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#52 Feb 22 2011 at 6:53 PM Rating: Decent
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Likibiki wrote:
I'm not sure what sort of innovation you're looking for with their RPG's. I've never played Neverwinter Nights, and while I'll agree that DA:O, ME and KOTOR follow the same good/bad system and party influence mechanics, they do still feel like very different games to me.

I thought Kingdom Hearts was a good take on the action-RPG. I liked the idea of being actively involved in an attack in Legend of Dragoon and Magna Carta (though it can be tedious after while). I liked the strategic choice of Chrono Cross's basic attack where you had light, heavy and medium attacks with various dynamic accuacies and damage ratios; there was far from a single optimal way to choose to attack. I thought Valkyria Chronicles had an interesting amalgam of platforms in its combat system.
Likibiki wrote:
I love the whole good/evil develop your character system. It's more immersive, you feel more involved, and it helps to develop the story. Especially in Dragon Age when it gets a bit... shall we say "political"?

Personally, I find it severely distasteful several reasons.

1) The idea that any decision can be simplified as either good or evil (or whatever binary system they have) is fairly ridiculous as a concept. I'm infinitely aware of this while playing.
2) Often they tie rewards to choosing a specific path. So if I feel like being an *******, but I want to get the defensive armor, I have to be nice to people. "No, no, no, ******* in this game are offensive characters, good guys are defensive." I feel like I'm forced to play the game in a way I don't like to get the storyline, character, or item that I do like.
3) Sometimes the decisions don't make sense. I might be given the option to help out a peasant farmer, and so I choose it and get evil points because apparently he was the village thief or something. I might badmouth somebody and get good-side points because another character happens to agree with me. It makes me very aware that this is a contrived system, and it doesn't seem to make very much sense.
4) It doesn't feel like I'm really causing the story result, merely that I'm choosing it. GTA4 was a good example as to how to handle decisions that affect the storyline. In Dragon Age I was aware that I was choosing the evil option and therefore would get the evil ending, but it wasn't clear how the line connected the two.
5) It's been done far too often.
6) It often weakens the storyline. Choose your own adventure books tend to not become great classics for a reason. There are two situations that can occur, and both of them put writers in a bad spot with he story. Either a decision has to achieve a certain singular result because the rest of the storyline is dependent upon it, and so the decision you made never really mattered. Or a decision does matter and writers are forced to create two very different endings to a game. Having two very different endings in my opinion is awful. What if Romeo and Juliet had instead lived as an alternate ending? The tragedy is ruined.
Timelordwho wrote:
But I'm scratching my head on your dismissal of Baldurs Gate.

It's probably just personal taste. I'm not too fond of D&D pre-4e, which serves as a lot of the inspiration of Baldurs Gate. I also don't like many of the systems involved in it, such as strength determining carrying capacity. That has always greatly annoyed me.
#53 Feb 22 2011 at 7:14 PM Rating: Default
Allegory wrote:
I understand I'll get a lot of disagreement about this, but I hate almost all of their games: Baldur's Gate, Neverwinter Nights, Mass Effect, and Dragon Age. I also feel what they're doing to the genre is harmful, in that their success encourages other developers to pursue a similar style of what I consider to be awful games.

In my opinion, Bioware RPGs and many other Western RPGs that follow a similar style are some of the worst games I've ever played.


I liked BG and BGII, but aside from that, they've been getting progressively worse. I didn't even get ME2 or DA. For me though, I play RPGs partly for the story (or lack thereof ;-;). The gameplay of some of their games isn't bad enough to turn me away (though adding ammo to ME2 is one of the reasons I ignored it). In terms of SW:TOR IMO it's going to be a bland WoW clone.

I'm pretty meh about games being open ended. In some games like morrowind, it hurts the game.
#54 Feb 23 2011 at 8:39 AM Rating: Good
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strength determining carrying capacity. That has always greatly annoyed me.


I will agree with this 100%.

Quote:
2) Often they tie rewards to choosing a specific path. So if I feel like being an @#%^, but I want to get the defensive armor, I have to be nice to people. "No, no, no, @#%^ in this game are offensive characters, good guys are defensive." I feel like I'm forced to play the game in a way I don't like to get the storyline, character, or item that I do like.


Well, then don't look up quest rewards ahead of time! :P
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#55 Feb 23 2011 at 9:18 AM Rating: Good
Vataro wrote:
Quote:
strength determining carrying capacity. That has always greatly annoyed me.


I will agree with this 100%.

Quote:
2) Often they tie rewards to choosing a specific path. So if I feel like being an @#%^, but I want to get the defensive armor, I have to be nice to people. "No, no, no, @#%^ in this game are offensive characters, good guys are defensive." I feel like I'm forced to play the game in a way I don't like to get the storyline, character, or item that I do like.


Well, then don't look up quest rewards ahead of time! :P


Agreed. Realism is good, but sometimes it can go too far. Like New Vegas's "must drink water and eat food" mode.

Why on earth would anyone want to do that? If I want to play a game like that, I'll play The Sims. Then again, New Vegas was a big disappointment all round.

I'll agree that the ammo system in ME2 wasn't ideal. I preferred the overheat system (we're in a super advanced era and we're still effectively using bullets? Where's my freakin laser cannon?!)

ME2 had a few flaws, but was still an exceptional game. I loved Thane, and I hope he makes an appearance in ME3. I just need to complete the game without anyone dying... and I seem to be rather bad at that :(
#56 Feb 23 2011 at 10:27 AM Rating: Excellent
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Vataro wrote:
Quote:
strength determining carrying capacity. That has always greatly annoyed me.


I will agree with this 100%.


Put me down for this as well. My mage had a strength so high that I seriously considered dropping my magic for improved sword skills in Oblivion. However, Allegory's views on good and evil choices strike me as odd. I loved Oblivion because it was so open-ended. Say you get a quest:

"Hey, go steal this book for me and I'll teach you a spell."
You had all of these options:
1. Ignore the request
2. Steal the book, read it, get a skill-up.
3. Steal the book and sell it.
4. Steal the book, give it to the person you steal it from, tell them about the plot, and get a reward.
5. Steal the book, kill the owner and steal the reward, then hand it in, learn the spell, pickpocket the book back, and sell it.

You had so many options to complete the quest and weren't forced into the simplified "pick the good or evil response" paradigm Al seems to so detest. I feel his answer was focused on Dragon Age, where I agree the choices were often arbitrary and annoying if you wanted a specific reward; but Oblivion handled it quite well, I feel.
#57 Feb 23 2011 at 1:43 PM Rating: Good
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I'd like to echo some sentiments here by saying I used to LOVE SE/JRPGs, but have moved on to the American/BioWare ones.

Mass Effect/DA/ and (unrelated) Red Dead Redemption are my favorite games currently. 10 years ago it was all Japanese this and that, but there's nothing really out there from SE that even touches my radar.

I could go on forever as to why that is, but I think the underlying current is money. I want a fresh new experience, but I also want to be surprised. I think those surprises/creativity/quirks go away when you're trying to appeal to the most amount of people as possible.

I'm excited for Mass Effect 3 but I fear that just by some of the themes, that it might be watered down as well.

We'll see.
#58 Feb 23 2011 at 6:32 PM Rating: Good
Kierk wrote:
I'd like to echo some sentiments here by saying I used to LOVE SE/JRPGs, but have moved on to the American/BioWare ones.

Mass Effect/DA/ and (unrelated) Red Dead Redemption are my favorite games currently. 10 years ago it was all Japanese this and that, but there's nothing really out there from SE that even touches my radar.

I could go on forever as to why that is, but I think the underlying current is money. I want a fresh new experience, but I also want to be surprised. I think those surprises/creativity/quirks go away when you're trying to appeal to the most amount of people as possible.

I'm excited for Mass Effect 3 but I fear that just by some of the themes, that it might be watered down as well.

We'll see.


From what I hear it's meant to be (paraphrasing) "incredibly dark but with some comic relief in places".

If they can pull it off then I'm excited. ME2 had some hilarious moments... Femshep 'nutting the Krogan, Mordin singing Gilbert and Sullivan... Joker and EDI's domestics. I hope they can carry it over.

I also want to see a very dark and twisted conclusion to the story. It started totally messed up, it got worse, then we did a ton of mining, and now it needs to go one step further and freak the hell out of me. From what I've read, quite rightly Bioware are trying to make it incredibly atmospheric and a little bit disturbing, and I'm all for it. No point having a wishy-washy conclusion to a story like this, after all.

I think we all know what'll happen if we succeed in the game. I also know, judging by ME2, that we will be quite easily capable of failing. I'm just interested to see what else they can bring in.

Also, am I crazy, or did anyone else REALLY enjoy the political sections of Dragon Age/Mass Effect?
#59 Feb 23 2011 at 9:32 PM Rating: Good
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Vataro wrote:
Quote:
strength determining carrying capacity. That has always greatly annoyed me.


I will agree with this 100%.


I think it depends on the surrounding mechanics of the game. If gear that a melee focused character would need to be effective is heavier than that which a magic focused one would need to carry, then it's legitimate to put this restriction in. At the end of the day, the key point should always be that "stuff I can carry after carrying the stuff I need to be effective" should be relatively equal regardless of how you go with stats (again assuming stats are typically to be tied to character traits and combat methodologies as well).

I find that people who take the position you guys are taking are those who always play mage types and then complain that the weight restriction prevents them from capitalizing on the fact that they're wearing lighter armor and gear by carrying a ridiculous amount of extra loot. Now if your wizard robes weigh the same as the warriors plate mail, then by all means the game should not tie carrying capacity to strength. How often does that happen in a game that has any weight rules at all?

Quote:
Quote:
2) Often they tie rewards to choosing a specific path. So if I feel like being an @#%^, but I want to get the defensive armor, I have to be nice to people. "No, no, no, @#%^ in this game are offensive characters, good guys are defensive." I feel like I'm forced to play the game in a way I don't like to get the storyline, character, or item that I do like.


Well, then don't look up quest rewards ahead of time! :P


Lol! Yeah. Having said that, I still think the complaint is a bit broad. I played Baldurs Gate and NWN extensively back in the day, and those two games at least didn't have such a black and white "good vs evil" set of choices. What's odd is that it seems like most of Allegories complaints actually apply more to Eastern style games than Western. Almost all Eastern style games I've played (or attempted to play since I usually get bored of them pretty quick) fall into incredibly stereotypical traps, with minimal choices, and what few real choices there are being exactly of the "good or evil" type.

Baldur's Gate didn't have any real sort of alignment IIRC. There were consequences for actions (who you killed or helped mainly affecting who you'd have to deal with later mostly), but those were purely plot line based. The game absolutely didn't beat you over the head with "You're choosing to be EVIL!!!" or anything.

NWNs system was even more loose. There were factions, not alignments. So helping someone on a given faction made that whole faction like you more. Hurting them, made the rest of them not like you. There really was no strict good or evil at all. I mean, the labels could be applied if you wanted to, but the game just presented you with a choice "help this group, or help that group". Most of the factions didn't intertwine at all. There were only a couple cases where it was a straight "pick a side in this fight". And just as with Baldur's Gate, which side you helped didn't really affect anything other than what areas you'd have to fight your way through, and which areas you were safe in and could buy/sell at.

In fact, one of the aspects of both games that was apparent was that many choices were specifically left alignment neutral. If you tried to play the game as a good guy or a bad guy, you'd run into choices that were neither. And in some cases there was no "correct" choice either. You did one thing and had one result, you chose differently, and it had another. Both had potential moral implications, but neither was "better" than the other. I specifically recall a side quest in NWN where you essentially had a choice to free the ghosts of a town from a curse, but it required killing an innocent person to do so. The main game wasn't affected in any way by what you did. It was just something extra along the way. There was no "good" choice, and you weren't being asked to choose between good and evil. It was just a moral quandary for the player to deal with as he wished and nothing more.


Dunno. Are you sure the problem was with being forced into good/evil choices, or that the good/evil choices weren't as clear cut as you might like? Like I said, I recall that in Eastern style games, the choices were usually blazingly clear and obvious. Click on A to be good, or B to be evil. That sort of thing. Personally, I found that style lacking in subtlety and depth, but maybe some players prefer the clarity it provides.
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#60 Feb 24 2011 at 3:21 AM Rating: Excellent
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gbaji wrote:
I think it depends on the surrounding mechanics of the game. If gear that a melee focused character would need to be effective is heavier than that which a magic focused one would need to carry, then it's legitimate to put this restriction in. At the end of the day, the key point should always be that "stuff I can carry after carrying the stuff I need to be effective" should be relatively equal regardless of how you go with stats (again assuming stats are typically to be tied to character traits and combat methodologies as well).

At best, it's pointless.

The reason games have strength based carrying capacities is for RP purposes. The reasoning is that in real life someone who is stronger would be able to carry a heavier load, and so the system is intended to mimic reality to make the game more realistic and attempt to increase immersion. The problem is that these systems are so arbitrary that they tend to be just as unrealistic as an item slot system. Carrying loads of 100 lbs is realistically possible for a fit and trained soldier, but carrying 100 lb loads of bulky and irregularly shape weapons and various skulls is not at all possible. It's an arbitrary choice, "Well we're going to limit what you can carry based on weight, since that is realistic, even if it is highly frustrating. We're not however going to limit what you can carry based on shape or volume, even though that makes or system entirely unrealistic and therefore we're just pointlessly annoying you." These systems try to be realistic, but the end up failing just as much as a more sensible and more fun system.

Designing a video game based on RP is an awful and terrible decision. You only need as much realism as is required to maintain willing suspension of disbelief, beyond that you're probably hurting yourself more than you're helping. Video games lack the flexibility to handle RP systems.
gbaji wrote:
I find that people who take the position you guys are taking are those who always play mage types and then complain that the weight restriction prevents them from capitalizing on the fact that they're wearing lighter armor and gear by carrying a ridiculous amount of extra loot. Now if your wizard robes weigh the same as the warriors plate mail, then by all means the game should not tie carrying capacity to strength. How often does that happen in a game that has any weight rules at all?

I largely answered this above, but I thought I'd expand on it more.

I don't dislike the system because it tends to hurt me (i.e. I play mages), I dislike it because it's stupid. It tries to trade fun away for realism, and it doesn't even achieve any greater realism; it gives up fun for nothing.

Realism for the sake of realism is pointless, and for the most part players largely don't want it. How many video games force you to **** every so often or pee? It's not fun and not something I want to do in my game, even if it is realistic.

And again, these kinds of games tend to arbitrarily decide where they want to be realistic and are wholly inconsistent about it. A swords and sorcery RPG might limit carrying capacity based on strength, which is a pretty minor part of the game. However in that same game the purely martial barbarian character will be about as useful and effective in combat as the wizard, even though realistically wizards in a sword and sorcery setting could probably wipe out whole armies of that barbarian character. Wizards being more powerful than barbarians is a very important part of the realism, and yet it is completely ignored because it wouldn't be fun to have wizards as the only effective character while barbarians are realistically cannon fodder.

The designers are inconsistent in their design philosophy because they're dumb and can only see that their idea is stupid when it's beyond obvious.
gbaji wrote:
Lol! Yeah. Having said that, I still think the complaint is a bit broad. I played Baldurs Gate and NWN extensively back in the day, and those two games at least didn't have such a black and white "good vs evil" set of choices. What's odd is that it seems like most of Allegories complaints actually apply more to Eastern style games than Western. Almost all Eastern style games I've played (or attempted to play since I usually get bored of them pretty quick) fall into incredibly stereotypical traps, with minimal choices, and what few real choices there are being exactly of the "good or evil" type.

It depends on the game.

JRPGs (I'm still annoyed I can't just plainly say RPG to refer to them), tend to be incredibly linear in regards to their storyline. While you often have sidequests, they have almost zero effect on the storyline of the game. I tend to prefer this style.

I think the difference stems from what our objectives are in the game. When I play an RPG I have primarily two goals I want to get out of the game. I want good gameplay and I want a good story. One thing I'm specifically not trying to do, which I think perhaps many western RPG players are, is pretend I'm a character.

While many JRPGs will let you rename the characters, each character (even the main character) has a canon name by default. Some JRPGs don't even let you rename the characters. You often have no choice in the cosmetic appearance of the character. The goal here is to experience the story from a first person perspective. You're supposed to see the story from Zindane's eyes in FF9 and live vicariously through him, not pretend to be him.



That's probably the main reason I dislike most western RPGs, is because they seem to be built around this concept of pretending to be the main character and I have zero interest in doing that.

It seems to me that western RPG tend to offer a lot of choice in the story, but each choice has very little meaning. JRPGs tend to offer a lot of meaning with their stories, but very little choice. In Dragon Age, it doesn't really matter what class you pick. A wizard will get a different starting story than a warrior, and there will be some small subplots throughout the rest of the game, but for the most part your choice has no effect. Where in a game like FF10, if Yuna isn't a summoner, then the entire story of the game falls apart. She absolutely has to be a summoner, and it matters that she is a summoner.

Edited, Feb 24th 2011 3:36am by Allegory
#61 Feb 24 2011 at 9:54 AM Rating: Excellent
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Allegory wrote:
Where in a game like FF10, if Yuna isn't a summoner, then the entire story of the game falls apart. She absolutely has to be a summoner, and it matters that she is a summoner.
On the other hand, Tidus could have been anything and the story would have been fine.
#62 Feb 24 2011 at 10:30 AM Rating: Good
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I'm more than happy having characters carrying 99 Adamantium Vorpal Great Chainsaw Axecannons, or jumping into orbit before landing to attack, or materializing the Hindenburg to crash into tiny goblins, or using pancakes as throwing weapons. Frankly, I enjoy Nippon Ichi games more than any western RPG BECAUSE of how goddamn absurd they can be.
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#63 Feb 24 2011 at 11:11 AM Rating: Excellent
The One and Only Poldaran wrote:
Allegory wrote:
Where in a game like FF10, if Yuna isn't a summoner, then the entire story of the game falls apart. She absolutely has to be a summoner, and it matters that she is a summoner.
On the other hand, Tidus could have been anything not in it and the story would have been fine better.
#64 Mar 15 2011 at 12:10 AM Rating: Good
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Bioware titles of late are relatively formulaic, strategically and can be tactically easy, with relatively limited character development. But I do quite often like the flavor of characters they present.

Dragon age was fun, but I stopped playing when it became too easy tactically.


I've only played DA:O, so I can't comment on the genre at large, but your post is confusing to me.

For one, I was generally quite impressed by the character development in DA:O. Your main character will only grow if you want him/her to, of course, but everyone else definitely changes over time, according to your choices. And many of them have good/bad/in-between states they can end in, accordingly.

I suppose it's less than a FF game might offer, but it was well above what I expected from a choice-based system.

And DA:O is only easy if you are willing to excessively chug potions (assuming you are on higher difficulties). If you are complaining about it being too easy on low difficulties, then I don't think I need to point out how ludicrous that is...

I just don't see how it could be "easy" on the highest difficulty otherwise. Unless you are running some kind of crazy Arcane Warrior+Dedicated Healer party that basically means you just outlast everything (AKA, the most boring thing you could possibly do in any game ever made).
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#65 Mar 15 2011 at 8:27 AM Rating: Good
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And DA:O is only easy if you are willing to excessively chug potions (assuming you are on higher difficulties). If you are complaining about it being too easy on low difficulties, then I don't think I need to point out how ludicrous that is...


Nope. I rarely potioned and still did just fine on the highest difficulty. I had 3 mages though, and mages were more or less strictly better than everyone else in that game.
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#66 Mar 17 2011 at 12:23 AM Rating: Good
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Interesting topic here, figured I would throw my 2 pennies in.

I normally dislike Western RPG's myself, partly because of some of the reasons stated, also this might sound a tad weird, but I hate too much freedom. I constantly 2nd guess myself, Its fine when its simple (Diablo) but when it gets to Fallout/Oblivion standards I just get all OCD. I have played some Western RPGs but not many. As stated I don't want to be the character, I want to see the main characters story unfold.

JRPGs on the other hand I started with FF6 then 4 and so on. They are more "Story" based then western RPGs tend to be. In terms of a book, Western RPGs are the equivalent of a Choose your own adventure, while JRPGs tend to be more of a book with interactive parts (Xenogears would be good candidate as an example tons of Plot then a dungeon rinse repeat).

Anyway, to try and semi re-rail this thread.

Se needs to stop trying to be 'different' Their best games had one thing in common (mostly) turn Based menu driven gameplay. FF1-12 all were 1)turnbased and used 2) Menu commands. SE need to get back to what matters story/plot and focus less on graphics and trying to innovate themselves out of their genre pretty much. If you look at each game in order you'll see the trend (starting at 4)

4-They were working on making 'scenes' where the plot could be played out via scripted events. SNES was fairly new so they focused on a good story and didnt mess with graphics.

5-Refined the scripted events more, spruced up the graphics a tad more. Refined the job system.

6-32 bit cartridge, Pefected scripted events, Updated the graphics to have the characters show more emotions, even if basic, gave players a Great storyline, pushed the SNES for some of its best graphics (IMHO)

7-CD based! Messed around with CS, better music, and 3D designs. Emphisis started leaning more towards graphics less storyline, but still command/menu based gameplay.

8-More realistic characters, Junction system, heres where they started down the wrong path. As they started focusing more on graphics then storyline. I still like FF8 but it was pretty weak as most would agree.

9-Whats this back to story based! Great Story, remember-able characters.Graphics didn't seem to be the focus here, and it shows.

10-Hmm back to graphics, and messing with the ATB system. Pushing so much on graphics they decided to drop the overworld map, and go much more linear. Story was passable, could have been more fleshed out. Loss of exploration was felt. Fighting was still menu/command based.

11- Online Still menu command/based.

12- I called this FF11 without the complete morons. But the game did redeem itself slightly by having a non-love based story as trite as it was. SE leaves menu/command based gameplay here, jarring much of the community, You control one character more or less, and have the others using scripted actions you the player setup.

13- yeah, uhmm no, I beat it only because it was a FF game. SE focused on nothing but graphics, left little to no storyline. Only FF that I really didn't care for Sidequests and just beat it and traded it in.

Like I mentioned all the classic games have a key component, Menu/command based gameplay. SE decided to try innovate the series out of it feeling it was to 'old school' but that was the beauty of the games, instead of improving upon it they just pretty much changed it to what they wanted. Think back to all the good jrpgs you've played. Almost all of them were menu/command based (Legend of the Dragoon, Grandia 1/2/3, ChronoTrigger/Chross/Xenogears/PE/SMT/DragonQuest/Warrior) and many of these games used the system and built upon it like ChronoCross/Xenogears strength based, Grandia's Activity/distance based, PE's evasion based systems.

SE is trying to cater more to western audiences now, incorporating more realtime flow. I HATE having to read encyclopedias to understand the game, like FF13. Leave that to Fallouts/Kotors. Give me a story thats intact from beginning to end, setup the world for me and flesh it out via the plot.

SE's downfall is trying to be the same/while being different, instead of being themselves and what they were good at, and improving refining it to a sparkling shine.

One thing I'm kind of happy about is the talk about how the current gen is kinda of the plateau of graphics. Where the cost of producing games is so astronomical that pushing developers to go farther would drive profits down farther then they can sustain. I mean I think i read where only the top 15% of games are profitable. So hopefully we might see the shift of games focus back onto the story/plot, instead of how shiny we can make every nosehair.

Now if you want your dialog trees with JRPG, I would love to see Square and Atlus to team up and make Persona Fantasy, I wanna say that would be awesome.


Also thirded about NipponIchi, especially the awesome item descriptions
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#67 Mar 17 2011 at 8:44 AM Rating: Excellent
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Final Fantasy games would be much better if they stopped calling them Final Fantasy.
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#68 Mar 17 2011 at 9:00 AM Rating: Excellent
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lolgaxe wrote:
Final Fantasy games would be much better if they stopped calling them Final Fantasy.


A rose, by any other name, would still contain an obnoxious, emo main character.
#69 Mar 17 2011 at 4:27 PM Rating: Decent
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I hate the majority of JRPG's bigtime.
The earlier Final Fantasy games (Read: VI, VII, VIII, IX) i could put up with because they kept the anime-esqe factors to a bare @#%^ing minimum and i don't mind steam-punk settings and things you'd see on a set of Blade Runner.
The only thing i hate more than anime conventions in an RPG is anime itself... it just gets under my skin.

Case Study... Star Ocean: The Last Hope (har har, see what they did there?)
Words cannot describe how much i was @#%^ing annoyed/let down by this game. Star Ocean: The Second Story is one of my all-time favourites but it still tested my paitence as far as anime conventions go (Precis and Leon to name just two things that pissed me off).
This game though... really took it too far. I don't think i even need to provide a list (oh it's a big list as well) of what is so cringe worthy about this game, if you've endured it you know exactly what i am on about. Oh what the hell... i'll add it anyway... not the whole thing though...
+ Combat System is good, it needs to be or this'd suck even harder.
- Plot is @#%^ing stupid, is riddled with cliches and stereotypes.
- If you ask me where this game falls REALLY flat on it's face is the stupid - underline STUPID character design and some of the worst voices to befall a game. I've seen some pretty effeminate characters and terrible voice acting but this is really pushing it.
- I know some people like a fan-service in their games but this does it so much it makes the average player embarrased to play the game. Again, if you've played it you know what i mean...


My absolute all-time favourite game as far as RPG's go is infact Final Fantasy IX, i like the plot a lot as it starts deceptively simple and on my first go-through it kept me thinking. The art design did take some getting used to, i'll admit that but the story and characters kept me interested enough to pretty much disregard this. The 2nd and 3rd discs of Final Fantasy IX are times that'll i'll probably judge other RPG plots and settings by, it really gave a sense of exploration and development and the environments really began to vary because there is a little bit of backtracking in the game.
+ Plot is engaging, starting pretty simple and eventually blossoming out and goes places unexpected. Throws a bit of a curve ball in the 3rd disc when you think things might slowdown.
+ Characters are good but do take some getting used to, it's odd to see a Final Fantasy game with an upbeat protagonist even if he does hit on anything with a pair of tits. The characters are explored pretty well as well. Eiko still fits the bill as the resident "ugh" character that feels out of place at times.
+ Gives a solid sense of exploration and adventure and does it really damn well. You feel like you're going to all parts of this world and this is reflected in the varied environments.
+ Art Design is solid but takes some getting used to especially if you're fresh from the steam-punk like setting of Final Fantasy VII. If you can get over that you're in for a treat.
+ Makes several brilliant nods to previous titles in the series whilst never sacrificing it's own plot to do so.
- Battle system could have been a bit better, being able to trigger Trance at will once charged would have been useful for one. It does feel a little restrictive as far as what each character can do in terms of abilities/magic and does feel like characters are stuck in one "role". While it does make sense in the context of the story a bit more variety would have been nice.
- Leaves a few things unanswered at the end (Did Zidane succeed in rescuing Kuja? How did he escape Iifa? Why did it take him so long to get back to Alexandria? Was he badly injured? Was Kuja badly injured if he survived and needed Zidane to help him? What happened to the Genomes that escaped Terra?).
- Where is the sequel for this game? I'd of been happy with an OVA at least to clear things up.


Actually, i'm going through Final Fantasy XIII properly since XI's servers are down for the forseeable future and i'm actually enjoying it. I can see the problems people have with the linear plotline but it is still a very good plot in my opinion and i do think the game has been harshly judged, were people expecting another VII or something? That's a tough act to follow in the eyes of many.


Edited, Mar 17th 2011 6:28pm by Tatham
#70 Mar 17 2011 at 8:53 PM Rating: Good
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Since I only poke my head in here occasionally, I'll back track a bit. I just found this bit interesting:

Allegory wrote:
I think the difference stems from what our objectives are in the game. When I play an RPG I have primarily two goals I want to get out of the game. I want good gameplay and I want a good story. One thing I'm specifically not trying to do, which I think perhaps many western RPG players are, is pretend I'm a character.


I'm thinking you're missing the point of a "Role Playing Game". Of course, as one who started out from the direction of paper and pencil RPGs, I've often seriously questioned that label when applied to what are essentially console combat games with a linear storyline to maintain interest. You aren't playing an RPG. You're playing a twitch game, with a story to tie together the combats.

Completely different philosophy.
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#71 Mar 18 2011 at 12:20 AM Rating: Decent
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gbaji wrote:
I've often seriously questioned that label when applied to what are essentially console combat games with a linear storyline to maintain interest. You aren't playing an RPG. You're playing a twitch game, with a story to tie together the combats.

Minus the condescension and derision, I'd very much agree that it's flawed to group a game like D&D (or to an even grater extreme Nobilis) with Final Fantasy. The primary objectives of the games are vastly different, and the mechanics are only superficially similar.

I'm not missing the point though. It's a different genre of game, with different goals for the player.
#72 Mar 18 2011 at 12:36 AM Rating: Good
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Allegory wrote:
...Nobilis...


I still really want to play this game.
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#73 Mar 18 2011 at 12:55 AM Rating: Good
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I thought it might possibly be a fun venture, but after all your explanations I still was quite clueless about what exactly I was supposed to do in the game.
#74 Mar 18 2011 at 2:07 AM Rating: Good
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Allegory wrote:
I thought it might possibly be a fun venture, but after all your explanations I still was quite clueless about what exactly I was supposed to do in the game.


Then I explained it correctly.
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#75 Mar 18 2011 at 1:53 PM Rating: Good
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Allegory wrote:
I'm not missing the point though. It's a different genre of game, with different goals for the player.


Sure. But by definition, the purpose of a "role playing game" is to play a role. Since you stated that what you don't want is to pretend you're a character (which is "playing a role"), then you specifically do not want to play a role playing game. Nothing wrong with that, but what you're basically complaining about is that some RPGs actually require you to role play and you don't like that.

I just think it's a bit absurd to argue that one group of RPGs is better than another specifically because they don't contain role playing. I'll freely admit that this is just my own peeve at the increasing number of "RPG games" that have nothing to do with role playing, but which have so saturated the market that now we have people saying that the RPGs which do contain role playing are bad for that very reason. Get your own damn genre! Call them something other than RPGs.
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#76 Mar 18 2011 at 3:17 PM Rating: Decent
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gbaji wrote:
Sure. But by definition, the purpose of a "role playing game" is to play a role.

Well, no, and for many reasons.

1. As mentioned earlier, this is now a genre that has split into at least two very different genres, which still happen to share the same name. The purpose of one isn't necessarily the purpose of the other.
2. Names don't dictate objectives; they're just names. At best they're merely descriptive.
3. RPG is a very poor descriptor for any game, because it fits every game. Every game is a role playing game; a game where you take on a role.
gbaji wrote:
I'll freely admit that this is just my own peeve at the increasing number of "RPG games" that have nothing to do with role playing

Honestly though, I think you're more peeved at them being called RPGs rather than there mere existence. If they were called something else I doubt you'd have any more of an issue with them than any other genre you're disinterested in.

I'm equally, and probably just as unjustified, in being annoyed are RPG players who are all about the RP. When I play D&D, I roleplay, but I do so for shiz and giggles. Not to be a slight against you or anyone else who plays this way, but players who do take roleplay seriously, I tend to look down on as they might look down on munchkins. They're trying to merge fanfiction with a game and they get the worst of both worlds. I have no interest in painfully indulging people's obsession in their Mary Sue.
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