Double Agent
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


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


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...


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"


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


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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