Wherever you go, there you are - March 14th, 2001 - Arpad Korossy
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. Win 10 GIApoints for knowing where the title comes from. Don't say that I didn't warn you.
Technically, it's called a torus. |
Man, what the hell are you smoking? If you fly north from Canada where the heck do you think you are going to end
up? Furthermore, in a donut shaped world you couldn't wrap around the world north and south, only east and west. You are blowing my mind friend, the only possible explanation I can think of is that you are being extremely sarcastic, but I really saw no hint of that tone. You better be drunk or something.
Arthur
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While Fritz swore me to silence regarding any alcohol he may or may not have ingested last night, he was completely correct about a globe not wrapping around in that manner. I could try to explain it, but thinking makes my brain hurt so I'll let this next letter do it for me.
Fun with construction paper! |
I thought I'd defend RPG producers for their "wrapping around the north
pole" problem that you criticized yesterday. Start at Canada, aim your
jet to the North Pole and go. Assuming you don't turn left or right,
and nothing's in the way, you will, of course, reach the Pole. Then
what? Do you suddenly stop, unable to go anywhere else? Of course
not. You keep going, although you are now (by definition) going south.
Continue, you will reach the South Pole, and wrap around to eventually
reach your starting point again. You can wrap around N-S just fine, and
from your frame of reference, you are not changing direction (it's only
from an outside frame of reference - specifically, one far enough
outside to see the curvature of the Earth, and that's pretty far outside
- that you appear to be changing direction.)
The problem RPG producers are having with spherical worlds isn't one of
science, it's one of cartography; we see the movement on the map of FF9
(for example) as going north, appearing on the bottom, and then
continuing north. It should instead go north until it reaches the top,
start at the top elsewhere, and then go down until it reaches the bottom
and reverses the process. But professional cartographers trying to map
our world have problems dealing with the fact that it's a sphere as
well. Let's face it; spheres just don't translate into two dimensions
easily. I think we can forgive people who make games, who are not
professional cartographers, for not being able to do what professional
cartographers can't do. The only world map that could be an accurate
representation of a sphere is one that was itself a sphere. I've only
seen this done once (I think it was FFVIII), and most of the time it was
more useful to use the flat map.
--
Chaomancer Omega
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Yep, that about sums it up. If you still don't believe it, here's an educational do-it-yourself project you can do in your own house to learn more about geography!
1) Get a small sphere (ask your parents what a sphere is if you don't know), like a baseball. Now, put on your thinking cap and imagine that it's really the earth.
2) Now, cut out a square piece of construction paper (make sure to have an adult help you with the scissors). Try and stretch it over your globe and making both sides wrap around and touch each other. If it doesn't work, try a donut instead. For extra fun, try experimenting with different colors of construction paper!
Or not.
This wouldn't be an issue if kids these days played more Uncharted Waters |
I could be wrong but I'm pretty sure that if the RPG world maps put one polar
region in the middle and split up the other one (half on the bottom of the map,
half on the top) then it would make sense to have the top and the bottom
connected. But that's not what most of them do.
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Unfortunately not. Since we're talking about a globe, by its nature it doesn't matter what location you use as a reference point, it's still a no-go.
A letter, within which I acquire a new nick-name, the merits of quests of the side variety are discussed, and, at the conclusion of which we learn the moral lesson that more is not always better |
Yo Fritzie,
(You know, I only even read this column once in a blue moon. You must really be something, boy.)
It's too late for the religion thing, but that's the best time to comment on a topic! Thus I'd like to point out that in FFT, at least, the religion was genuinely based around unwitting demon-worship. Or did no one else notice the part where St. Ajora (if you really want to be offended, say he represents Jesus) turns out to be the leader of all the evil demons, and, on top of that, FEMALE? And does this mean that the real Shiva could actually be a goddess without anyone knowing it except Squaresoft?
Okay, on to the REAL topic. Sidequests-- and I'm including as such parts of the game that are mandatory, as long as they have no purpose other than making the game longer. They're certainly fun if used right. Take, for example, Lunar EB(C, since I never owned a Sega CD). This game has characterization and humor dripping out of every orifice, so a sidequest is another wonderful opportunity for such things to one as easily amused as I; yet there aren't a whole lot in that game. On the other end of the spectrum, you have Chrono Cross, whose entire second half of the first disc is spent on one long, repetitive fetch quest, so that when you resume finding actual plot elements you've completely forgotten what's going on. Not to mention that the process for getting an ending that doesn't suck is one no sane person would ever happen to figure out on their own. In most cases, I'd rather play a game that's long because of sidequests than one that's short and without them, but there are exceptions (like CC). It'd be swell if a game could be long and never get off-track, but let's face it, it's hard as heck to write that much plot. When it comes right down to it, I don't care at all whether I'm playing something with a long, well-reasoned, involving, organized, well-told plotline, or Legend of Mana; the storytelling is more important than the story itself. I suppose that's part of why making the ultimate RPG is so hard-- there are very few traits in an RPG you can objectively call 'good' or 'bad'.
But that's OT.
The only person who ever calls you 'Fritzie',
Cantatrix
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Yep, you're probably the first person to ever call me 'Fritzie.'
While it's definitely true that side quests only tend to be as fun as the game they're in, I'm not sure if that means that a subquest that's enjoyable mainly by association should be left in a game. Although I'm not adverse to the idea entirely, I think that any quest totally unrelated to the main storyline is at least in some respect artificially extending the length of the game beyond what the plot calls for. Something like Final Fantasy VI's World of Ruin sidequests are more along the lines of what I'm thinking of; while not necessary to play, they weren't just tacked on to the plot, they essentially were the plot. However, you could beat the game immediately after getting the airship and still have everything make sense, it just wouldn't be as satisfying.
Hot and steamy sidequest action. |
'Lo.
I think the biggest point we have to clarify here is the fact that there is a
difference between a "side quest" and a "fetch quest". A side quest actually
has a point, and can develop the story, show character interaction, maybe
reveal a few more insightful details about our heroes (in addition to
gleaning a helpful item or two). Find-the-lost-boy-in-the-cave fetch quests,
on the other hand, are a stupid way to justify "40 hours of gameplay!"
instead of "30 hours of gameplay!" on the back of the game box.
Besides, well-crafted, challengingly hidden side quests can make exploring a
game a hell of a lot more fun, and reward the observant, persistent player
for his... uh, observation and persistence. Fetch quests are just freaking
stupid.
-Eightball
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Again, much the same stuff as in the last letter. To have a place in the game, a good sidequest has to be grounded in the plot well enough so that it doesn't feel like you're going on a sidequest. Ideally it should merely feel like an extension of the main story. As for "fetch quests," I'd have to agree with you; although there have been a few that I enjoyed, in general they're an aging RPG convention that should have been left behind by now.
Everything I can say, he can say better |
I think that sidequests are mostly unnecessary padding and I, for one,
wouldn't mind seeing them cut from games entirely. I just don't have time
to play through a game to "completion" like I did in middle school.
Though some fans may measure the value of a title in hours, I measure it in
quality -- you don't see critics lamenting how movie A gave them 180 minutes
of value for their $7.50 while movie B only gave them 90 minutes. You see
them tell you if movie A and B are WORTH SEEING. Stories can be told in
nearly any length of time -- I've read four-sentence-long short stories that
are more rewarding than a 10-book, 8,000 page fantasy saga. The point
being: I like my games to be focused and not filled with unnecessary
padding.
Sidequests, whether optional or not, are usually just unnecessary game hours
that distract from the main focus of the game. That's why they're called
"sidequests," after all. Of course, in the hands of a good developer
I'm perfectly willing to go down a tangential road ... as long as that
"digression" is ultimately shown to have some real relevance to the
story.
So what do I think should replace sidequests? Detail. Instead of tacking
an extra five hours onto the game I may never see, make an already existant
five hours twice as rich. Games like the Metal Gear Solid series,
Planescape: Torment, Deux Ex, and so forth succeed because they give the
player so much freedom. In a sense, this can be like "integrated"
sidequests; the casual player can just play through, while the more serious
gamer can replay, looking for multiple pathways and solutions and tiny
"easter eggs" that the developer took into account. I'd rather
discover something new about an area I thought I had all figured out than wade
through yet another linear, uninspired dungeon just like all the others --
and I'd like to think fans of sidequests and completing games
"perfectly" would enjoy the added depth and replayability, too.
- Andrew
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There's really not much I can add to this, so instead I'm going to say everything you said in my own words so it seems like I was thinking the same thing. Your first paragraph in particular is most insightful; although adding a subquest to a game might extend the play time, and might even be fun at that, the developer should mostly try to focus on saying what they want to say then wrapping the game up. Short and sweet is always preferable to long and boring, and a subquest, even if it is enjoyable, if it isn't as good as the rest of the game then it has the effect of diluting its quality.
Yet more religious debate |
Fritzman,
To be honest, I didn't really expect or intend to start up another
"religion in videogames: good or bad" debate; and frankly, I wasn't
*condemning* either Xenogears or FFT for their religious elements (even
though FFT was much more sublime than Xenogears). Both you and Chris
managed to divine my intent, though maybe I wasn't clear enough in my
original letter.
Exposes on powerful religious institutions are fine: I mean, I'm
Protestant, and the only reason Protestants exist today is because a few
people got pissed at the corrupt and powerful religious institution of
the day and broke off. But what I wanted to see, really, was characters
in which faith was a motivating factor. Even in FFT, Ramza wasn't
crusading for God--he was fighting to stop a war and save innocent
lives. The only two instances I can remember off-hand of someone praying
was Ovelia in the beginning, and the inquisitor when you killed him
(though that was more of a death-moan).
I don't want a game *about* religion, I want a game in which religion is
presented as an integral part of a character without turning him/her
into some fanatic archetype who talks about his/her religion and nothing
else. It doesn't even have to be Judeo-Christian (although I would
prefer it to be Western-styled; like Islam perhaps?).
But of course, those crazy Japanese...
-Matt Blackie
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You make a lot of good points, and I think this is mostly what Fritz was getting at yesterday. For being such a
large part of so many people's lives, characters in video games have either been on one end of the spectrum or the other: either totally agnostic, or bordering on fanaticism. It would be refreshing to have a game where a variety of faiths were represented, but none of the characters were fanatically religious, nor did the plot focus on religion.
Also, when religion is central to a game, ususally the results are laughably over the top. Most of Xenogears was guilty of this; generally most religious symbolism really didn't symbolize anything, it was sort of thrown in as "L@@K - RELIGIOUS SYMBOLISM *DEEP*." Much as I disagreed with what they were saying, I found scenes like the discussion towards the end of the game between Margie and Elly about prayer far more affecting than the ridiculous crucifixion scene and the endless stream of Biblically-related names.
Finally, a game that will give me the sturm und drang so lacking from games today! Don't be enchanted by Metal Gear Solid 2's flashy graphics, we hardcore gamers know that games are about their Dionysian frenzy, not fancy visuals and voice acting. And besides, it got earned a coveted Direct Hit, awarded only to an elite cadre of games including such rare gems as Legend of Dragoon. This is the game to watch, boys and girls. Remember, you heard it here first.
I was just thinking that myself |
Seeing our little Italian plumber grow really from mushrooms is a nice
metaphor for real life.
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Yes.
An actual question |
Hi, I recently played Dance Dance Revolution USA Mix, and loved the game. But being one of the few DC owners left, I've also heard of Samba De Amigo. Which one should I buy?
-Matthew Mao
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Although there is some dissent among the staff, the general consensus is that Samba de Amigo is the better game. Although you can't go wrong with DDR, and the pad will probably be significantly cheaper (although still expensive), Samba probably has a higher fun factor. So there.
A column wouldn't be a column without Ian |
Hmmm. That's a tough one. It'll require hours of soul searching.
Countless previews read. Many days spent researching developers past
attempts. Much deliberation.
Think think think.
Hmm.
Think. Think. Think.
Metal Gear Solid 2: Sons of Liberty.
~Ian P.
P.S. Or anything with Mary-Kate and Ashley in it....Naked and covered in
jello.
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Personally I'd like Metal Gear Solid 2 to include Mary-Kate and Ashley, but Kojima hasn't been answerig my calls lately, so I don't think there's much hope. We can always look forward to Metal Gear Solid 3 though.
Closing comments:
Well, that was an interesting experience to be sure. My respect for Chris and Drew has grown tenfold after seeing all the work that goes into putting together a mediocre column, much less the daily servings of condensed wit that they produce. In any case, you're stuck with me for at least one more day, so get to work and give me some letters. If you need a topic, try this one: Historically based games, good or bad? Does the added historical context enrich a game and give it more to draw upon, or does it limit the developer's imagination? Or both? Or neither? Do you want to see more historical games? Let me know.
- Arpad Korossy, comic book superhero, neurosurgeon, rock star, and nuclear physicist
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