Double Agent
Speak easy - January 20th, 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. Give all the idiots a brand-new religion! Don't say we didn't warn you.


Well, once again I'm in the position of having to come up with a decent introductory paragraph to kick things off with. Considering that I do technically have all week to come up with these things, you'd think I'd be prepared no problem. Unfortunately, during the week the bulk of my brain power is devoted to things like homework or the invention of ways to turn up some cash that doesn't involve selling drugs, having sex for money, or selling drugs while having sex for money. I'd like to say I've come up with a brilliant pyramid scheme, but the truth is that I just got a job like everybody else. There goes my vie for iconoclasm.

Normally when I can't think of a decent intro I just ramble on about supposed intros I was going to give you but decided against. These are usually a bunch of crap I made up on the spot by using mental association with the various pieces of junk lying on or around my desk, then peppering my writing with italics, which are inherently hilarious. But today I instead decided to go an entirely different route and just dissect my own usual attempts at humor. If there's one thing Toastyfrog's webcomix or that skit on Kids in the Hall about how to make a skit have shown me, it's that dissecting humor is humorous in and of itself. So by dissecting the dissection of humor, I've just made myself doubly funny; like some kind of humor Buddha who witnessed the actions of those around him and attained humor enlightenment.

I know way too much about that series

Drew,

I was playing Harvest Moon earlier today (awesome game, by the way) and my girlfriend noted how the game was sexist, since you couldn't play the role of a girl and you were forced to hit on women. At this point I told her to shut the hell up and make me dinner. [You're lucky there's no women reading this. -Drew]

...Well, maybe I didn't say EXACTLY like that, but she still got me thinking about whether or not I would pass up on a game that was really good but forced me to try and pick up other guys. Either possible outcome disturbs me.

-Mikey B.


Believe or not, there's actually a Harvest Moon: Back to Nature For Girls edition in Japan. Apparently a regular farmer RPG wasn't niche enough for VIS; they also needed to make a farming RPG for all 4 of the female gamers out there. At any rate, so as long as your girlfriend doesn't mind learning Japanese and importing, she can have her fun too.

If I were a PEZ dispenser, little pellets of useless information would come out of my neck instead of candy.

Xenogears with unskippable dialogue = 4,000 hours of game time!

I'll make this short. Text free RPGs can work, if they are handled properly. In Blood Omen(perhaps not the best example, but it was the first text-box free RPG I could think of) there are no text boxes. This has some good and bad points. On the up side, it defiantly helps the feeling of immersion. But speeches are rather short, and generic characters often say the same things over and over. If games were to go text free, I would not like to see games with as much dialog as Xenogears, but if it is handled correctly, it should be a very good step forward. However, I would not like to see an RPG which is an interactive movie. They tried that far to many times on the Sega CD, and none of them were any good. But I did like the Wing Commander series...


My general notion is that I'd like to see a text/speech hybrid where speech is saved for key moments, as with games like Persona 2. It can sometimes get frustrating having to hear character dialogue over and over again when you're having trouble defeating a boss and keep having to go through the same bit of plot to get back to said boss.

But hey, I'd even be happy just as long as the dialogue was able to be skipped by the press of a button. Barring this little reservation, I'm all for spoken dialogue. It can only make things all the more cinematic.

He really didn't say everything he said

dear Ocean Spray Cranberry Cocktail,

H-Box's facts pertaining to the sales data on games for 2000 really come as no shock. Did anyone really expect to find out that RPG's are the most popular thing out on the market? I'm sure this makes many gamers happy to see that their own little genre hasn't completely sold out. But that doesn't mean that there aren't tons of people playing RPG's. Games are like bands: Slayer, the Melvins, Deftones, and the Postman Syndrome might not be up there on the charts next to Eminem and Blink 182, but they're still REALLY popular.

that's my story. i'm gonna go back in my little corner now.

yours cruelly,

-opultaM Forward


I don't think Chris was trying to say that RPGs are unpopular so much as he was just pointing out the fact that our tastes and the tastes of the average consumer (the people buying the bulk of the videogames) don't necessarily coincide. A lot of times we'll get readers writing in about how a console won't have this kind of game or won't have this many of those coming out each month or whatever, and feeling that most people will share their attitude, hence harming the overall sales of the machine. In other words, a lot of readers seem to forget that dorks like us are in the minority. I know, I know, it's sad, but it's true.

RPGs are certainly making money, or we wouldn't see so many of them being released over here. Just don't get it into your head that gamers like us truly dictate the failure or success of most consoles. It would be nice to think so, but that's certainly an egotistical and, well, wrong idea. Props for the Melvins mention, though.

Oh, take that, New Zealand!

Hi, first-time writer, nice site, etc.

I don't like voice acting in games for a reason that a lot of you wouldn't have thought of. I live in New Zealand, and I basically don't like American accents; no offense. When I read speech in a game, I naturally think of it in my own accent, and it would ruin the mood of the game for me if it was different. I'd feel like I was watching Seinfeld or something.

And while we're (nearly) on the subject of text boxes, does it annoy you how in most games each box only has about three lines of writing in it? I guess they think it's easier on the eyes or something, but find it annoying having to push the button every few seconds and waiting for the next one. A few games have had bigger ones - Mario 64 and Jet Force Gemini for instance, and nobody complained.

-Snail


It's a shame hearing the English language pronounced correctly would turn you off to a game; you'll just be missing out. You need to keep in mind that here in America we use the Grand Central Pronunciation, and any deviance from that pronunciation can only be tolerated because various local dialects add spice to the language. Other countries like Britain, New Zealand, and Mississippi are indeed the rose-colored squares on the otherwise plain tapestry of the English language.

Well, that was especially imflammatory, even for me.

As for text boxes, you have to keep in mind that games like Mario 64 and Jet Force Gemini were light on the text in comparison to the average RPG. As a result, text boxes only popped up at a few key places, so they could afford to stop the action and let the box fill up a better portion of the screen. With RPGs, the dialogue is almost non-stop, which means text needs to be displayed while other actions are going on. Hence, they can't take up as much room.

Honestly, as long as I can set the text speed up a few notches in a config menu, I have no problem. The only time text boxes ever became a problem for me was in Xenogears, where the text scrolled so slow it was practically going backwards and there was no way to make it any faster.

Reading sucks, anyway

Yo Drew,

Due to the larger medium of consoles currently, I think that it'll cause most games to go the full voice route, even though it'll cost more money and take more time. Square led RPG's to contain CG movies, now they may do the same with voices, except this time they won't be the pioneers. However, even though MGS was able to have full voices, it was only a 10-hour game at the very most. How many DVD's would it take to have a 30-40 hour game that is fully voiced? Hopefully dialogue won't be cut to lower the number of voices...however in 3 years I doubt text'll even be needed in the majority of games.

--The Steve


Unfortunately, I have no strong opinion on the matter. As you well know, I'm incapable of offering critical or insightful replies if I haven't in some way been stirred by my own deep-seated biases to do so. So, uhm, next letter.

Your PSO questions answered

Hey Drew,

I felt compelled to write in with regards to yesterday's PSO letter. PSO shouldn't really be dichotomized, but....While yes, to fully experience Phantasy Star Online -- chatting, fighting with others -- one plays it online. The online feature only compliments the existing offline interface. Obviously, it is a great gimmick, but as in this case a confusing one. The main brunt of the game actually remains intact while playing offline.....Its story, battles, level gaining and going through the game can be done offline as well.

As for other misconceptions, PSO doesn't require you to pay monthly fees or to sign up with SegaNet (as any standard ISP should work fine).

-Jeff Davis


I'd say that answers that. Thanks, Jeff! You're more than a friend, more than a coworker, more than a mouthful: Whatchamacallit. Chewy, chocolatey, crunchy Hershey's.

I don't know why I get such a kick out of making references 3 other people reading this column will understand. Probably because I'm an elitist.

Big, fat FFIX spoiler. Capisce?

Hi,

To the guy that said that the FFIX ending was too sappy, happy, or "care-bear like," I ask this: Did you miss something? Vivi died! How's that for happy? Who do you think wrote the letter?

Drew, you say you need evidence? OK, blame the localization, I have a friend who's played the Japanese version and Vivi had an interesting tendency to refer to himself as "boku" which is exactly the word that appears in the phantom letter in the ending. It's Vivi that dies or "stops" whatever you want to call it, I don't know about anyone else, but that was sure as hell sad to me.

Also, if you stop to think about it, it makes sense, why would Zidane write that letter - to be an ass? Kuja had already died, so he didn't write it, it wasn't Garnet, that just flat out doesn't make sense, I doubt Steiner can even write intelligibly at all, it wasn't Freya, she's not important enough, Quina's terrible English would have shined through, so it's not her, nobody cared enough about Amarant or Eiko for that matter (besides she was off trying to adopt herself), so it seems that the finger points to Vivi. He was told he would "stop" and considering, first of all, it fits the theme of the game quite nicely (the theme of "death") and also since FFVII there has been some important plot element that wasn't directly revealed (such as the question of whether humankind survived in FFVII, and how Squall is Laguna's son which isn't directly expressed but is fairly obvious) in FFIX's case, it's that Vivi finally "stops."

-mista tea


Since I still haven't gotten around to finishing off that final disc, I again turned to fellow agent Fritz for his opinion on the matter. Here's what he had to say:

Yeah, I always sort of assumed he died, too. Sounds about right to me.

So there you have it.

Progressive

After seeing all that has been released about FFX so far, I have the feeling that it will be somewhat of a guinnea pig just as FFVII was. Square was lucky with VII, it turned out great and set a new standard for RPGs. The jump between consoles should always means trying new things, and I think that even if FFX's new style doesn't work out as hoped, it will be important for Square and the series as a whole. It will give Square the opportunity to advance the series, after putting out three games in a row that were almost too similar. If FFX doesn't work, Square can always try something new - or go back to something more farmiliar. I'm certainly hoping for fresh take on the FF series from Square, whether it fails or succeeds, and I hope they deliver.

-Yuji


I will say this: there eventually reaches the point where I'd rather have an extremely innovative title that doesn't work for everybody than a cliched, albeit well-executed, title. Think Shen Mue -- it wasn't up everybody's alley, but it tried to be different and fresh. It will undoubtedly be emulated to some extent by other games, which will remedy areas where Shen Mue failed, but it still took the initial title to get the ball rolling.

So I'm anxious to see what Square pulls out for this generational jump. As a matter of fact, there's even one area where I'd prefer to see a little more progressive thinking. Which leads nicely into tomorrow's topic.

Closing comments:

Okay, I'm going to introduce your topic for tomorrow, but I'm going to do it in a round-about fashion that centers around my own opinionated rant. Sound good?

I'm not as enthusiastic as I was about Final Fantasy X after reading that it will employ pre-scripted camera shots. Like Chris said earlier, why pay for an extra dimension of you're not going to use it? The level of immersion afforded by the over-the shoulder camera angle is of greater effect than looking down on the action from some predetermined spot which may happen to swivel or rotate ever so slightly as you move about the screen. As evidence, I would contrast Zelda: OoT with Resident Evil: Code Veronica. While both were 3D in the literal sense of the word, Zelda felt more as though you were seeing the world from the same level that any virtual inhabitant would. Conversely, Code Veronica looked and played basically like a prettier version of the PSX Resident Evils before it, excepting the occasional pan or zoom.

Of course, that's not to say that the occasional cinematic camera work is entirely out of the question. Again using Zelda as an example, the way the camera swung around to introduce new areas or bosses worked to excellent effect. However, I feel that by employing pre-scripted camera angles at all times with FFX the game will be both less immersive and less innovative; it will go the Code Veronica route in being essentially a prettier version of the PSX Final Fantasies with the occasional pan and zoom. Square seems willing to tread so much new ground with this latest sequel that their reluctance to step all the way into the third dimension surprises me.

So there you have it. Let me know what you think, won't you?

-Drew Cosner, whose mom got him at Sears

 
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