Welcome, Guest. Please login or register.
November 26, 2014, 12:44:07 PM

Login with username, password and session length
Search:     Advanced search
We have a new board! Pop on over to the Game Journals section and tell us what you've been playing!
338443 Posts in 13854 Topics by 2215 Members
Latest Member: RPGtourguide
* Home Help Search Login Register
  Show Posts
Pages: 1 ... 467 468 [469] 470 471 ... 580
7021  Media / Single-Player RPGs / Re: Megami Tensei Topic on: March 11, 2009, 03:15:54 PM
Giant dicks in chariots, even.
7022  Media / Single-Player RPGs / Re: Response to Final Final Dungeon editorial ***SPOILERS*** on: March 11, 2009, 02:57:44 PM
Disc 4 being a point of no return while the final boss is far more difficult than anything else up to that point is a huge problem. The final dungeon itself isn't. And there's always a better way of doing something. Calling it technological constraints is bullshit, generally.

1. I'd say about maybe most of the time the main technological problem is coders that don't have a damn clue what they're doing, so that can just be written off as plain old ineptitude.
2. If there actually is a technological constraint--and I mean this within reason. You're not going to try to do realistic 3D graphics on an NES because that IS a legit technological constraint. Likewise, you're not going to have perfectly humanlike AI because, while that might not actually be a technological issue, it's not something that anyone really knows how to do (and, for that matter, if it's a matter of technology or methodology)--within reason, like wanting to have a really grandiose sequence going on but running out of VRAM to do it, then you scale back somehow and make it work. If you DON'T scale it back and get something that doesn't run right, then... um... ineptitude, again.
3. Finally, if it really IS a huge problem and you can't scale the thing back and still get the desired effect, then you're going to have to axe it, find some really, really creative way of making it work, or do something else. If you absolutely CAN'T do this so you sort of force whatever it is you're trying to do, run into a technological constraint, and it ends up breaking as a result... INEPTITUDE!

Or, the short version: If you screw something up when making a game, it's probably your fault.
7023  Media / Single-Player RPGs / Re: Best RPG of Last Generation? on: March 11, 2009, 01:58:32 PM
Quote
I can see its effect waning after Tales of the Abyss came out.

What's the big deal about Tales of the Abyss :/
7024  Media / Single-Player RPGs / Re: Will we ever see a new Seiken Densetsu game? on: March 11, 2009, 01:58:21 PM
Apparently SD was Ishii's baby or something, so it might've been his involvement sort of DRIVING the series. Miyamoto never sounded hugely attached to his games (from what I remember reading in interviews. I could be wrong).
7025  Media / Single-Player RPGs / Re: Where are all the indie console games? on: March 11, 2009, 01:53:39 PM
Watermelon's got me curious. Any info on pricing or gameplay (or am I just retarded at navigating websites. Again).
7026  Media / Single-Player RPGs / Re: Megami Tensei Topic on: March 11, 2009, 01:51:57 PM
Quote
Why do people keep expecting Atlus to change anything in their games anymore?

Because dropping the encounter rate was pretty inarguably a change for the better.
7027  Media / Single-Player RPGs / Re: Megami Tensei Topic on: March 11, 2009, 12:35:14 PM
Quote
Eternal Punishment was also very enjoyable, but I still need to finish it. After playing Persona 3 and 4 though, I'm going to have a VERY hard time going back to the archaic-ass battle system of the older games. And it's going to be very hard for me to cope with random battles again (FUUUUUUUUUUUUUUUUCK random battles).

Oh crap. You just reminded me that the US version of persona had the random encounter rate dropped quite a bit (somewhat lower than EPs, seemingly a LOT lower than IS'). and increased money you got after battles. Wonder if the PSP version'll go back to that :( Game was hard enough as is, and for the love of god more damn augustus trees or save anywhere.

Also, thirding it: Do not play DDS2 without DDS1. The story would make sense, but it wouldn't be very meaningful.

Nocturne's my favorite. I never actually beat it though. I got up to the last dungeon, and could beat it any time I wanted, but I guess, subconsciously, I just don't want it to end.

Though, I never DID do the Amala Network...
7028  Media / Single-Player RPGs / Re: Where are all the indie console games? on: March 11, 2009, 12:26:58 PM
Powder for the DS is a sort of popular indie roguelike thing that's freeware and not made by companies.
7029  Media / Single-Player RPGs / Re: Response to Final Final Dungeon editorial ***SPOILERS*** on: March 11, 2009, 02:18:39 AM
Quote
(GFs on the whole were largely pointless except as a plot device and the only real way to level up your characters).

I actually beat most of the fights up to that point by spamming GFs. There were... something like three boss fights, other than the final boss, where that didn't work.

FFVIII is a nice reminder that RPGs are in fact very system-heavy things where the numbers matter.

As I've said like a million times though, I don't play games to finish them, so length and final dungeons aren't really issues to me. In the sense that it's mostly gameplay mechanics or some sort of atmosphere that drive me to play a game and I can generally get my fill of any particular game's gameplay mechanics or atmosphere by playing said game for maybe like three hours a year.
7030  Media / Single-Player RPGs / Re: Megami Tensei Topic on: March 11, 2009, 02:11:44 AM
I agree with Eusis, though about demikids, the japanese devil children games were substantially better than the two demikids we got in the states from what I remember. they had like, storylines and stuff.
7031  Media / Single-Player RPGs / Re: Response to Final Final Dungeon editorial ***SPOILERS*** on: March 10, 2009, 08:05:54 PM
Oh, you're right. The last boss being harder than anything else in the game by far didn't really help things either.
7032  Media / Single-Player RPGs / Re: Dragon Quest V on: March 10, 2009, 04:32:55 PM
They also have about two lines each for the monsters, it seems. I find the Apple monster's two lines strangely hilarious in a very Snake and Bacon way.
7033  Media / Single-Player RPGs / Re: Best RPG of Last Generation? on: March 10, 2009, 04:32:48 PM
Maybe I SHOULD play P4. I really liked P3 but I never got that far in it for some reason (it's not really tedious to me, and it's not that hard if you lose the party splitting option right). I think it was because some of the Requests from that one bitch are kind of unreasonable. "Collect three whatevers from this one monster that hardly shows up ever!" "And do it by tomorrow!"
7034  Media / Single-Player RPGs / Re: Response to Final Final Dungeon editorial ***SPOILERS*** on: March 10, 2009, 02:15:49 PM
Quote
The problem is that I can't spend hours and hours trekking through a final dungeon and grinding towards victory.

Okay, so why not just make all dungeons a little shorter, punchier, and well designed (You know. No mazes, no "switch-flipping hell," no endless, double-backing corridors), get rid of grinding completely, and either switch to a save-anywhere system or let the player make quick saves? That way you take care of the tedious final dungeon problem and a whole hell of a lot of other problems at once. And if you HAVE save points, increase the number of them.

The goal of the game is to be challenging. The goal of the game is NOT to be abusive.

At that I'd also advocate adding something like in Dragon Quest where, if you die, you lose gold but keep items and XP.

And I'm starting to get the impression that 'bad final dungeons' is just a symptom of a greater underlying problem with the genre, now.

Quote
Also, I feel strongly that final dungeons should have relevance to the plot and maybe even be an integral part of it. Does it really hurt to have cutscenes in a dungeon?

Why stop at a cutscene? Get rid of the cutscene there, and take a cue from SHMUPS and use other visual elements to convey story. The most basic example, maybe, is to have something like cave paintings on the walls revealing important information, but it could be done really elaborately.

See the problem with cutscenes in a dungeon is that they're often non-skippable and by definition non interactive. So, you die, repeat the dungeon, and you have to do the thing again.

Then again, if you have a savepoint after every cutscene, DO make them skippable, and uh... yeah. Then it's not as much of a problem.

Finally, no dungeons should EVER be a point of no return. Points of no return are almost always atrocious game design.

Quote
Give me puzzles,

OH, right! Another good point. FFXII didn't have a lot of puzzles from what I remember -- very non-interactive. Comparing DDS to Nocturne, I also felt those games had few puzzles or interactive bits -- especially the second -- than Nocturne.

Although I think it's fair to say that dungeon design is the most neglected aspect of RPG making. I think you could argue in the past that dungeons in most games were intended to do nothing but take up time. I personally think they should be more like playgrounds where you kill things.
7035  Media / Single-Player RPGs / Re: Best RPG of Last Generation? on: March 10, 2009, 02:08:42 PM
Since SH:C came up, I had problems with not being able to read the font on my TV. It was small and kind of... serif-happy if I remember right.

Tttthat and the dungeon designs were KIND OF lacking at times and it had a bad tendency to have "hey check behind every scenery object for stuff" syndrome.
Pages: 1 ... 467 468 [469] 470 471 ... 580


Powered by MySQL Powered by PHP Powered by SMF 1.1.20 | SMF © 2013, Simple Machines Valid XHTML 1.0! Valid CSS!