal, Chris? Do you have a beef with GameFellas, or do you just really want that Square backpack?

-Anson

On the contrary, I think Gamefellas is great. I picked up my copy of Ogre Battle PSX there, and I ask for Panzer Dragoon Saga every time I stop by to browse. (Someday...) If you're in Austin, I recommend them highly for nearly all of your gaming needs, including soundtracks and imports. Beware their reliance on Son May OSTs though.

The reason I preordered my Square games from Software Etc. and buy most of my games from stores other than Gamefellas is twofold. First off, the Gamefellas nearest to me is a 20 minute drive out of my way home, whereas SE's a one minute detour. When I just want to pick up a game and play it, SE's the clear winner. Second, Gamefellas told me on three separate occasions that they didn't know anything about the preorder process, which I believe may have been limited to the big chains. But preorders aside, Gamefellas is good people, no question.

Uematsu speaks
Hi, Chris!

I know I arrived a little late to the discussion, but maybe you'll find this interesting...

Instead of giving each character his/her spotlight in Final Fantasy 8, Square focused in only two of them...

This was no accident or lack of design. It was a decision that the guys at Square took. For example, in the notes included in the FF8 OST there's an interview with Uematsu, and when asked why there are no character themes in the OST he replies:

I found that the effect of character themes weren't as great as I thought in FF 6 and 7. It is reasonable to have character themes if each of the main characters have their own highlights in the game, but in FF8, the "main character" is focused in a single couple of Squall and Rinoa.

Uematsu explains that he first reads the screenplay before writing the music, so the decision to focus on Squall and Rinoa came with the screenplay itself, which is where the game was built around.

You can read the full interview at the Musical World of Final Fantasy here.

Cheers!

- Carlos Rodriguez

I saw that interview in my copy of the soundtrack, but it would never have occurred to me to look around for a translation. Interesting stuff.

There's always gonna be arguments over FF8's characterization, and if concentrating on a few characters rather than giving everyone their own little drama was the right way to go. But it's nice to finally confirm that Quistis not having her moment in the spotlight was a deliberate decision rather than an accidental oversight.

Hey, it's not my fault what people do with it...
This isn't really for the letters column, but I'm mailing you because you're the guy whose job is to get mail. Lucky you.

I like the fact that you (you the GIA, not you you) didn't post pirated FF9 stuff, but I find the fact that you linked tothe sites that did a bit questionable. Firstly it comes off as a bit of a snipe at those sites, even if it wasn't intended as such. Secondly...well, isn't it sort of like a newsmagazine saying "We don't condone the sale of illegal drugs, but interested parties can purchase them from this address.".

It is my job to get mail, but like the disclaimer says, I don't speak for the site.

However, I thought your comment was worth tacking on to the end of the column. I also like the fact that we didn't post pirated media, but I think the decision to link to the sites that did was legitimate. (Not that I have any input into such decisions.)

Yeah, we provided links for those who might have wanted to see the media, because people are gonna be interested. Heck, I might have downloaded some myself, before I took over this column. (Now too many people would give me too much crap if I did, and, as much as it surprises me, I'm something of a role model. This job has a dark side too, folks.) But naming people who sell drugs or carry pirated material is something of a double edged sword - you're telling people where they can get contraband, but you're also informing the relevant authorities whose ass to nail to the wall. Since we simply provide info about the media, our ethical status seems satisfactory.

Closing Comments:

Free topic day tomorrow, and I may even have enough time to play a bit of Koudelka. Based on my impressions, I'll concentrate on that or SoM this weekend. Have a good one.

-Chris Jones, always wanted to live in a post-apocalyptic wasteland, so he moved to Texas

Recent Columns  
07.05.00
07.04.00
07.03.00
Double Agent Archives
The good news is the Internet was designed to survive a nuclear war, so you can still send me email.
Wanna know what gets a letter printed? Check the FAQ.