Double Agent
...in which the old schoolers come out of the woodwork - December 4, 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. No, really. It was like that scene in Aliens for a while there. Those bastards, they killed Bill Paxton! Don't say we didn't warn you.

A brief word about PC game discussion in the column, if I may:

No.

See, that was brief. To expand a bit more on the theme, whenever we get into one of these "what should be changed about console RPG" topics, there's invariably a deluge of letters that say either "why don't you talk about PC RPGs" or "console RPGs suck, you should play Fallout". To the first, the answer is that the site covers console RPGs, not PC RPGs, and the column follows suit. To the second, it's a matter of opinion. I like console RPGs, the readers like console RPGs, you're allowed to voice your opinion on the matter but I'm not obligated to print it.

I'm not even arguing against PC RPGs - some of them are excellent, and there are a few PC developers (Blizzard, frex) that can give Square a run for their money. I got no problems with somebody mentioning a PC RPG, and I got no problems with somebody comparing PC RPGs to console RPGs. But if you're going to send in a list of the reasons why the latter should be like the former, you're gonna run into my gut reaction: if I wanted to play PC RPGs, I wouldn't have 4 consoles hooked up to my TV.

Onward.

Talk, talk, talk
On Conversation in RPGS:

Well, the Japanese version of Tales of Destiny had the characters talk to each other on the overworld, and Phantasy Star 4 had that "Talk" option which was in there to tell you what to do next but allowed you to see some enjoyable conversational snippets as well. Still, there's good reason for cutting out a lot of stuff. No literary, television or film work shows you all the little things that happen, for the simple reason that even in an epic tale, a lot of stuff is best glossed over. In FF9 there's a bit of conversation relating to most every area in the game except the overworld, and that works nicely, but do you REALLY want to hear EVERYTHING that happens in the meantime?

-AJ

I'd like to take a third position here, and disagree with both you and the people you're disagreeing with. On the one hand, I think seemingly trivial back-and-forth between characters is really important to giving them some depth. Two people bickering about fashion or politics (or video games) may not do anything to advance the plot, but it does gives us a great idea of who we're dealing with, without which people just fall into archetypes: the boy-learning-to-become-a-man, the girl-who-must-learn-to-love, the gentle-but-determined-magic-user. I'm not a huge fan of Pulp Fiction's oh so clever dialog, but it does give the characters some... character.

On the other hand, I don't think some of the most frequently cited examples of good character interaction are all that great. Grandia's dinner table conversations are a step in the right direction, but a lot of the time they feel like "more backstory exposition added here" events. There's none of the genuine back and forth that you see at a real dinner table - you don't get the impression that these are people who have been traveling for days, doing unbelievably strange stuff, and are just blowing off some steam. Same goes for Lunar's chatter between, say, Jessica and Kyle, but to a lesser extent.

Not a tired topic, a comatose topic
Chris:

I realize this is a tired topic, but...

It occurs to me that despite the wailings of the unwashed masses, the encounter rate in FF9 is not too high. In fact, it's just about right. Why? Because if you fight every battle you encounter (and use the built-in battle-avoiding features when you don't want to fight, namely the airship and chocobo), the boss battles are neither obscenely difficult nor mind-numbingly easy. I suspect that the encounter rate was probably tested to achieve just this kind of balance. As much as some of us hate the idea of the random encounter, it serves a necessary structural purpose: it gives us something to do to advance our characters at roughly the speed that the monsters become more difficult.

Obviously some games try to get away from the randomness of combat, but those solutions have problems too. For instance, in Vagrant Story and Chrono Cross, you still have unavoidable battles, and you still end up fighting twinky monsters that you'd rather not. Example: CC -- El Nido Triangle -- You can avoid those fish all you want, but eventually, when one catches you, you'll end up fighting about 5 annoying combats in a row, when the rest of them swarm. At least with random battles you have a reasonable chance to move through most of a screen before you're required to fight again (or flee--and with random enemies, flight doesn't leave you with an increased chance of fighting again when you get caught by the same monster).

It's all well and good to complain about random monster encounters, but I'd be interested to see what gamers would replace it with (that still leaves us with a game rather than a console-based movie), and what makes their preferred systems serve the requirements of structural character development better than random monster encounters.

--DarkLao, who rode a chocobo when he didn't want to fight--he figures that's why they peppered the world with chocobo tracks. He could be wrong.

I don't want to get into what could replace random battles at the moment, except to say that I would like to see a finite number of monsters. Fight them random or non-random, I don't care, but there should be an opportunity for you to clear an area and not have to worry about fighting the same things over and over when you go back there. I know there are a couple of games that do something close to this, but I'd like to see it more widespread, if possible.

And incidentally, I think "console-based movie" is a gross oversimplification. I played at least the last two discs of FF8 with the random battles off, and still found it much more interactive than any movie (and more enjoyable than most, to boot).

Now give me some allegro on that
Coldjones,

Having no battle music in a game is a great idea, and one I've been toying with for a while. Probably the best approach to this would be to compose a parallel set of more dramatic instruments that would be muted during the exploration, but would fade in when a battle ensues. Do you remember that percussive track that would be added to the music whenever you rode Yoshi in Super Mario World. Same idea, just more complex. Actually, you could take it farther and bring in a lead that modulates the current key of a song from minor to major or vise versa, stuff like that. These things would make composition more difficult, but I'm sure the top writers have the talent if they accept the fact that game midi doesn't have to be a static medium. Of course, sometimes a separate battle song is a good idea, like for a boss battle.

...Which creates a perfect segue into my second idea. Sometimes innovation is a good idea, but sometimes it isn't, and I hope that there will always be developers that keep the old schoolers in mind. I'm all for innovation, but some of these old ideas do make games enjoyable, and while monsters dropping gold may be an example of "Nintendo logic", does it really make a game any less fun to play? I find that in developers' quests to eliminate staples of the genre, they often fail to find a suitable replacement for said system, and we're left missing a gameplay feature, bringing us closer to an "interactive movie". And finally, while I loved Chrono Cross' battle system, I have friends who hated the fact that you lost the freedom to power up your characters, or even shape their growth in any real sense. Basically all I'm saying is that for every innovation that brings in new gamers, some other's are left in the cold. Sometimes innovation isn't a matter of fixing, but instead of changing. And I'm all for change, but not all the time, and not to the utmost degree. Baskin' Robbins has 31 flavors for a reason, and some people honestly like RPG staples for reasons other than nostalgia.

War and Strife,
-Sickpigman

P.S. You want well developed character interaction: Lunar! Lunar! Lunar!

I think I'm largely with one of Drew's other proposals on this one - no game music at all, except perhaps at key points. As cool as some battle themes are, I think they largely distract you from the fact that you're basically just standing in a line against an enemy and hitting them and getting hit by them until one of you falls down. (Again, hyperbole, but not much.) I'd like to see a game where you're so deeply drawn in to winning the battle that you don't need battle music, just the ocasional (realistic) sound effect... or better yet, a game in which making noise of any type is a bad thing, so you move your characters around and fight as quietly as possible.

And I'd get into debating your second idea, but I think I'll end up covering most of the points below.

Applied military logic
Howdy.

I just thought I'd let you know that Navy beat Army 30-28, as you all knew we would. This leaves us with a perfect season, despite the fact that we're now 1-10.

-Arpad, enjoying the fact that he's now allowed to talk during meals

Arpad returns! Kinda. Mr. Korossy, for those of you who don't know (and as if you couldn't guess by his letter) recently left us for Annapolis, where he's training to become part of an orginization that gives our sorry asses the leisure and opportunity to debate things as trivial as RPGs. So, um, thanks for that, dude.

Still doesn't excuse that gross logic error regarding a perfect season, tho.

My favorite kind of random battle
Chris,

This happens all too often..with every new rpg just about. And it seems even worse with the new influx of gamers lured into the world of rpgs by FF7. All you seem to here is how horrible random battles are, how stupid using a menu to choose battle commands is, and how in a real battle you wouldn't take turns. What is so bad about taking turns, it's not like the enemy isn't fighting back. And as for menus...if you(the whiny gamers I mean) would take the time to think about it, doesn't every game have a menu to choose attacks? It's called the buttons on the controller. In rpgs generally there's a command button and then the menu for options, but on action games and such the menu are the buttons themselves, each having a different function and in essence allowing you a choice...much like a menu in an rpg.

Ok enough with the petty stuff. The main reason I wrote was because of random battle whiners. A lot of these people come from an action/adventure game background and, as I said, lured to the realm of rpgs by the eye candy in FF7, but plenty of people complain other than those complain too. Without random battles the game wouldn't be half as entertaining and not challenging in the least. What fun is a game with no challenge?(note: tedious is something else..most rpgs don't involve tedious random battles, some do and those are annoying)But surly most rpgers(who have been playing rpgs for awhile) has been in the situation of fighting your way through an area and you're weak and are in great need of healing..every step could bring you into a battle that could be your last, but you keep fighting and somehow manage to win the battle but still that next step could end it...you manage to make it to an inn/tent/whatever. Nothing is like that sense of accompplishment, the exhileration of not knowing if that next step will lead you to your game over. All that possible because of random battles. Taking away random battles will take away from rpgs. Well this is gettin glong so I guess I really can't go into other reasons. But I will say this to all those who whine. If random battles, menu fighting, and/or taking turns in battle irritate you that much just quit playing rpgs. If you want to watch a story unfold go read a book or watch a movie. If you want to have an interactive story play an rpg. Although I'm of the opinion gameplay in an rpg makes it more interesting than story. An rpg with a good story will suck if the gameplay is poor. An this is too long for you to actually print isn't it...ah well atleast I got to rant.

What's my favorite kind of random battle? That would be the one where some random, unsigned old schooler comes and unloads a bunch of nonsense on me about their false assumptions and outdated world view. And now I get to fight back.

It's foolish to say that a menu is the same as buttons on a controller. Ask a long time command line user to switch to a GUI and see what answer they give you.

What's bad about taking turns is what I mentioned earlier - in all but a handful of battles, you're basically just standing around hitting each other until somebody falls down. There's some variation, sometimes (use fire weapons here, kill that enemy first there) but by and large, it's pretty dumb and tedious. I'm not saying this because I'm a newbie who just starting playing RPGs yesterday, I'm saying this because I've been playing RPGs for more than 10 years now, and I want to try something different while keeping many of the elements I do like (strong story, interactivity) around. Once upon a time (with a LOT of suspension of disbelief) it was interesting to battle through dungeons with heavy encounter rates and escape by the skin of your teeth, but after a while I've come to realize two things: 1) if you're in that situation, it's usually just because you didn't buy enough healing potions before you went in, and 2) it's something they put in there just to increase play time, and after you've done it enough, it's not fun anymore. Finding all the nooks and crannies of Lea Monde was interesting, but pressing fight,fight,fight,heal,block,fight,fight,fight is not. End of story.

So Jeff Bezos is the final boss? Does he turn into an angel?
Shirak!

As everyone was talking about changes in the structure of RPGs (obtaining money, finding items, etc.), I feel the time is right for a real sequel to Taloon's chapter from Dragon Warrior/Quest IV. Now *that* was an RPG! You get to play the part of the guy behind the counter. Triple Triad? Hmph. I'd much rather laugh at customers that come in. "You want the club? Too bad! Mwahahaha!" "Sure, I'll buy your Sword of Legend for 9 Gold." And the way you could inflate/deflate prices for customers was simply classic. It's just like running Amazon.com! Heck, they could call it Amazongaga or Amazonzonzon -- a million seller to be sure.

--Imad "(e)magius" Hussain, who goes wacky around finals

Actually, that was pretty cool, especially for the time. I dunno if they could pad it out to a full game, but it'd probably make a good interlude. Picture this: your character gets hurt on a cross country journey, and has to spend the winter recuperating somewhere. To get by, (s)he gets a job at a local general store, and to advance you have to earn enough money to buy new supplies to continue your trek. Could be worth trying.

Just wait, it'll get here
So where's our spoiler-drenched FFIX discussion? Or did I miss it?

~Alex M.

You didn't miss anything yet - there has been no discussion. And there probably won't be, coming from me, because I've yet to play more than 20 minutes of the game, due to finals.

However, the good news is that I should be able to get a replacement who has finished the game sometime next week while I take my tests and do some traveling, so you should be able to go nuts on the game fairly soon.

Closing Comments:

My own lack of gaming recently inspires me to ask this question: how do you like to play your RPGs, time-wise? Do you like to rush through as soon as possible in a few days, space it out over time, or does it depend on the game? Are there games you regret playing through too quickly or too slowly, or what? Drop me a line, and I'll see you tomorrow.

-Chris Jones, the once and future game player

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