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7486  The Rest / General Discussions / RPGFan Gaming Journal: The Road to Infinity on: August 29, 2008, 11:21:25 PM
I thought GBA Shining Action RPG 2 was pretty neat. Not particularly deep but it was cheap and fun -- my only real problems were stuff that was only available in multiplayer and repetition. I found the mechanics to be very solid; just something you have to play in short bursts. I heard Exa was pretty similar, however, I also heard EXA had bad slowdown and that really, really made it hard to play.
7487  The Rest / General Discussions / RPGFan Gaming Journal: The Road to Infinity on: August 28, 2008, 09:24:23 PM
This combined with everything else said afterwards kinda makes me not want to bother with the game anymore :P

We could go on, I'm sure. It'd just be hearsay from me though, cause as I said, I quite shortly after you quit.

I think Star Ocean 2 was a really damn awesome game, though. Its dungeons were a LITTLE boring but it did so much cool stuff with relationships and the AI and the skill system.

Quest For Glory 2: Did some thieving. The entire sequence was cool because it took me a couple tries to get it right but the puzzles involved made sense. Like, I figured it out with just experimenting with it. Really great so far. I need to play the rest of this series.

Oh, I caught a chocobo in FFVII and sent it to the stable but apparently it has retardation. Maybe I can feed the tardness out of it.

Oh, and I did some battles in Puzzle Quest. I'm not really in the swing of the game right now. I really, really underestimated how time consuming it is.

FFVII- Did Yuffie's wutai tower thing. I really like this game for some reason. It reminds me of happy rainclouds. and eating grass.
7488  The Rest / General Discussions / RPGFan Gaming Journal: The Road to Infinity on: August 28, 2008, 07:40:38 PM
Bigger doesn't always mean better.

And again I cite Daggerfall as an example. I'm not going to say Morrowind didn't have problems because it did, and I'm not going to say that it had really AMAZING dungeons, but it did have some pretty neat dungeon designs and they were all fairly unique. Daggerfall's dungeons were just huge.

Similarly, Ultima 7's world was actually fairly small. It just SEEMED huge because of detail.

In general, though, I'd prefer detail to bigness. It's great if you can get both, but I mean, what's the point of a world the size of England if it's completely empty?

City of White Nights

... St. Petersburg? Anyway my only problem with Radiata Stories is the same problem I had with Persona: No goddamn save points !@#$ing ever. Except I could play Persona with save states and after that it worked beautifully, whereas I really, really can't do that with Radiata Stories.

such as DQVIII.

DQVIII dungeons had interesting layouts and jillions of tiny medals to find.

I like it when dungeon crawlers do long, mazish dungeons (As previously mentioned, however, I like Persona. But I don't like its dungeons. Note that I said maze-like and not completely random-ass) but that's an entirely different modus operandi or whatever. Tales is not a dungeon crawl. SMT:N is.

Ironic how SO3 inverts that to a fault for the overworld stuff.

SO3 failed completely at giving a sense of scale, though.
7489  The Rest / General Discussions / RPGFan Gaming Journal: The Road to Infinity on: August 28, 2008, 05:18:55 PM
It was the crappy castle dungeon followed by the crappy forest dungeon that killed it for me.

See, this is what's cool about TotA dungeons. I've been playing a lot of PSX-era RPGs with prerendered backgrounds lately -- Chrono Cross and Final Fantasy VII specifically -- and one of the neat things about the dungeons in that style of games is that they're concise, fairly detailed, and rather adventure game like -- puzzles and little things like that. TotA and Symphonia were BOTH in that style. Star Ocean 2 was in that style, obvious. Star Ocean 3, on the other hand, just has huge, endless, empty dungeons made up of nothing but identical looking hallways -- just winding mazes of twisty little passages.
7490  Media / Single-Player RPGs / Eternal Eden - (indie RPG) on: August 28, 2008, 11:49:55 AM
Okay truthfully I'm just not used to old-school-style RPGs that don't have chunky, pixelly fonts.

7491  Media / Single-Player RPGs / Eternal Eden - (indie RPG) on: August 28, 2008, 02:35:03 AM
Reading through the press release, I have a few comments. I'm not trying to be hypercritical or anything, but if you ever make a patch, these are just some things I noticed:

* I don't know if the font you used is particularly fitting. It looks like it's just arial or something similar. Is it possible to use a more... unique or attractive font in RPGMaker? Oddly enough, font can go a long way. A generic font tends to make a product look amateurish, whereas a more unique font -- even if it's not specifically created for the project -- can go a long way to making the product look more professional which will, for you, translate to more sales.

* http://www.blossomsoft.com//uploads/EternalEden_demo05.png <- Lines like that sort of concern me. That's not a grammatically correct sentence, and that's not a particularly natural sounding sentence. Have you had an outside proofreader go over this? It might not seem like a big deal, but things like improper comma usage and lots of little grammar errors can make the product look unprofessional, and make potential buyers question whether or not the game as a whole is polished.

* In regards to the press release itself, you still haven't really explained what makes your game unique. I don't know if that's necessarily what a press release is for, I guess, but if you give a more detailed summary later, here are some things I'd keep in mind. You talk a lot about how you think it's good, but other than the Light and Dark Dimensions you bring up, I still really don't have a feel for what makes your game special -- why I'd want to play it. You mention that the player can acquire new skills. Why not talk a little about how the skill system works? You also mention Lufia-styled puzzles earlier, if I remember correctly, but those are also barely mentioned. Also, the two dimensions seem to be a pretty big deal, but they're relegated to the last couple of paragraphs at the end, and there's not much detail on them. So, maybe consider your main selling point. You do bring up an appeal to nostalgia quite a bit, and while that CAN work to an extent, it's hard to make it your only or main point. If you do, potential buyers might wonder why they should buy your old-school styled game instead of just re-playing old-school games they already own.

What is your personal favorite aspect of the game, that you can discuss without spoilers? What do you feel that you guys spent the most time on? What particular feature do you think will be most memorable to the players?

Another thing to keep in mind: When describing the story line, discuss how the story elements relate to the gameplay elements. This is, again, where the puzzles and dimension-crossing elements would come into play. Don't discuss the story and the gameplay as detached elements. Time travel in Chrono Trigger was a plot device, but what made it so cool was that it also had a gameplay-related effect in a lot of places. I'm assuming that your game works the same way, so focus on that.

Additionally, avoid using too many superlatives. People tend to be wary if it sounds like you're overselling the product. I'm sure your game really IS good, but years of crappy paper towels by brands like Homebest have made people cynical ;)

Finally, a brief comment about the... hm... layout, there. You have a small number of paragraphs with a lot of information in each paragraph. It's a bit disorganized. Have an opening blurb, a paragraph summarizing the story (and characters, which your current press release doesn't really do), a paragraph that gives a brief description of the setting, locations, or something, a paragraph that briefly describes the gameplay as a whole, two to three paragraphs that give a brief description of your favorite gameplay systems (or most sellable, or what would resonate the most with players), and then a closing summary. Throughout this, make sure you're clear and concise.
7492  The Rest / General Discussions / RPGFan Gaming Journal: The Road to Infinity on: August 28, 2008, 02:08:24 AM
Played Quest for Glory 2 some more. Apparently, you have to click the talk icon on yourself sometimes to answer NPCs questions. Anyway, I haven't done a whole lot. New events happen from day to day, so I've been fairly passive. I HAVE been trying to level up my thief skills. Also, doing the Thief Guild Sign is also accomplished with click the talk icon on yourself, so I'll PROBABLY be able to progress, there.

I wonder if I can make out with Rakeesh...
7493  Media / Miscellaneous Games / Jagged Alliance on the DS isn't vaporware after all! on: August 28, 2008, 02:04:31 AM
That's not kind of close enough.

Also, this is the point where I'd like to say that I never had the original Jagged Alliance, but as far as I know, I have it, along with that pseudo-sequel, and then JA2. I just never played them much because they're *hard*.
7494  The Rest / General Discussions / Talk about going to great lengths to prove somebody wrong. on: August 27, 2008, 08:27:06 PM
Dincrest that's not THAT hard to do.
7495  The Rest / General Discussions / RPGFan Gaming Journal: The Road to Infinity on: August 27, 2008, 01:03:15 AM
Also have Ys and am in the mines.

No Eusis you are the mines.

FFVII: Beat... some... Jenova thing in place with snowy things and wind. I'm totally convinced ESkill is the best materia in the game, or at least the funnest. Also, I'd like it if transform seemed to work with Add Effect... I read that it did, but I can only get poison to work consistently. Anyone ever tried it? Also, can I get anything decent with morph? I haven't used it much.


Continuing on, did grap in Junon, got airship, and played Ft. Condor for awhile.
7496  Media / Miscellaneous Games / Jagged Alliance on the DS isn't vaporware after all! on: August 26, 2008, 11:17:43 PM
Maybe there'll be an X-Com DS too.
7497  The Rest / General Discussions / RPGFan Gaming Journal: The Road to Infinity on: August 26, 2008, 11:01:33 PM
Quest For Glory 2: Found the Astrologer. No idea what to do there. Consulted walkthrough. Solution does not apply to AGD version. Fuck.
7498  Media / Single-Player RPGs / Quest for Glory 2 remake released on: August 26, 2008, 10:59:32 PM
AGD's games are licensed but the actually licensing status confused me a lot. But this is legal, yeah. As long as you never, ever pay them for it.

I still don't get why Sierra never made a QfG compilation recently. They'd done it in the past, but I mean, they bundle Larry, King's Quest, Space Quest, and Police Quest IIRC. And no Quest for Glory.
7499  The Rest / General Discussions / RPGFan Gaming Journal: The Road to Infinity on: August 25, 2008, 11:48:39 PM
After playing FFVII for a bit last night, it got me thinking. I never thought it was a particularly convincing world. It's funny, though. After taking Russia culture classes for a bit, it seems a LOT more convincing to me. Rocket Town is TOTALLY something the soviets would do, and then there's the whole "Two huge, important cities and a lot of tiny villages that don't matter much." More than anything, though, the level of theatricity and over-the-toppishness that Shinra displays totally smacks of Putin's administration.
7500  The Rest / General Discussions / Youtube on: August 25, 2008, 10:31:42 PM
Unrelated, but Black Mark is awesome.

BTW, anyone watch good eats on youtube? LikeTheHat has pretty much every episode up.
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