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
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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:
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
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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.
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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
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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.
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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
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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
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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
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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.
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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
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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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