Double Agent
Sequels: dropped to end the war or just to scare Russia? - February 10th, 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. I was a lot funnier before my head fell off. Don't say we didn't warn you.


You know, funny story. I wrote up the entire column several hours before I went to post it, at which point I realized I hadn't remembered to write an introduction. So here it is, technically the next day, and I have no introduction. And now I have to write one, too. I've probably explained this before, but around 11 PM, my brain effectively shuts off. That's why it always seems like a good idea to keep playing a game until 4 AM when I have work the next morning, or to combine paint-sniffing with ethanol-drinking. Incidentally, both of these ideas make for a horrible following morning.

So uhm, I had this thought. I really hate when movies or books negate the entire experience by having you find out in the very end that all of the preceeding happenings were just a dream, or some other state of non-reality. That's gay. How's that for an intro?

These columns are like really stupid text adventures

(Drew, this is a rant, and a long one, but should be published anyways! Hehe. If you want to cut it, do so though.)

"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."

As an avid text-adventure aficionado I must say: Chris is wrong, dead wrong. It's true that most of the earlier text adventures (Planetfall being one of them) were a bunch of connected boxes with items you could drag between them. Later text adventures, however, were worlds apart from these primitive first attempts. A few of the more notable titles include the "Hitchhiker's Guide to the Galaxy" game -- the most popular text adventure ever! -- which was actually cowritten by Douglas Adams himself and chockful of memorable characters and a downright antagonistic parser. Suspended features an immobile character who interacts with the environment indirectly via a half-dozen robots, each with a different, exclusive sense (sight, hearing, touch, etc.).

And then there's A Mind Forever Voyaging. Easily one of the best games ever made, it was released near the end of Infocom's lifespan and required 128K of RAM to be run. Hard as it might be to believe, such requirements excluded a great deal of the game's 1985 audience. AMFV casts you as PRISM, the world's first sentient computer. A Senator hopes to push his national reform plan through Congress, and you are called upon to test its viability. To do so, you enter a simulation of your hometown of Rockville, ND, meet its citizens, visit its schools, libraries, and museums, etc. Then you leave the simulation, report on what you saw, and reenter the city 10 years later. Then 10 more years. Then 10 more ... and so forth, until the final consequences of The Plan are visible. There are no "puzzles," per se -- just experiences. The bulk of the game is spent doing things like reading pamphlets, signs, and newspapers; walking around town and observing people; visiting the different landmarks of the city. The game gives Shenmue a run for its money in the "nothing happens" department, but as rendered in an interactive game, the experience is without peer. AMFV does not just build a city -- it builds a world and traces the evolution of that world, for better and for worse, over several decades. This is a far cry from "intricate item puzzles" -- this is an interactive experience that engages the reader in a way merely reading about Rockville's degeneration would not.

Text adventures have also expanded into genres that have rarely been seen since: Lovecraftian horror (The Lurking Horror), soft-core sex comedy (Leather Goddesses of Phobos), bodice-ripping romance (yes, Plundered Hearts), as well as your standard sci-fi, fantasy, and mystery tropes. And this isn't even getting into the post-Infocom innovations made in both gameplay and narrative by a dedicated (and still thriving) fanbase.

The point being, the other day Chris spoke about the great theater->movie->television->game evolution. There's a similar evolution from spoken word->printed book->interactive fiction that is equally enjoyable and valid. If anyone wants to gush about old text adventures (or have me send them a few, cause they never got to play them the first time around), please write andrewv@thegia.com. That is all!

-Andrew


This is an interesting letter. Of course, I have absolutely no right to offer up much of a response, seeing as the only text-based game I ever played was Sleuth, and I absolutely sucked at that. I would invariably wind up getting stalked by the impatient killer, scaring me into rounding up the suspects and picking a culprit out of the bunch completely at random.

I realize that response was a complete non sequitur, but they don't not pay me to make sense.

I feel the urge to scratch the itch

Drew,

Personally, I would rather see the revival of the Final Fantasy franchise than the sequel to Final Fantasy Tactics. While I love Tactics, the fact that I enjoyed it so much implies that there is nothing horribly wrong with it. Sadly, the same cannot be said for the latest edition of the core Final Fantasy franchise. While I enjoyed Final Fantasy 9, I felt it was a way too 'safe'. Gameplay-wise and thematically, it just borrowed from what had come before rather than striking off in any new directions. While even superficial change can antagonize many of the so-called hardcore rpgers (look at how many people whined about FF8's art-style and setting), I think change is what franchises need to stay fresh (If I want to play a series that stands still, I'll import Dragon Quest 7). So I really hope that Square lets Mr. Matsuno loose on the core franchise, rather than sidelining him on a Tactics game.

-Mark


While this letter pops open a can of worms I've pried the lid off enough times to constitute a workout regime, there is one interesting point brought up. Namely, perhaps half the reason people enojoyed Final Fantasy Tactics so much was because it had the usual strong narrative and appealing character design we'd expect form a Final Fantasy title with an entirely different gameplay engine.

In fact, it's pretty much gotten to the point where I play Final Fantasy games for everything but the battle system/exploration combo. Despite composing the core gameplay of the series, neither of these elements has changed considerably since Final Fantasy IV; if it weren't for the cool plots and likable characters, I doubt I'd still dig the series as much as I do.

Now, I'm sure somebody is going to write in to sanctimoniously point out that "if they changed the core gameplay it wouldn't be an RPG anymore," but allow me to use the Mario series as an example. Try comparing Mario 64 to good Ol' Super Mario Brothers, and it's pretty obvious that the gameplay is vastly different between the two titles. But Mario 64 still feels like nothing other than a Mario title.

Just because you change the gameplay around to keep it fresh doesn't mean you need to lose the feel of a series or genre. And frankly, if a developer is so worried about molding their title to adhere to some kind of unwritten genre guidelines, they really have no business making a game. I want an interesting title; let gamers worry about how to classify it.

Warning: bitching about FFIX. May not be suitable for fanboys with sticks up their asses

Drew,

I honestly dont like sequels. I always thought that if you couldnt tell a full and complete story in one game, one book, or one movie, then maybe you need to take it back to the drawing board. Thats why I like Final Fantasy so much. Nostalgia is a great thing, but I always thought you felt that way because something in the past was gone, not relived again and again. That was my biggest problem with FF9.

While it seemed comfortable and enjoyable, everything felt as if it was lifted from the previous games. When I first heard FF9 was going back to the series roots, I thought it would be great if Square chose to make a real sequel to the original Final Fantasy, where the light warriors have to fight the evil Garland and his evil FMV magic spell that threatened to destroy the world by bringing it out of the 1980's. Maybe not. Then, after playing FF9, I decided I would rather have had an improved FF8 type game that tightened and expanded the play mechanics from the previous game and maybe, just maybe, gave the series a little something more to be nostalgic about story and character wise. Thats why Im actually excited about FFXII (I try not to laugh too hard saying that, as FFX has not quite come out yet). I think Matusno will bring fresh ideas to the series and give it a revolutionary new battle system, which really needs to happen. If not, someone else is going to make FFXIII anyways.

-pw


Yeah, a lot of people assumed the reason I didn't like FFIX as much as the other 32 bit Final Fantasies was because of the "classical" Final Fantasy backdrop. That's a load of crap. I didn't like it as much because rather than building a unique title in a more traditional setting, the developers stole bits and pieces from earlier titles and gave them an obligatory graphical makeover.

The entire reason I was leary when I heard that FFIX would mark a "return to the series' roots" was because I was afraid the developers would assume gamers wanted to play an updated version of the same stuff they were playing 10 years ago rather than a unique title with a more traditional look. If Square had managed to do something with the medieval setting that I hadn't seen before, I would've been just fine with the game. The sad truth is that Square didn't.

In the end, any good sequel needs to offer the look and feel of its predecessor(s) without winding up a total rehash. A rehash may cut it for some die-hard fans, but most people don't want to pay for the same game they've already played before. And as with the response before this, I'm simply going to head directly to the next letter without providing any kind of segue.

If I've stated it once, I've stated it a hundred times

Drew,

I've stated this once before, but the one thing I would like to see is the use of old characters in sequels. Not meaning that I want the entire cast in one game reappear, but I believe doing so for one or two characters would be quite interesting and would lend itself creating a deeper plot. The one thing that some people argue is that bringing back old characters to replay causes a problem in developing a character; that is, the character is already developed. But in truth, this would allow for further development, allowing for a fully formed character.

I love playing new games, hell if game makers always made sequels, we'd be stuck with one line of gaming. But I think game developers cut themselves off when looking at a sequel and all the tools they really have.

I would like to see some new games come out, hopefully with some innovating additions to the genre of RPGs. Namely, the lack of random battles. The day we rid ourselves of the random battle will be a glorious one indeed.

Hey, that's all.

-EdgarFigaro


Well, I would argue that any RPG worth its salt gives each lead character adequate development. As far as establishing a character's motives and reactions to the problems that have stemmed from them go, these really should be wrapped up by the end of the game.

However, I do have other ideas. First of all, just because a character was developed in a prequel doesn't mean that's the end of the story -- whose life is so simple that once he or she surmounts a single set of obstacles, everything is fine from there on out? Sure, a character may have resolved certain issues in a game, but what's to keep new moral and intrapersonal dilemmas from arising? The fact that those who've already played the original game will know the character make his or her reactions to these new issues all the more interesting. Of course, the developers would have to be careful that they didn't take for granted that everyone had played the first game in the series, but if done correctly, I think it could still work.

Then again, why not go the Persona route and place the sequel's focus on the backing characters of its predecessor? Characters who probably didn't get the same attention of development that the main characters did. This gives players a game that is at once familiar, but with plenty of room for new devices and ideas.

Of course, while either of those ideas could work, I certainly don't mind the route the Final Fantasy series takes, either. Just call me Mister Flexible.

Smashing

Yesterday, Chris mentioned Sega Smash Pack Volume 2. I know nothing about it, but let me be the first (and perhaps the only) person to say that if it doesn't include Landstalker (originally for the Genesis), then someone should be shot.

Sincerely,

Robert Silvers


Preferably Celine Dion. And yes, I realize picking on Celine Dion is like punching a handicapped person in the face, but I just saw a magazine giving her smarmy visage the full of the cover the other day, which has rekindled the embers of my hatred for her. Apparently when a star has a baby, it's a much more profound and soul-altering event then when a lesser, non-famous subhuman gives birth. (Who says the media doesn't educate?)

Come to the GIA to getcher ejamakashin

Hey, Drew. It's been a while, but I thought I'd pass this along. My local Electronics Boutique is offering the Sega Smash Pack as a Preowned title for the unusually low Preowned price of $49.99. It's one of the most complete Preowned games you can buy--mine came complete with the original shrink wrap and the Sega registration card still inside.

I can aruge with the price here--fifty bucks is a lot for a Dreamcast title, but considering that you get 12 games, five of which are excellent, I think it's worth the gil. Sega might sell these separately for less later on, but if anyone wants one now, I recommend hitting the big chains that sell "preowned."

Funny how they always have Preowned DVDs on the day they come out too. Who are all these people buying DVDs, opening them, and then returning them the same day?

--Pilcrow


And, hey, who says this column doesn't educate?

I'm glad my parents don't know about this column

hello i'm back

and i like paper mario like madonna likes dick !!!!!!!!!

and guess what i like phantasy star online like


Most people would be above diginifying this kind of letter with a response. But not me! In fact, I'm even going to use it to launch into the topic for tomorrow's column.

See, I'm broke. So I have to choose between Paper Mario and Phantasy Star Online. Those of you who own and actually play both titles please weigh the pros and cons for me.

Of course, I realize this topic excludes a good deal of you readers and is totally self-serving, so I have another letter that sends me off on another good topic-starting tangent below.

Apparently swords only work on invisible monsters that attack you at random

Dear Agent,

If I were an RPG character, and somebody told me to go find a treasure or something, I'd just slice their damn balls off.

sincerely,

-buuhuu


Yes, there's certainly something to be said for greater freedom on the part of the player. It always amazed me that these great adventurers, who had recently dispatched a dragon 40 times their collective height, would acquiesce to some dorkwad mayor's request for a random object which just happens to be deep within a cave somewhere across a swamp, over the river, and through the woods. Why don't they just stick the duty end of a broad sword in his damn face and demand the key (or whatever it is) that he's holding out on them over? Sure, it would be unscrupulous, but where are the games that let me be the bastard society and its darn "laws" keep me from being?

Of course, I realize there have been a few games that let you play something of an antihero, and even some games which allow for relative freedom, but these always have some kind of artificial limitations built into them. For example, the average online RPG lets you to create your own character and whatnot, but you have to jump through certain hoops if you want to play the part of a robber or attack your fellow gamers. (As an example, several games require you to log on to a specific server if you want to be able to attack other gamers.) Why can't developers, say, get rid of level building so you never become overwhelmingly powerful, and there's a chance you're going to get it should you opt to attack someone?

In other words, why not create an open-ended game with realistic pros and cons to your behavior? Sure, you have the option to stick your sword in the mayor's face, but maybe a town patrolman will shoot you in the back for doing so. Something of that nature. I don't claim to have all the ideas, and even if I did it would be defeat the whole purpose of specifying a topic if I typed up an exhaustive answer to my own question. So get writing.

Closing comments:

You have your mission; get to it!

-Drew Cosner, the legless dog

 
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