Double Agent
Instant Karma - February 9, 2001 - 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. I can hear the marchin' band, doin' the best they can, they play "Smoke on the Water", "Joy to the World". Don't say we didn't warn you.

For most of the day I was contemplating one of my usual topics - namely, how to humiliate and defeat Mr. Jeremy Parish in our friendly contest to destroy the other's soul and scatter the burnt ashes into the wind.

But then I remembered that, thanks to JP's odd sense of humor and self-deprecating nature, he's already won the battle for me, and all I have to do is point it out.

Bishounen Love

All too easy.

Onward.

Yes, but this one's a blue goblin, you see...
Hey Chris,

A couple letters yesterday really agreed with my own thoughts: the Lunar 2 rant, and Red Raven's suggestion to eliminate or limit battles. Both of these letters reminded me of an opinion I've had recently about "monsters" in RPGs.

After all these years playing RPGs, seeing a new monster in battle just doesn't have the same effect anymore. I used to be impressed by these fantastical beasts, and yearned to destroy them. All I see now is some randomly created thing that I'm supposed to hack at. I'm sure that many of you will agree with me on this.

This could be remedied in a couple of ways, I think. First, a more diverse cast of monsters could be created, rather than recolouring and renaming a small set to death. Secondly, the number of battles could be limited to only a few key battles, while also limiting the amount of monsters so that each monster receives a more significant degree of importance. Lastly, allow for more variation within a species of monster. One goblin could be anorexic, another clumsy, maybe one even friendly. Here's hoping we see more battles that are NOT regularly fought with only half of your attention and repetitive strategy.

There's some more details I'd like to add, but lack the time at the moment. Maybe you can expand on this.

-Steve Tran, would rather challenge a monster to a round of improv comedy than just kill it

Sounds about right. Before we trash talk Lunar, I would like to point out that if memory serves, the original Sega CD Lunar was noteworthy because it had no color-switched monsters, and may be one of the only games ever to accomplish this task.

And there's a ton of ways to make monsters more interesting, but I think they'll all boil down to two things: making the battles more involved, and making the battles fewer in number. These are horrible slavering beasts, so dispatching them shouldn't be less interesting than slapping Tetris blocks together. Making monsters more differentiated and colorful would also be a good start, because as it is now, I don't think anyone actually cares about monsters, except in the sense that they're a few extra GP or EXP for your stats.

And your last comment reminds me for some reason of the final battle in Stephen King's "It", where the hero and the demon bite down on each other's tongues and tell jokes until one of them laughs. (Ok, that's a misrepresentation, but I don't want to spoil things.) It's a totally insane idea, but monsters are not supposed to be warm and cuddly creatures - maybe that's more the kind of thinking we need in RPGs.

Seeing what's not there
Here's an odd thought- RPG players seem to like to assume that the PSX generation of RPGs was chock-full of religious commentary and symbolism. Maybe not well done commentary and symbolism, but commentary and symbolism nonetheless.

The odd thing is, I don't see it. I see plenty of allusions to various religions, such as naming characters and monsters with names taken from various religions (Sephiroth, Deus, FF summons), but actual symbolism seems hard to come by (expect maybe while fighting final bosses). It's the same with commentary- religions are involved in some games' plots, but actual commentary is pretty much non-existent. Even in Final Fantasy Tactics it's a bit of a stretch to say that religious commentary was in any way the main thrust of the story- and FFT is a pretty extreme example of a religion being involved in the main plot.

So...maybe all this discussion about religion in gaming is just gamers taking games too seriously, while often at the same time mocking the games for their perceived seriousness. Stranger things have happened.

Davon

"It was symbolic of something. No one could quite say what, but definitely symbolic."
-Terry Pratchett, Small Gods

If we get too much into this, we hit the brick wall of "art is in the eye of the beholder" and "if I can get all this meaning out of it, who's to say it's not really there?" My personal spin is somewhere in the middle - Final Fantasy Tactics, for example, was definitely not saying nice things about the Catholic Church in the Middle Ages, but I don't think they were trying to trash all religion, and I don't even think they were trying to be taken all that seriously. It's just a fantasy role playing game, when all's said and done.

In general I do agree that a lot of Japanese works tend to take bits from Western religion and mythology completely out of context and lose whatever made them interesting in the first place, but it's not like we've never done the same to them. And you could equally well argue that the Japanese, by virtue of not seeing things the same way we do, manage to find new things to say. I can't really disprove that, but it's a real stretch to find meaning in the crucifixion of a giant pink bunny-thing.

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

A great evil is abroad in the world
I'm the person who liked disc 2 of Xenogears, in addition to all that other evil stuff I like and have mentioned before.

*-LS-*
who is just waiting for the general topic of conversation to turn to tentacle hentai, so she can tell you what she thinks of that, too... ^_^

Look, some people really, really liked Xenogears disc 2, there's no denying it. I'm not speaking out against anyone thinking it's great, I'm just saying that for everyone, me included, there's a line where there's too much story and not enough control. And disc 2 was it for me.

And nobody's discussing hentai under my watch - come on, I have some principles. I'm just amazed that the mere existence of crap like that hasn't caused all the women in the world to rise up and summarily execute all the men for crimes against humanity.

Smashed to pieces
Hey Chris, when I bought my Dreamcast the other day I noticed that my smash pack disc is labeled "Sega Smash Pack Volume 1". This suggests there may be a volume 2! Has any such thing been announced? I'd really love a chance to get Phantasy Star 3 and/or 4, not to mention some other games like Sonic 2 and maybe Ecco the Dolphin.

David

I got no info about this, and my net access is too curtailed at the moment to do any research. Anyone want to give an answer here?

PC Data
Chris,

I just wanted to comment on your response about PC adventure games.

First, while graphic adventures did make less money than PC games due to there being fewer PCs, graphic adventures did well in the PC market. It was mostly the advent of 3D that killed adventure games. First person shooters, third person games like Tomb Raider, and real time strategy took over the market. Faced with this, the big players in the graphic adventure field either branched out to other genres or adapted their adventure games to 3D, like LucasArts did with Grim Fandango and the last two Monkey Island games, or failed to adapt to 3D and collapsed, like Sierra did with the last King's Quest game. Before this, however, they did quite well selling graphic adventures.

I also wanted to respond to your statement that they didn't sell well due to not being playable on the control pad. While you are correct in saying that control pads were not suited to these games, they did quite well with other inputs. While early games did require to you type things like "LOOK IN TREE" to solve puzzles, by the 90s, most of these games used a very intuitive mouse system. LucasArts's SCUMM system in particular is still, in my opinion, a better control system than many games released today. The PC has a much larger array of input devices available to it, so I don't know why you would think that adventure games makers would want to limit themselves to a very limited input device.

Finally, the best adventure games have just as strong of an element of exploration and storytelling s the best RPGs. While some adventure games were mostly puzzles with little story, there are many console RPGs that are endless battles with little story. I still consider the story of "Indiana Jones and the Fate of Atlantis" to be one of the best stories told in a video game, for instance, just as I've enjoyed the stories in games like Xenogears. And the more I think about it, puzzles in adventure games serve the same purpose as battles in a console RPG - they're something that challenges the gamer while they are in the process of exploring the world and uncovering the story of the game.

The markets for PC games and console games are very different. While there people who enjoy both fields, in general, they appeal to different people. While comparisons can be made, there's no easy way to really say that one genre is better or sold better than the other due to single factors. Personally, I think it's better to just play what you like, and forget about all these comparisons.

Brian Sebby

No argument here, except that, yes, Brian, it really does boil down to economic factors. The PCs almost always the better games machine to develop on going by technical factors, but even if a PS2 costs $300, if a heavy duty PC costs 2 grand, which platform do you think is gonna be more widespread? Every time I've talked to a PC game developer in person, and mentioned that I tend to prefer consoles, they've said "Man, we'd love to develop for a console, we'd sell so many more games." But they don't because they don't have the resources, or the connections, or consoles won't allow them the creative and technical freedom to do what they want.

Other than that, I'm not arguing against the value of adventure games, but I will say that, at least in my mind, they have a different focus than RPGs, perhaps because of their various ancestries. The very first console RPGs had graphics and towns and far flung locations - low resolution as all of it was, you wanted to see more of the world. Adventure games clearly evolved out of those old Infocom text adventures, which had nothing in the way of graphics, little in the way of conversation, and were often nothing more than intricate item puzzles strung together. Not that they weren't great (Planetfall... mmm) but there just wasn't the same thrill of getting to "Admin Corridor B" as there was in getting to the Desert Tower.

Paper Dragoon Saga
Chris,

Sorry about the paper-less day... I had written a letter. I guess it just got miss-sent, oh well. Anyways, I perchased Paper Mario on Tuesday and have been having a ball with it ever since. Unlike the original Square Mario RPG, which while a really good RPG and game, always felt like an overly cute-ifed FF to me, PM Feels much more like a Mario game. The levels are laid out in the same fashion as the 2D Mario games of old down to the brick blocks hanging in mid air that may just yeild a coin or power-up. The platforming aspects are very intuitive thanks to the side view perspective. The battles are more involved then most RPG's, you actually have to think about what you are going to attack and how, as it will have a drastic impact on the battle. Think of the way that Panzer Dragoon Saga kept you on you toes by having you constantly work on the various forms of a attack and movement during battle and you have a good idea of the battles in PM.The various helpers with their unique talents and abilities add even more strategy and tactics to the battles as well as and almost Zelda like side-guest system. Much like Zelda, although the progression through the game is fairly linear, there are always other stuff to do and accomplish. While the story's nothing to write home about (Mario gets to save the princess again! Oh the over whellming joy.... \ :| ... ) much as done in Skies of Arcadia, it's just so well written and wounderfully translated that it just cool by shear force of personality alone.

Beyond even these standard RPG concerns the rest of the game stands up quite well. Visually speaking, the unique 2D/3D look is pulled off extremely well with colorful and wounderous sights all around. The music is typical Mario fare, but well done in a variety of styles (they even tossed in a couple tango's and more then a few calypso tunes). The references to past Mario games are cool and usually quite humorous (Watch were Mario lands after being tossed out of the castle by Browser in the opening. Look familiar?). The control is even spot on in the usually Nintendo way.

With all this PM love going on, even I know this game doesn't belong in the same category as FF, Crono Cross/Trigger, S of A, and other such "traditional" RPGs. I just feel that much like the PD RPG, it's so unusual and unique in the way it does things, that it's short-comings ( not exactly the world's most gripping plot and shock inducingly sweet to name a couple) are far over shadowed by it's strengths. Hopefully people will be able to get over the cuteness of it all and just enjoy it for the excellent game that it is.

Matt B.

Interesting... not having had a chance to play it myself, I can't much comment, but it occurs to me that between this and the upcoming Mario GBA title, we may be seeing the last of the classic Mario 2D platformers, since Game Cube Mario looks to be something completely different. So if that's your thing, get it while you can.

Charity case
Dammit. Everytime a good looking RPG comes out, I usually don't have the console needed to play it. My SNES kicked the bucket before Chrono Trigger and Super Mario RPG. I don't have the money, so I can't play Grandia 2 or Skies of Arcadia. And, to top things off, my N64's gone, just about the time when, of all things, Paper Mario comes out. Dammit. I want Paper Mario!

-LP

PS, I would get emulators, but, like, my computer's almost out of power. So, yeah.

This letter brings up something that always amazes me: people who pay obsessive attention to games, and yet don't own any, and don't even have a system to play them on. I see it all the time when I mention I write a letters column - people will say "Oh, so you talk about Chrono Trigger? I love that game!" "Ah, you still play Chrono Trigger?" "No, I only played it once four years ago at a friends house, but it's still a great game. I'd love to play the sequel." "Ah, so you have a PSX?" "No, but I might get one someday, when the price goes down more."

I just don't get it... but I did have a bizarre idea that might help. On the off chance that the site ever starts raking it in (say, about the same time hell freezes over and Yamauchi gets a Square logo tattooed on his forehead) we should set up a charity for economically disadvantaged RPG players and wannabe players. After all, nearly everyone's undergone the hardship of not being able to play what they want when they want, and what better way to promote peace and understanding than by spreading around the joy of RPGs where you routinely cleave monsters in two and battle marauding demons?

Closing Comments:

Drew is back, so send him lots of email or else I'll slap you around. And since Drew has returned, I feel like I should give him a nice, divisive topic - ok, lessee, would you rather developers made new games, or direct sequels to old ones? In other words, Should Matusno direct FFXII, with brand new characters and controls, or should he make FFT2, starting where the last one left off? Heck, you can even salivate (or trash) the idea of a follow-up to FF6 if you want. So tell Drew, because I wouldn't touch that topic with a 20 foot pole. Later.

-Chris Jones, wondering if this indignity will finally land me a mention in the Webcomix

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