Double Agent
RPG trends must die! - September 7th, 1999 - Fritz Fraundorf

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. It's thinking. Worse. It knows it's thinking. ChanServ! Don't say I didn't warn you.


There are good days and bad days. Today was a bad day for me, as I learned of some very sad news. Yes, it's that tragic moment that darkens any person's life; the day he or she opens up the Dual Shock instruction booklet and discovers this stern admonition:

"Do not attempt to operate the controller with anything other than your hands. Do not operate the controller with, or attach it to; your head, elbows, other bony parts of your body, face, or stomach."

Gone forever were any thoughts I had of playing Final Fantasy VIII with my nose. Gone in that one very instant was my lifelong dream of one day having a Sony Dual Shock Controller surgically embedded in my ankle. Never again can I look at a Dual Shock controller without realizing that no matter how much I want to, I am forbidden from operating it with my stomach. I have lost my will to live.

The sound of music

Are you ready chu rumble?

Contrary to what you said in your reply to "Frustrated Person", the sound in FF7 PC is great, providing you have the sound card to support it :)

In order to get the lyrics to "One Winged Angel", as well as sound better than the PSX throughout, you need to be able to use the 4Mb Soundfont.

This requires either a Sound Blaster AWE 64 Gold or an SB Live!.

In fact the sound with one of these cards is better than the OSV for most tracks.

Uncle Ulty


Well, there you have it. Quite a number of people wrote in to correct me on this (and I stand corrected), but this was the most complete explanation. Normally, this would be a service worthy of a Smartass Award, but since I don't have the power to award them, you'll get the next best thing:

Chu-Chu's Love

Painstaking hand-crafted at the Fraundorf Mint, each Chu-Chu's Love award is individually numbered and available nowhere else. Chu-Chu's Love is payable in 5 easy monthly installments of $19.99, a low price for what is sure to become a treasure keepsake for generations to come. They won't last long, so order now!

Chu-Chu's Love -- it slices; it dices; it tells you how many steps you are away from Tantegel Castle!

Gunblades, part 1

Having blades on the end of guns has been around for almost as long as guns have been around. The idea was that if you run out of ammunition and the enemy is closing on you, you could stick your blade into their chest, rotate, then pull out their guts. If someone wants to actually research it they can but I believe it was called a baronette.

And no, I'm not a gun freak. I was on a school trip to the Fortress of Louisburg when I found out of it. Did you know that the officers were advised to only use two fingers when loading a gun? That way, if the gun went off he'd still have two fingers left so he could still load and fire the gun. How 'bout that?

John LaRusic


Gunblades, part 2

During the American Revolution, the American soldiers used a sort of shotgun (or whatever shotgun-esque boom stick they had back then) that had a harpoon-like blade at the end. Because reloading ammo took a while, they could be in some pretty tough positions. So, in order to avoid being killed while their gun was empty, they jabbed fiercely at the opponent until their internal organs had turned to mush and fell out through their punctured ribs in a thick ooze. Combined with the blood, it was a rather nasty sight and very slippery, thus resulting in many deaths due to hemorrhages in the head.

So, yeah, the gunblade does have a bit of truth behind it.



For those who wanted more gory historical notes on guns and swords, well, there you go. Don't let it warp your fragile little minds.

In the interests of factual accuracy, a number of people wrote in to mention that the Gunblade doesn't actually fire anything; when Squall pulls the trigger, it unleashes extra energy, not bullets. While they're technically correct, we're just having too much fun studying like good little children. Remember kids, if Wally Bear said NO, you can too!

The saga continues

I see that in a wise and cunning move, you have procured the center square.

Although I commend you on your strategic genius, I must point out that I have the forces of evil on my side, meaning : I CANNOT LOSE.

btw. When is Suikoden 2 out in the US? (It's a shame that I live in the evil land of darkness, and would have to pay hefty shipping fees in order to procure such a great game.

----
Neil


And despite the fact that you're trouncing me in Tic-Tac-Toe, I'll answer your question: Suikoden 2 is due out September 22nd. Or September 23rd, or the 21st, depending on who you ask.

So that's how you fooled them

OmniFritz,

File exists, but access forbidden by user.

What have I done wrong? Sniff.

Methinks the server is acting up :) Thought I'd say something if you didn't already know.

~Ian P.


Okay, I'll admit it. It was all my fault. While attempting to summon Jack Frost from my Joe Chin Lap Top PC, I accidentally unleashed a level 30 Server Demon that promptly took up residence in the GIA server and demanded we sacrifice a copy of Super Smash Brothers to it. Sadly, Ed McGlothlin could not be convinced to give up his copy, and the server went down.

Fortunately, Andrew Kaufmann came to the rescue. "I left town and headed for the server," AK said. "I got a good feeling. This job is a gift from God! This job required a lot of strength. But, I tried my best. As I result, I was able to fix it! This's the way! When we were cleaning up afterwards, I found a treasure chest. I opened it and inside was a treasure I'd never seen before."

The moral of the story? NEVER USE JOE CHIN'S CHAINS FOR THEM NO!

Short but sweet

Fritz-the-Man:

A question:

Can a Japanese Playstation play US games without being modified?

Lord Pendragon


Nope. The same mod chips used in North American PlayStations will work on Japanese systems, however, so you can partake in nude mod chipping to your heart's content. Please don't send pictures.

And now beings the flood of responses to yesterday's "RPG conventions that must die" topic. For once, I'm just going to shut my big mouth (mostly) and let the many excellent suggestions speak for themselves. I'm sure we can expect a wave of counter responses tomorrow...

It's the encounter rate, stupid

Hey Fritz.

If I were to create an RPG, the first thing to come to mind would be the elimination of random encounters. Although, contrary to your statement, not *all* RPGs include random encounters (Lunar, and I believe Chrono Trigger come to mind), most do. I think eliminating random encounters also brings a greater sense of realism to a game as well.

Not in the sense of Shenmue realism, but, for example, in FF7, up in the northern continent, there were some snowboarders from Costa de Sol (not sure that's the name, but the beach city), and they seemed to have had an easy-going trip there, while you, Cloud and party, wielding huge swords and guns for arms, have a less than easy time getting there, as there are huge creatures as soon as you leave Costa de Sol that would demolish the level 6 enhanced merc from the beginning of the game, nevermind a surfer-turned-snowboarder. That differentiates from, say, LSSSC, where only certain locations contain enemies, and are supposed to be dangerous.

And, anyway, who doesn't think random encounters can become tedious? I can't stand walking 3 feet, then having some kind of "swirl" (FF7), "Glass-like break" (Xenogears), etc. I like seeing where enemies are. It contributes to the overall "feeling" of, say, a dungeon. When I walk into an empty dungeon, I think, "I wonder what enemies are here. I assume they'll be something odd-looking and a step up in power from the last set of random encounters I faced." When I walk into a dungeon, full of enemies, full of cool-looking enemies, I usually don't think of the dungeon in the same way as a seemingly completely empty dungeon.

I could go on a lot longer, but class starts tomorrow, so I better go prepare (Yeah, right).

As for the side-topic, when 9-9-99 arrives, I'll be picking up FF8, and a Dreamcast with Soul Caliber (I'm a man of all genres).

-EviLore


Random encounters were a popular target, and it's hard to quibble with that. Fortunately, it looks like more games are starting to do away with random encounters, even if we're progressing at the speed of Aya Brea crawling across the Legend of Legaia world map.

And even if random encounters won't die out, there's always the Shadow Madness / Wild Arms 2 approach: hit a button at the right time to escape a fight. I can't really argue with that one, either.

Grab bag of suggestions

One of the niftiest things about Final Fantasy VII was the city of Midgar. I always hated the fact that Square's artists went to all the trouble of rendering an entire city when we didn't even get to explore one eighth of the Plate. It was such a cool setting. So here's my idea. I'd like to see a game that takes place entirely within one large metropolis with the same sinister, gritty feel as Midgar. If you've ever seen the movie "Dark City," then you have seen the look I would like. I'd also try to make the damage system a little more realistic. Rather than simply taking a hit and losing HP, specific areas of your body or enemies' bodies would be damaged. Different amounts of damage (as well as different types of damage) in different areas of the body would have varying effects. For example: a blade slashing you in the head would do a small amount of damage to the character as a whole, but a bashing blow to the head would severely harm you. Conversely, bashing damage to something like the achilles tendon would do minimal damage, but slashing that same area would cripple you completely.

I would still, however, keep menu-based combat (I'm a sucker for that) as well as the Active Time meter of the Final Fantasy games.

Another intersting concept for this city in the game, just to add more realism, would be adding day and night passing in semi-real time, similar to in the original Legacy of Kain, adding weather patterns (and making them have effects on gameplay, rather than just causing cosmetic changes), and having more realistic interaction with NPCs. While it appeals to "old-school" types such as myself, I still wonder what PCs say to townsfolk to get their dialog boxes to pop up just so. If you have ever played Ultima VIII: Pagan, then you may have an idea of the kind of character interaction I would favor.

These are my ideas. Industry bigwigs, I hope you're listening.

-Rob


Despite its blatant lack of hardcoreness, I loved Midgar. It felt like a real city, and not just a generic RPG town with a few shops, two houses, and dozens of homeless people milling the streets. An RPG that took place entirely in one well-developed location could have a lot of potential -- whoever said every adventure had to span the whole world?

The party line

What gameplay convention would I take out? The retarded party limit in battles, no contest. Many games cleverly disguise this as something related to plot(Chrono Trigger), others...well...are just stupid(FF6). What I'm talking about is the ability to recruit 20 characters, only to have four(or three recently) able to attack. Yes, I understand the constraints of technology, but really, I'm tired of it. If twelve people want to join me on a mystical quest for the dragon's gold, twelve people better help me defeat that dragon. I'm sure that the computing power is there.

I'm aware of FF5 and FF Tactics, and the better Tactics Ogre(relating to party size), but really, that leaves about around ten people not doing crap to help. Party restrictions are definately my pet peeve. And what's worse, there looks to be no games that allow really big party sizes. Ugh...

-redknight1


Magically delicious

Dear Fritz:

If I could eliminate one aspect of the traditional console RPG, it would be MP. Sure, its been done before (FF8 immediately comes to mind), but not in a realistic and interesting manner.

I would propose to get rid of MP by instead having mages memorize spells in the traditional D&D manner. This would add a lot more strategy to using mage characters, because you couldn't have all spells memorized at once, and you could only have so many charges at a time.

By allowing mages to remem after every battle, no longer would you have to sit around doing nothing, just so you could conserve all your MP for that big boss. Now your mages could be fragging happily away, but limited in what they could do each battle.

Of course, having to rememorize spells after every battle would be a pain, but you could fix that just by having macros for certain sets that you pre-program. Heck, you could even automatically remem a certain set, and just change which set under the "magic" menu.

Thats the type of magic system I would like to see, anyway.

-Sugoi, who hates having to conserve MP/spell charges.


Those are two interesting suggestions, though it's arguable how feasible they are in an actual game. When you're done digesting those morsels, here's more food for thought*:

* This is the only bizarre food reference that will ever appear on GIA. We promise.

Everyday RPGs

Heya, Fritz. I got tired of screaming at inanimate objects (mostly paint), so I decided to write the good ol' GIA.

Well, you asked in yesterdays column what we would eliminate from an RPG.. and that got me thinking. What has been eliminated from the everyday RPG?

Not to call a game like, say, Final Fantasy 8 an -everyday- RPG, but look at the progressive change from the earlier games of the series to that particular game. From buying/learning magic to drawing it, from 6 pieces of armor and two hands to two upgradable items, from job to junction. It seems that the industry knows when the crowd hungers for something new, they're gonna keep giving what the people want.

All that aside, you asked about the conventional aspects of the RPGs of old. Hit Points, Magic Points, EXP, save points.. but will those ever really change? They seem to be the core elements of an RPG. They make up the root of what most people refer to as Role Playing Games and push further to Action/RPGs, or Adventure RPGs, or Strategy RPGs.

And although RPGs are changing, no game has really stepped beyond those bounds and still had those core elements to continue to be referred to as an RPG.

Is it possible to remove core elements such as these and still have what you began with? I doubt it, but with the radical changes in the industry and the games we play, it's not completely out of the question.

Oh yeah. Baroque looks wicked, but not as much as Eternal Arcadia.

Nya.

-Typhus


As much as I rally against RPG clichés, I have to admit there's a reason why they exist: They've been proven to make solid, enjoyable games, even if they do lead to a lot of rehashing of the same ideas. If it ain't broke, don't fix it, right?

Of course, the flip side to this is that there's probably a lot of concepts that would make solid, enjoyable games if anybody ever tried them. Nobody had ever tried a music game before PaRappa the Rapper, but PaRappa proved that that such a genre had a lot of potential, and now we're seeing more music games in Japan than bugs in Secret of Evermore.

Genres clichés will probably never go away -- look how many platform games still have you hopping on enemies' heads and collecting 100 golden trinkets to gain an extra life. But as long as somebody's trying something new, then there's really nothing wrong with rolling out the old bag of tricks for new games every so often.

And for today's final word on the RPG conventions debate, we take a look at another controversial topic: puzzles.

The great puzzle debate

OK, you asked for it.

1. Dungeons: Let me rephrase that. I want to get rid of dungeons where there's no clear way out and you keep running into enemies. Xenogears is the biggest offender here. (well, it's just offending, but...)

2. Random Battles: Or at least tone down the number in said dungeons.

3. Puzzles: I don't mind a puzzle, say, to get a special weapon. But when I must solve an incredibly difficult puzzle to even MOVE ON, it's bad, and when I have to consult a walkthrough every 5 seconds (Alundra, Lufia 2) it's even worse. Please, please, get rid of it. Oh wait, you guys, with all your power, can't do jack about it. Too bad.

Bryan Carr


Okay, I'll admit it: I think puzzles rule. Yes, even Soul Reaver-style block pushing puzzles. I think they're fun. Fighting through the same enemies over and over gets boring really quickly; puzzles provide a lot more variety and actually require thought. (Of course, the key is to make sure the puzzles can be solved. Tales of Destiny and Wild Arms had a few issues with this.)

I'm sure this will provoke quite a few heated responses, so I'll end today's column here and see whether the puzzle supporters or opponents come out on top tomorrow.


Closing Comments

A picture is worth a thousand words.

- Fritz Fraundorf, who only operates the controller with his hands

 
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