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337990 Posts in 13836 Topics by 2212 Members
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6586  Media / Single-Player RPGs / Re: Fallout PC bundle on: June 21, 2009, 03:01:31 PM
It'd be even awesomer if it contained Wasteland, too :(
6587  Media / Single-Player RPGs / Re: What Classic RPG(s) You Would Want Remade Or Recieve A Sequel? on: June 20, 2009, 11:45:33 PM
My personal theory is that Soul Blazer should be ported to every present platform and included standard, honestly, but that'll never happen.

I seriously had a goddamn dream about a Soul Blazer DS remake where you like, your little orb dude... you controlled it with the stylus. Why doesn't this exist :<
6588  Media / Single-Player RPGs / Re: Remembering the Orphan: Final Fantasy VIII on: June 20, 2009, 10:04:20 PM
Ugh, jeez. See, as a character, I think Rinoa was fine. yeah, she was sort of an annoying, immature bitch but that was the point. It's sort of realistic.

If she was a real girl she'd be a marine biology major and have a henna tattoo on her butt.

also, I still maintain that FFVII maintained a level of... I don't really want to say PARODY but irony, maybe? I mean, the reason why Aeris isn't the damsel in distress is that the damsel in distress always gets saved. Obviously, Aeris did NOT get saved.

Actually, Aeris is built up more in that "Little sister I want to protect/bang" trope. Offing her subverts that trope.
6589  Media / Single-Player RPGs / Re: What RPG(s) Are You Looking Forward To? on: June 20, 2009, 12:17:46 AM
Devil Survivor and Dragon Quest 6, sort of.
6590  Media / Single-Player RPGs / Re: Remembering the Orphan: Final Fantasy VIII on: June 19, 2009, 09:34:32 PM
This started out cute, but now you're just being demanding.

Come on old bean, I'm just joshin' :(

Although this is a discussion that needs to be had, and it's not a matter of convincing someone else of one's opinion but rather of analysis which is FAR more important anyway.

So just consider me more as a foil here and less of an argumenter.

The inner-struggle is a method by which to examine the man.

See, that's the thing. What WAS Squall's inner-struggle? He was quiet and not exceedingly friendly, but he wasn't really mean or rude to anyone (except Zell). He was shut off, and had troubles understanding human empathy, but HOW was this affecting his ability to function, or even be happy -- and admittedly, he's not SHOWN as being exceedingly happy, really, but he doesn't seem upset, and especially not upset enough to really want to change. I don't remember him ever seeming really *dissatisfied* with his life, I guess.

I'm not saying there's anything unrealistic or illogical about what he does, in regards to his personality as presented, but the formation of that personality, or well...

You and Dincrest both said it -- Squall reminds people of themselves, and I think everyone, whether they admit it or not, went through a Squall stage. And I guess that's one of the realism issues I have here, maybe. Rinoa is a change agent but what necessitates that change agent? The Squall stage is something from highschool that you just grow out of as soon as you get a bit older and make more connections*. It's a very gradual process. There aren't really any big events. And what I take issue with in your assessment is that you describe Squall's transformation as being gradual. Compared to other RPG storylines, maybe, but compared to how people really are?

And I don't think they ever really explained WHY he ended up so isolated anyway, so the best I can do is blame it on teenager cynicism -- you know just enough about the world to think everything's crap. Also hormones. So again -- why is the change agent necessary? Honest to god though this might just be my memory failing me on this game, though, so if you have anything to add, I'm all ears.

Square was certainly trying to show Squall's personality, and I guess I can say they did a good job of that. But in a very broad sense. It is not clear to me what SPECIFIC thing they trying to show about his personality, or why, or what theme to... use as a lens into his mind, if you will.

I guess, in short, I got the theme they were working towards, but what was the thesis statement?

The things at the top of the list they nailed... as the importance of the items drop, the weaker they did on them. That's kind of understandable, don't you think?

Well... no, honestly. This actually kind of goes back to my thoughts on Isaac Asimov and... Bethesda, honestly enough. Asimov's famous for his ideas but I find his writing to be incredibly *bad* from a grammatical, structural, and expositionitorial standpoint. If I'm constantly stopping and re-reading a sentence because the structure on it fuddles its meaning, I'd say that's a big issue.

In regards to... game design, (or any artistic endeavors, really, but let's focus on games design) I believe that consistency is everything. If you really want to develop one feature/mechanic/story element to the point where you're doing it at the expense of other aspects of the game, then by God, don't DO it! I'd say.

Why even have Irvine, Selphie, and Zell if they're so extraneous? If they really AREN'T that important, remove them as playable characters; if they ARE that important, then develop them more! Why have a plot about time travel instead of one actually catered to the central theme of Squall's personality?

In other words? If you draw a really awesome picture of a car and put it on the most horrifically god awful background you can imagine, it's not the car everyone's going to be looking at.

Alternatively, if you draw a really awesome picture of a car on a background consisting of seemingly random pictures of food and pinecones, everyone is going to be very confused.

Alternatively, if you draw three pictures of a car and one is really good, and the other two are progressively worse... well, you get what I'm saying.

Anyway, your points on Quistis are certainly interesting, and I'd forgotten much of it, but how much was done with her character after Disc 1?

* Unless you live in Ohio. Then you just get even more depressed and isolated because you literally are isolated in the sense that every town is a ghost town.
6591  Media / Single-Player RPGs / Re: The awful war between JRPGFans and WRPGFans on: June 19, 2009, 12:03:52 PM
Gearheads argue all the time about American vs. Japanese cars.  Guitarists sometimes put too much stock into the brand name on the headstock than closing their eyes and letting their hands and ears be the judge.  It's that "logic vs. emotion" war.

You get some really amusing arguments on Gardenweb too, sometimes. The best one recently was on the Cacti and Succulent forum, where someone is asking about the legality of wild collected cacti, Pirate Girl jumps in and starts ranting about how every cactus is owned by someone, another person comes in and says wild collection isn't really condoned, but that Pirate Girl is full of shit, and then it turns into an argument about who's a real christian and who isn't.

And so I'm like "Fuck this you guys go identify this crassula I found at OddLots." And Pirate Girl is like "all of your links are dead," because I just posted a link in my post, instead of embedding it or something. Copy and paste goddammit is it that hard why are you all so insane what is this i don't even
6592  Media / Single-Player RPGs / Re: The awful war between JRPGFans and WRPGFans on: June 19, 2009, 05:31:09 AM
If you're not debating things on an internet forum what ELSE are you doing with the internet forum?

I'll tell you.

You're being 60 and sharing pictures of your cats and African Violets.
6593  Media / Single-Player RPGs / Re: What Classic RPG(s) You Would Want Remade Or Recieve A Sequel? on: June 19, 2009, 05:28:05 AM
New Quintet game. Musashi was like the closest. Musashi is old.

Or I could go hunt down Granstream but word on the street is that it suckz.
6594  Media / Single-Player RPGs / Re: The awful war between JRPGFans and WRPGFans on: June 18, 2009, 11:27:37 PM
Okay. RAI specifically I'm willing to chalk up to laziness which is what I MEANT when I said that although I admit it wasn't clear.


If it was a side-feature that they sort of nixed, not so much, but it was kind of one of the main new features in Oblivion, it's not hard to script for, and it's not a lengthy process making RAI pseudo-scripts. I mean, like, broadly assigning a behavior to a large subset of creatures/NPCs is something that'd maybe take ten minutes at most. Maybe another half hour of testing to really tweak it right? Actually uniquely scripting everyone would be trickier but that's not really the POINT of RAI, and RAI *exists* so that you don't have to define unique behaviors for everyone. RAI, as a system, is very well designed and an excellent idea. The actual implementation, on the RAI pseudo-scripting level, is lacking in every way and I cannot find any explanation other than Bethesda just not giving a shit.

I actually have first-hand experience playing with RAI in the editor too, so that's something I DEFINITELY am aware of the creation process of. I've also fiddled with Creatures AI and the NPC scheduler in Ultima 7 (via... the editor the Exult guys made? I think?) to note some similarities. AND I've used the mods in question with more complex RAI stuff (OOO is one of them! MMM is another, maybe) so, again...

Making RAI pseudoscripts is quick and easy. I have made RAI pseudoscripts and I find it quick and easy. Thus, Bethesda's inability to do this indicates laziness to me, because it's that simple and quick (as being able to simply and quickly set up broad NPC/creature behaviors is the entire point of RAI).

yet at the same time think morrowind is crap. whats the point of collecting l33t gear if you cant see your character?

Press tab, go into third person mode.

Yeah, if you find that a sidequest is lame, then, uh......

What if all of the sidequests are lame and the game consists of nothing but sidequests? Then it's not a matter of "Well, this sidequest is more irritating and the rewards sucks. Let's do something else." When THAT happens, you're sort of screwed.

Also I'm refering to Daggerfall. I didn't like Oblivion's quests much but they weren't THAT bad. I've just played better. Daggerfall's were just hideous, all of them, equally, and you had nothing else to do in the game except aimlessly explore completely empty fields.
6595  Media / Single-Player RPGs / Re: Remembering the Orphan: Final Fantasy VIII on: June 18, 2009, 11:11:53 PM
As stupid as the twist is, I can't agree AT ALL with it being the worst entry in the series as long there's II.

My personal "worst FF" would be most of them.

Do we really need to know how this character thinks when you're technically supposed to be the one guiding his or her actions?

Probably not, really; or rather, yes, but reserve it for the non-main character. Or the MC's buddies. Do character studies of THEM and let the player work their way through their heads.
6596  Media / Single-Player RPGs / Re: What Classic RPG(s) You Would Want Remade Or Recieve A Sequel? on: June 18, 2009, 11:03:04 PM
I want a direct sequel to SaGa Frontier.

Specifically, about Fuse.
6597  Media / Single-Player RPGs / Re: Remembering the Orphan: Final Fantasy VIII on: June 18, 2009, 10:45:37 PM
Oh why, oh why, do I have to respond to *you* ??? (j/k)

Because it's either that or you start paying your goddamn child support payments :T

Anyway, in response to your post, I maintain that nobody outside of Squall, Laguna and Rinoa in FFVIII had a meaningfully developed personality (Selphie's the bubbly one! Zell's the hot-headed hyper one! Quistis is the quiet nerdy one! Irvine is the skirt chaser! Kiros is the token black guy! Ward doesn't say anything!) and I'd be fine if you could somehow prove/convince me otherwise but I really, really doubt it.

Particularly, Quistis is interesting because she really DOESN'T have a personality of her own, and mostly serves as a foil for Squall -- which is what you could probably say about everyone. Even Rinoa. Which I'm sure is what they intended to do but I can't find anything particularly meritorious about this approach.

You find OUT more about some of these characters -- some of them more important than others, like Irvine's unwillingness to shoot Edea, and the actual reason WHY, or how Zell was an orphaned, or how Quistis has this creepy amount of knowledge about Squall and is kind of jelling on Rinoa or... something -- but it's more things ABOUT them or thing's they've DONE and not parts of their actual PERSONALITIES. The one real exception I can think of with Cid, who is, by virtue of the orphanage scene, revealed to be a very manipulative bastard that is not above using children for military purposes.

And this might just be my memory but was it ever discussed why Squall started closing himself off anyway?

Honestly, I thought the Persona games had really similar themes but did it better for the most part. I have more to add to this later, too, when I think of it

an insightful portrayal of human experience.

I'd like you to explain how.

Look, you're just STATING your opinion. You're not really backing it up. I'd like to back MY opinion up but you're not giving me a lot to work with. Come on, old bean. Snap-to!
6598  Media / Single-Player RPGs / Re: The awful war between JRPGFans and WRPGFans on: June 18, 2009, 07:36:36 PM
and MeshGear's argument definitely needs solid evidence to back up the claim of them being 'lazy'

Actually, my point was that Bethesda, circa Daggerfall, was just horribly inept (and that circa Oblivion they were sort of inept or at least not very well, eh, communicating with eachother). I don't know where laziness came in. Did I mention that? If so I meant more ineptitude than laziness.

Though, if you wanted to argue laziness in the case of Oblivion, taking over a goddamn month after the game comes out to release a *beta* patch sort of points towards that. Doubly egregious since the bugs were obvious, obvious, and things that would be pretty easy to fix. Triply egregious since it was pretty well known that the dev team was on vacation even though *releasing patches very quickly after release is just what you do these-a-days*.

You could also argue that they might've spent way too long in development for the end product, given that the engine upgrades were pretty minor, there were some pretty noticeable balancing and performance issues, and they did stuff like returning to randomly-generated dungeons filled with traps that never worked making you really wonder if they ever tested anything.

Of course, again, I'd just argue incompetence.

Also, I never said they were lazy either. I just read back in the thread.
6599  Media / Single-Player RPGs / Re: So, Arc Rise Fantasia... on: June 18, 2009, 05:27:16 PM
Arc Rise Fantasia.

Lophophora Midget Lungfish.

Rainbow Sun-toucher Joshua.

Porcupine Raper Dmitri.

Etoliated Donut Propwash.

Jesus Motherfucking Batman.

Celestial Chromosome William.

Canadian Speakercone Calpico.
6600  Media / Single-Player RPGs / Re: The awful war between JRPGFans and WRPGFans on: June 18, 2009, 05:16:50 PM
Calling a developer "lazy" because they missed a relatively few bugs in their gigantic, ultra-complex game is pretty much showing that you don't have any understanding of how game development works.

Erwos. Daggerfall, in its original form, as released, was not finishable and arguably not *playable*. Post-final-patch, it STILL had a crapload of bugs. Most of them were minor, but you still had dungeons that weren't finishable, quests not being finishable because the quest objective got spawned in an unreachable/nonexistant location, random holes in the geometry, crashes, general game logic issues, and shit like Wabbajack not working. These bugs are also not infrequent. Hell, the main quest STILL can break. The errors in Daggerfall are not trifling.

Daggerfall also came out before the internet was really wide spread, so most people either had to buy a magazine with a disc including the patch, or... they were... screwed.

Daggerfall is, additionally, not gigantic or ultra-complex. There were only 20-odd locations that were entirely hand made. Only three or four of these places were towns. Daggerfall is "gigantic" in the sense that it has a lot of area. It's not gigantic in the sense that much of that area isn't unique. There's very little handmade content in the game. Daggerfall is gigantic in the sense that you can generate a gigantic terrain map in Terragen. It is not gigantic in terms of context.

In terms of interactivity or quest content, there's very little depth. Most of the quests are fetch quests. The ones that aren't don't really work right. You have like, 30 skills, but only about half are useful for anything, ever. The event system in the game is mostly used for controlling some late main questline things. The other things it's used for weren't ever really implemented.

And that's the other thing. There were just TONS of planned features they never actually programmed in because of self-inflicted time constraints (It's known that Bethesda spent more time dicking around with making the engine than they actually spent making the game) or because of rampant feature creep and nobody knowing what direction the project was going in.

Even moreso, honestly, I thought the whole game just felt like it was pretty poorly constructed. It's based around doing nothing but incredibly repetitive randomly generated quests that mostly take place in incredibly repetitive randomly generated dungeons. It's an extremely subpar roguelike and nothing more.

Additionally, I'm a comp sci major, I do have somewhat of a clue what goes on in the development process, and more importantly, I've played a fuckton of RPGs and I have some inkling as to what acceptable levels of buginess and removed core features and "Hey I just spent five hours on this quest and now I can't finish it because it's broken and whoops there goes my guild rank. Back to grinding!" are.
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