Let's make a few changes - December 3rd, 2000 - Drew Cosner
Disclaimer: The opinions expressed within this column are those of the participants and the moderator, and do not neccessarily reflect those of the GIA. There is coarse language and potentially offensive material afoot. Note to aspiring letters columnists: the use of Japanese, specifically katakana, does not make you cool. Don't say we didn't warn you.
Okay fine readers, here's the deal: tomorrow is finals day. I have very little time tonight. I would make a
witty little comment about how finals suck, but that would eat into my precious studying time, and I so relish
studying for idiotic requisite classes. So today you get a column that puts the "rushed" in "rushed." You can
tell Chris what a jackass I am. In fact, that can be tomorrow's topic for all I care. There, now I've written an
introduction and given you a topic; talk about killing two birds with one stone.
More on cranking them out |
Hey, Drew
Just thought I'd clear things up on the reason for the diminishing times
between Final Fantasys. First off, a short development time isn't that
uncommon for the series. There were only 12 months between I and II, and
just a little over a year between III and IV. Second, the recent games are
actually in development for longer than the time between the games. The
games aren't being made by the same teams. Look at the credits for FFVIII
and IX. You won't see much consistency. That's because the team from VIII
went on to develop X while another team is handling IX. So even though X
will be released a mere eight months after its predeccesor, it will have
been in development for two full years. That's hardly rushed.
-BadMonkey
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Yes, this is another point I failed to touch on in my reply yesterday. Good job, BadMonkey. I would hug you if
you would just stop running away everytime I come anywhere near you. You act like you've never seen a man with
his own feces smeared all over the front of his shirt before.
I'm trying to listen to the damn background music! |
Drew,
The two most prevalent mainstays of the RPG that need to go the are random encounters and separate battle
screens. Nothing succeeds at jarring a gaming experience than having the screen disappear every five seconds
and reappear as a generic battle ground in which you fight generic enemies. In addition, the time lag between
the nifty swirly effect and the start of the battle kills the flow of the game.
Chrono Trigger represents the best way to handle battle transitions. However, modern RPGs have not followed
suit, instead opting to switch the player to a 3D battle field in order to allow for a more dynamic camera. In
the future, RPG developers will have the power to allow for a dynamic camera without switching battle fields,
since more RPGs will be fully 3D. Let's hope that they do.
- Jeff
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I couldn't agree more about separate battle screens. That was the first thing I noticed different in Chrono
Cross from its predecessor -- I think the transition is jarring and completely unecessary. Similarly, I'd like
to see an RPG with no battle music. Yes, that's right: none whatsoever. I hate the fact that I'm getting into
the mood of a dungeon or castle or whatever, and the background music is constantly being broken up by the same
stinking battle music I've already heard easily 200 times by that point.
In a film, when a protagonist comes across a villain and fighting ensues, there's at least an appropriate segue
in the background tune. While I doubt interactive music like that will be possible any time soon, developers can
at least let the fighting take place on the same screen as the encounter itself, and keep the current music
playing, since music is largely responsible for setting mood.
What it means to be difficult |
Drew,
One question: why do people keep saying FFIX is a game with a good difficulty level?
I didn't know what the "Game Over" screen looked like until the beginning of disk 3, and have died a total of
*does quick math* 5 times, three out of those five times at the hand of Behemoths (they should be made into a
final boss...), while all the bosses... Yes even the final one... Were fairly easy fare!!!
About npcs not caring you pillage their home for items... Every other game I've played since Xenogears does have
a couple of instances where you walk into an npc's home, and they tell you to stop looking for stuff in their
house...
As for foes dropping cash... It was done away with in FFVIII, so there's hope Square will do it again in X (we
didn't see it repeated in IX because that one was allegedly a return to "tradition"...)
-Princess Jemmy
|
I don't know about others, but I personally felt FFIX's difficulty level was just right because you had to be
fairly frugal in battle, balancing your offense, defense, and healing strategy appropriately to come away with
the victory. This is as opposed to FFVII; I had a friend for whom that was his first RPG, and he made it to the
second disc before figuring out how to use materia.
I don't know why so many people correlate a good difficulty level with constant defeat. I hate dying in an RPG
when I felt that I used the best strategy possible for my party given their current strength. I don't want to
waste time fighting a bunch of stupid random enemies just to get through a dungeon, period.
Anyway, now that I've gotten my prerequisite ranting done with, on to the latter half of your letter. Yes, there
are the occasional NPCs who will comment on your pillaging, mainly for comedic value, but that's hardly doing
something about a bizarre RPG mainstay. Originally finding things in people's drawers was a way of rewarding
players for partaking in the primitive exploration possible with a system like the NES. Now we have machines
capable of handling exploration in much better ways. And it's really about time developers take advantage of
that.
And finally, yes, I too hope that Square continues to advance the series with FFX. We all had our nostalgic fun
with FFIX, so it's again time to move forward.
Letters from a goat |
Well:
this topic has me being pulled a little in both
directions, and it's hard to say what I wanna' see
happen in RPG's. On one hand, there are a few things
that could be done to improve these games, but at the
same time, so many games are doing what they do so
well that you gotta' ask yourself; why fix it if it's
not broken? [I hate that stupid argument. Videogame genres aren't cars, people. -Drew]
A great example of this is FF9. Squares been pretty
much delivering the same formula for gameplay since
FF6, not changing too much. Similarly to FF6's
character abilites -- each character has had an
"ability" of his/her own in later games (limit
breaks.) Exploation has been done pretty much the
same way, and control has remained consistent and
familiar -- largly unchanged. Though systems may
change in the games, the core gameplay remians the
same and that's what I love about Square and FF.
Though the genres changing, they've remained true to
the formula that works, that makes Final Fantasy one
of the best series in history -- and for that I've got
nothing but respect.
At the same time though, I do wanna see changes in
the genre. And not these crappy small changes like
the option to finally be able to simply walk up a
flight of stairs or run without pressing an additional
button -- these are all things we shouldn't have had
to wait so long to see. I'm not like, "ah man, these
changes are crap-o-licious" but at the same time I'm
not, "Oh man, you mean I DON'T have to inspect the
stars to go up?? Yes!! Dammit yes!!" No, I wanna
see real changes in the games that make them more fun
to play.
I want to see better character interaction --
between everyone. Calling on the FF series again, we
see a great example of this, but it's not all there.
Look at the fantastic relationship between Squall and
Rinoa (FF8), developed from disc one. It's amazingly
deep and easily one of the best displays of character
interaction in gaming history. But what about the
rest of the characters? Did anyone else notice that
they're hardly developed or payed extensive attention?
That their individual stories are barely there? It's
when we start realising this and creating better
chracter interaction that we'll get better characters.
Sticking to interaction between characters -- how
about some consequences? Remember in Chrono Trigger
(and it's still visible in Chrono Cross) how certain
events you didn't even notice were important, like
finding that stupid girls cat, had you engaging in
activity that could totally alter the games story?
That was amazing, but it's not enough. I wanna see
more plain ones like -- for example -- you go into a
town with your weapon drawn. Now that towns gaurds
see you and maybe intiate a persecution or something.
Accuse you of being an enemy. While on the other
hand, you go into the same town with weapon undrawn,
and those same gaurds'll but you a drink! Wouldn't
that rule....yeah, it would.
Finally, something I think would rule in RPG's is
less linear worlds. I wanna be granted the option to
explore more freely and with less limitations. I
really love a game where you spend hours at a time
hunting down treasure or exploring a town and
uncovering new items and weapons without worry of that
next dungeon. It's always fun to find that last item
you've been secrectly questing for, or uncovering a
new fact about a chracter through exploration.
So that's pretty much it. There's not hordes that
RPG's can do to improve themselves in my mind -- most
of them are already doing things right. But there are
a few things out there that could seriously increase
the pleasure of a good RPG, and when developers start
realising them is when we'll get a flawless Role
Playing Game.
-Michael, the gameplaying goat
|
Yes, I agree that changes need to be more evident. I'm not going to get excited because some RPG developer threw
in a few little frills without taking the effort or risk of changing the core gameplay for the better. And to
address another of your points, I'd like to see more relevent discussion between party members. It's lame how
the only time your party ever converses is at key moments wherein your party either:
A) walks out of the current party leaders body, or
B) comes walking in from the bottom of the screen, somehow seeming to have managed to battle off all of the
enemies by themselves that have given your 3 or 4 person party difficulty up to that point.
Final Fantasy VIII and Chrono Trigger both took the necessary first step in having your party always visible;
now if they could work some actual character conversation into the mix, I'd be happy. It's a little weird when
you run across a majestic underground cavern or foreboding chasm, and not a single member of your group has
anything to say about it. Then again, this would have to be balanced, because it would also be annoying if your
party constantly babbled about trivial things back and forth until you wanted to hurl your controller at the TV.
Hey, I'm not a developer; fine-tuning these things isn't my problem.
Get in touch with your inner hateful curmudgeon |
I was playing FFIX the other day, when something interesting happened... I needed to fight some random battles
to level up!... Now wasn't that a "pleasant" nostalgia trip?
Don't get me wrong, I loved FFIX's old-school style of play, but I think we should get back to FFVIII's theory
of breaking tradition! I just feel they were breaking the wrong traditions.... I don't think that many people
were lying awake at night wondering "why do monsters carry Gil?"
As for FFX, I'm hoping for a total overhaul, besides graphics. Let's eliminate the random battles! Let's vary
the battle music a little! And for gods sake, you don't need to pan the camera around at the beginning of -every
battle-! It's not at all dramatic when you're fighting Imps...
Since the game is supposedly fully polygonal, I think Square has a marvelous opportunity here... Pop up the menu
and zoom in during a battle, instead of using a screen transition, a la Chrono Trigger. Make the overworld more
detailed, Zelda-style...
And about the level-building thing? Scrap it altogether and focus on equipment and ability building, however
they choose to do it for this sequel.
And to add another thing to this bitchy letter: Orchestrated music. There's the potential for multiple DVDs,
here. It can and should be done!
~Alex M.
P.S. Anyone else feel FFX is the bastard child of the "holy three" FFs announced at the beginning of the year?
This is poised to become what FFVII was to PSX, and it's getting no attention...
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The interactive environments full 3D can afford combined with the FF series' narrative is enough to make me
drool. And if Nobuo can actually master the fine art of music that doesn't sound like it was developed using
SNES sound tools, I'll be one happy camper.
It's hard to be stealthy when you've got a 5 foot sword strapped to your back |
Drewbert,
All right, since you have given the complaint topic of the year, I'm only
going to use two topics. Those topics happen to be the age of protagonists,
and stealth in RPGs.
First, an old favorite, the age of protagonists. If the protagonist is
going to be 12 years old, I want some damn good explanation as to why s/he
can take out armies (I'm talking to you, Lunar). Also, I want whoever comes
up with game plots to accept the idea that to have a long, mysterious
background, the character should be sufficiently old to have lived through
the background. I mean, Fei was destroying full cities at 15 years old.
absurdly powerful being who transcends time or not, he should be fighting
zits, not gears.
Stealth in RPGs. The complete lack thereof is absurd. I mean, gamers
are penalized for avoiding conflict. How about just a little Metal Gear
Solid "avoid the stupid grunts" to go along with "charging headfirst into
insurmountable odds." The closest practical application of this is
attempting to shoot the sorceress in FF8, which failed, but at least they
tried. Oh, and if you sneak up on enemies, you don't get one free shot for
double damage. You lob their damn heads off. I'll stop now before I start
to get emotional.
-Garvey- "Interceptor still rocks, after all these years"
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I'd also like to see an RPG where we're not expected to fight a million random monsters who decide to attack us
just because they're monsters and that's what monsters do. Let's get some battles with a bit of emotional
gravity here. Say what you will about FFVII, but at least beating the hell out of the bastard that killed Aeris
was climactic. Far moreso than taking out yet another random megalomaniac who did Big Evil Things (tm) such as
burn down a village or kill a character that was hardly fleshed out at all just to earn the designation of bad
guy.
Just like Shen Mue except not |
I really think we need to see RPGs taking the Shenmue route. I'm not saying
they should be EXACTLY like Shenmue, but that game has many good aspects that
should be stolen and implemented into more games.
To ramble off a few really good things about Shenmue... the fact that you
have to earn your money. Not by fighting. By working. I think it'd be fun
as all hell to have to go to 'work' in your game. It sure was fun in Shenmue
seeing how fast you could wheel those crates. In fact, to build on this, I
wouldn't mind people in RPGs actually having some sort of normal routine. If
they can get it with as much effectiveness as Shenmue did, anyway... Another
aspect that I really enjoyed in Shenmue was the freedom you had to do really
anything you want whenever you want. If they could just eliminate that
repetiveness... ("I'm sorry. Talk to someone else." "I guess they're not
home." Did you ever notice that NO ONE was home? And if they were they were
cooking or taking a bath.)
I guess basically what I'm trying to get at is the fact that RPGs need to be
more realistic. Sure, we can still have our goofy RPGs and stuff, but I want
to see some more Shenmues and Vagrant Stories. But maybe that's just me.
I wouldn't mind some relevant mini-games either. Relevant meaning
'pertaining to the actual plot'. And of course it'd have to be fun. And of
course I'm done now.
×chris×
|
I think a little more realism in RPGs could be interesting if handled properly. There's just something more
appealing, at least to me, about saving a world of people who actually function and behave like people
than there is to saving a bunch of people who look like anthropomorphic hippos and rats. (I'm sorry. I hate
those hippos in FFIX. HATE.)
As for complete and total freedom in an RPG, there's a whole other can of worms I've opened plenty of times in
the past. Maybe you can talk to Chris about that tomorrow, too.
I love this letter |
Howdy there troubadour,
i must say, the element of gaming that i would like to see disposed is
certainly the gamer. The gamers always seem to be the ones complaining about
games, eventhough the developers are trying to do what the gamers want them
to do.
Gamer: "give us harder games!"
developer: "okay, here's a harder game"
gamer: "well now, that's a bit too hard. what i meant by harder was
"strategic".
no more gamers = no more whining
yours cruelly,
opultaM Forward
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Yeah, I think it would definitely benefit developers if they didn't have to pander to the myriads of conflicting
interests of gamers. We'd probably see some truely artistic, original titles then. They may play like
shit, but if nobody's actually playing them, who cares?
Closing Comments:
Well, that was fun, wasn't it? Mail Chris and your happiness will increase a little bit. Today you will
experience: Good Luck.
-Drew Cosner, the guy who hid rotten eggs in your stereo
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