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347296 Posts in 14166 Topics by 2235 Members
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7441  Media / Single-Player RPGs / Re: Ys The Ark of Napishtim difficulties on: December 23, 2008, 11:46:37 PM
I played the game for a couple of hours, to to the... second or third town, I think. I wasn't really getting into it. I found it fairly easy, but not very well balanced, as a lot of the enemies at a certain point can poison you, poison kills you rather quickly, and you have a limit on how many antidotes you can carry. It seemed rather grindy. I found the whole game pretty monotonous, and the controls felt really slidy. The flaccid smooth jazz soundtrack didn't really help things.
7442  Media / Single-Player RPGs / Re: What elements would you take from various RPG's... on: December 23, 2008, 11:44:33 PM
Technically, one of the outcomes would be Persona 3 because I'd combine Quest for Glory 2 with a roguelike.

I can't think of a lot of specific features, honestly. One thing I WANT to see in more games is a sort of "home base" with some degree of customization. Suik's fortresses, legend of mana's house, the dorm in persona 3, your room in the QfG2 remake (wasn't in the original, I don't believe). Maybe not so much city construction, although that can be a nice form of it. Houses in morrowind. The relto age in Uru.

Basically, something the player can call home, decorate a bit, something.

BIGGEST problem I have with... most RPGS, ever, is how linear *weapon* progression is. Most games are set up so you get to a new town, upgrade everyone's equipment, and ditch the old stuff. Dragon Quest is balanced so that this isn't always affordable or necessary, as I've said before, but it's still a pretty linear progression. Give weapons more unique properties or something, like in Morrowind kind of, or just stop messing with it and either get rid of standard equipment ala SMT:Nocturne or Torment, or adopt a Suik-ish upgrade system.

I also want more exploration. I guess I could say non-linearity but it's not really the same thing. I like non-linearity when it leads the player to discover Cool Stuff on their own as finding things is really rewarding. SoA's landmark system, maybe.

Also taking a page from QfG, non-combat stuff and puzzles with outcomes depending on your stats.

Or Persona 3 with demon conversations added back in.
7443  Media / Single-Player RPGs / Re: question about the DS FF4 on: December 23, 2008, 11:42:03 PM
I always thought getting lost and finding your way eventually was one the best elements in RPGs.

I do too, unless you can get really lost. This is why I like old Dragon Quest games and the first Phantasy Star and the Ultima series. You can get a bit lost but there are sort of recognizable landmarks and things to guide you along. Whereas in something like Daggerfall, there's kind of nothing.

Basically i think the goal should be to LURE the player in the right direction but still maintain a sense of tension and dread that they're not heading the right way, even though they are.
7444  Media / Single-Player RPGs / Re: Did FFVII ruin RPGs on: December 21, 2008, 09:39:36 PM
Why do I detect a lot of trolling from like every new member here lately.
7445  Media / Single-Player RPGs / Re: question about the DS FF4 on: December 21, 2008, 05:36:20 AM

Eusis ask me that question again when I've forgotten that I just spent the past five hours writing the thing I just linked to*.

So what are some of the worldmapless RPGs that don't allow for backtracking? Illusion of Gaia comes to mind, but that's kind of it. Truthfully I've probably never played most of those cause that generally doesn't appeal to me so I don't remember them when I say I can't remember anything more linear than FFIV asI never palyed them in the first place.

what sidequests  did FFIV have too?

Also I'm not really sure how you could get more linear in character building than FFIV as it's completely linear. Equally linear yes. FFIV also doesn't let you pick who's in your party. The DS and GBA version's change these both in various regards.

* I'm not even sure what I just made there but it works.
7446  The Rest / General Discussions / Re: Ass pennies on: December 21, 2008, 05:28:35 AM
I read that as ass penises.

I am very disappointed.
7447  Media / Single-Player RPGs / Re: What Final Fantasy DS game is best and why? on: December 21, 2008, 05:27:52 AM
Why do I feel like Noobien is a troll :(
7448  Media / Single-Player RPGs / Re: Suikoden DS on: December 20, 2008, 08:55:32 PM
Okay, but monster parts are kind of a form of currency. I meant if monsters gave you nothing of monetary value that'd be dumb.
7449  Media / Single-Player RPGs / Re: Suikoden DS on: December 20, 2008, 04:19:16 PM

About only getting money through quests.

I support the idea of only get experience through doing quests, like how Deus Ex and Tombs & Treasure did it, or in a lot of old PC RPGs where most of your exp came from solving quests although you still got some from battles. However, only getting money from quests is a bad idea. You can't SPEND experience and run out. You CAN spend money and run out and then the game gets unwinnable (unless the quests are random and then, odds are, you've just became Daggerfall and fuck daggerfall)
7450  Media / Single-Player RPGs / Re: question about the DS FF4 on: December 20, 2008, 04:11:11 PM
It sounds to me you can't handle any kind of game with any free space

FFIV doesn't even HAVE any free space. I'm sure there ARE more linear RPGs but I can't think of any.
7451  Media / Single-Player RPGs / Re: question about the DS FF4 on: December 19, 2008, 09:08:11 PM
How do you get lost in FFIV :|
7452  Media / Single-Player RPGs / Re: Lets discuss the forgotten SNES Era of RPGs on: December 19, 2008, 10:06:04 AM
PSI gets a lot less grindy after awhile. PS2 gets progressively more grindy as it goes on.
7453  The Rest / General Discussions / Re: Goths leech the joy out of fucking everything. on: December 19, 2008, 10:05:57 AM
Let the animals be as mother nature intended them.

7454  Media / Single-Player RPGs / Re: What Final Fantasy DS game is best and why? on: December 19, 2008, 10:01:04 AM
I thought FFXII's plot started getting really incoherent when every other word was "deifacted nethicyte" and it veered off into BS political intrique.

I think the phrase "highschool creative writing class" sums up my opinions on FFXII's story very well.

It was one of the first RPGs to seriously attempt for a narrative and none had done as much as it had prior

One of the first console RPGs to seriously attempt a narrative, as there'd been a couple of PC games prior to it that had been very narrative-focused, Ultima 6 probably being the most noteworthy, although saying FFIV was the first JRPG to seriously attempt a narrative still doesn't really sit right with me, because I'm not really willing to say it was THAT much more narrative-driven than something lik Dragon Quest 4, Seiken Densetsu 1 was very narrative-oriented and came out a month before, FFL2 was pretty narrative oriented and came out about half a year earlier, I believe? And even then, that's excluding things like Crystalis and a good portion of the Ys series. The Phantasy Star games also seriously attempted having a strong narrative structure, although it's very debatable if 2 and 3 actually succeeded at that.

And even then I don't know if I'd say FFIV was successful at it because its story wasn't THAT great and more importantly, its focus on narrative precluded any sort of exploration, sidequestry, or decision making on the part of the player.

Fans of FFIV responded to it very well. Fans of FFVII also frequently wrote Sephiroth/Cloud slash. I'm not sure what parallel I'm trying to draw here.


lol i don't know how to use tags on the internet also I can't remember how to spell anymore!!!!!
7455  Media / Single-Player RPGs / Re: Baroque, from someone that likes roguelikes? on: December 19, 2008, 09:57:51 AM
Grinding is pretty much moot since each time you leave, it resets your level

Right, but in the Angband model of roguelikes, grinding is still fairly important for survival and somewhat less so in the more Hacksian models.
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