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RPGFan Community Quiz
Next Quiz Date: January 11, 2014
Subject: 999 (Nintendo DS)
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7516  Media / Single-Player RPGs / Final Fantasy VI Advance, a query on: April 11, 2008, 03:40:15 AM
No, no. I'm not talking Ivalice speak or how accurate it is in comparison to the Japanese version or wahtever. It's not natural sounding dialogue by any stretch, and the faux-Victorian language seems like something they're using just for the hell of it (and they didn't even use it consistently or correctly, so it comes of sounding more like transcripts of someone's LARPing session).
7517  Media / Single-Player RPGs / Final Fantasy VI Advance, a query on: April 11, 2008, 01:50:52 AM
How is FFXII's dialogue well written, unless "sentences that sound like things people would actually say" and "characters actually appear to be talking to eachother and not around eachother" are no longer criteria for good dialogue.
7518  Media / Single-Player RPGs / Final Fantasy VI Advance, a query on: April 10, 2008, 09:30:25 PM
Kefka's silliness is why he works. Remember when Pokey calls Giygas an almighty idiot or something like that at the end of Earthbound?

Granted, Kefka never starts quoting rape films, making him far less creepy, but you still get the point.

I actually think FFIX is pretty dark given how obsessed with death it is but yeah it's also pretty cute. Maybe it's more that it's not that ham-fisted about it.

Actually, FFXII? You know, it really LOOKS like they were trying to be the darkest, most serious FF game with it -- and I'm only about 30 hours in so who knows (This is the slowest moving plot in a videogame ever Jesus Christ) -- but all this pseudo-Shakespearian or whatever-the-hell writing and crap about nethicite and nonsense political intrigue, and you know, out of the blue, Vaan says something about

Code:
How he joined up with everyone to get away from his brothers' death, because he didn't think there was anything he could do against the empire, and why he wanted to be a Sky Pirate


and I thought that was one of the most genuine sounding bits of writing in an RPG, and why can't the game focus on that instead of whatever the plot is actually about (I really, really have no idea anymore).
7519  Media / Single-Player RPGs / Final Fantasy VI Advance, a query on: April 10, 2008, 03:13:12 PM
The chibiness of the sprites always struck me as inappropriate in the SNES version too, honestly. They didn't match the enemies or the backgrounds or the map sprites. If you could do the characters in the same sort of... style as the enemy sprites -- big, and really detailed, or at least in battle -- and then animate them really well too...
7520  Media / Single-Player RPGs / Good news: SE announces a new Wii title! on: April 09, 2008, 10:22:36 PM
FMA's US release was apparently.
7521  Media / Single-Player RPGs / what is your addition to the console rpg formula? on: April 09, 2008, 06:24:16 PM
Tetra Master was fine, although unpredictable compared to Triple Triad. Also less accessible as it actually had rules that needed to be learned. M&M7's was a lot better developed, though.

Anyway what's cool about both is that, you know, walking up to someone and asking them if they want to play cards is sort of realistic. You don't have a Magical Secret Hidden Minigame room like in Xenosaga (Golden Saucer was sort of like that, except it actually existed in a defined, physical location in the world, so it's okay) or...

Well, okay. You know what REALLY bugged me about blitzball in FFX? You did it at save points.

What the hell?

Why?

Assuming you play blitz ball in a large, flooded arena, and given that save points are NOT large, flooded arenas, does anyone see why this doesn't make any goddamn sense at all?
7522  Media / Single-Player RPGs / what is your addition to the console rpg formula? on: April 09, 2008, 04:23:48 AM
Or also make the minigames fun instead of, I don't know, catching butterflies.

Also make mini-games that make sense. Like card games, or casinos. And not, I don't know, catching butterflies.

I guess what I'm saying is that FFX's minigames are a candle sniffing ****fence.

Also, seriously, puzzleboy in SMT:N is my favorite minigame ever. Well, that or the card game in Might and Magic 7. That thing is pretty ace.
7523  Media / Single-Player RPGs / what is your addition to the console rpg formula? on: April 07, 2008, 08:14:32 PM
Hah. Interesting point, about you and the enemy always being on equal footing.

I think it's like this. Way, way too often, when you get a new ability, it's going to be something like Fire 2. At the same time you face harder enemies, so fire 2 is doing to them what fire 1 was doing to th easier guys.

No real progression.

This is what I like about the Dragon Warrior and SMT games. You DO have spells that are just upgrades. You also get different sorts of abilities altogether and unlike in, say, Breath of Fire 2, defense lowering spells actually work.

In other words, you remain on roughly equal footing with the enemy, but now you have new ways of dealing with them.

Games where you get 'skill points' that you get to allocate on leveling up (Dragon Warrior 8, Might and Magic 6, FFT) also tend to be more fun to level up in since it's a more active process.

Then again, just straight stat-ups can also be nice if they're actually meaningful and not just "+1 to everything and you can't really notice much of a difference. Go grind more!"

Here's a part C for my grinding rule.

C) If you need to level up for the next area, the player, at most, needs to get only one more level.

(Also, despite it's reputation as being a grindfest, I haven't had to go out of my way to level-up at all in Dragon Warrior 7. The fact that you get items like the "bless rod" and "wonderrock" also help. Maybe they weren't using skills or something).
7524  Media / Single-Player RPGs / what is your addition to the console rpg formula? on: April 07, 2008, 11:48:49 AM
Actual progression can make grinding fun.
7525  Media / Single-Player RPGs / what is your addition to the console rpg formula? on: April 07, 2008, 01:48:26 AM
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It's a traditional RPG through and through, and as such it's almost certain that it's going to work, since it has in the past many, many times. Whether people like it now, that's a different matter.


Whether it actually worked in the past is also a different matter. Because in the past you were like, ten, and would you seriously give a damn if a ten year old walked up to you at Gamestop and started making suggestions?

This also supposes some sort of homogeneity in the way traditional RPGs played (Which was very, very, and I assure completely, non-existent). Ask one person and traditional means Dragon Warrior styled. Ask another and it means Gold Box.

Story in RPGs is weird for me and I'll talk about my thoughts on it later. But basically it's not so much "quality of the story," or even "whether the story is present," but in what ways, if that makes sense.

Also, if I hadn't already mentioned this, my addition to the RPG genre is a rule:

1) Grinding must provide a very clear progression, and it must be fun.
2) If 1 is not true, grinding must not exist.
7526  Media / Single-Player RPGs / what is your addition to the console rpg formula? on: April 06, 2008, 04:08:02 AM
I think I meant "at the expense of" but I'm not that sure.
7527  Media / Single-Player RPGs / what is your addition to the console rpg formula? on: April 06, 2008, 12:25:57 AM
My thoughts on music in games being a bit flaccid lately is an over-reliance on orchestration for orchestration's sake, maybe to the exclusion* of actually... writing strong compositions.

Then again, I'm also not saying we should build SID chips into every electronic device.

I'm just saying that just because you CAN use 50 instruments ina  song doesn't mean you should, and just because you ARE doesn't mean it'll be instantly good.

Also, Creatures 2 and 3 used generative music. Although I think, technically, Jet Set Willy might've been the first game to do this in the sense that every time you lost a life, "If I Were a Rich Man" got more and more out of tune.

* Not the right word, but I don't know which one I need.
7528  Media / Single-Player RPGs / what is your addition to the console rpg formula? on: April 05, 2008, 04:02:12 PM
Quote
I'm talking about the way many rpg fans for some reason only care about gameplay.


I'm not saying one should only care about gameplay, but RPGs are games, first and foremost, and gameplay should be the most important element in any game.
7529  Media / Single-Player RPGs / The World Ends With You on: April 05, 2008, 03:47:02 AM
Also, you know, a short game that's really, really replayable is worth more in the long run than a forty hour game you're only going to play once.
7530  Media / Single-Player RPGs / The World Ends With You on: April 04, 2008, 10:59:40 PM
Nomura's designs make sense in this context, yeah.

Also, 15 hours is perfectly acceptable. Chrono Trigger was like, 20-25ish. (And Lunar was, of course, 20, but whoever said that was a goddamn liar or never had to level at all. I'm 20 hours in and like, halfway point).

Quote
but i dont want another dq game right now. only dq5


I played 6 but couldn't get into it. 5 looks really interesting though, and I'm hoping we get the remake of 4 (and 5, when/if it gets a DS port? Has it already?) in the states. DQIX... I think it was someone else on here that said it first, but it looks like Enix is getting rid of a lot of the stuff that makes DQ fun for some sort of half-arsed multiplay junk. The original plan of making it an action RPG? I would've liked that. Rocket Slime is cool. I think they could've made a good action RPG thing, but not this multiplayer garbage :(

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40 is just too long.


I like long RPGs, but only if they're like... well, you know how PC RPGs are more quest based than long, overarching story based? If you have 40-100 hours of quest based stuff, it's a lot more pick up and play. You can space it out. A game that's a 40 hour... well, chunk requires way, way more mental investment.

Same goes for Zelda, though. You can always explore if you want to. The actual core game in TP is like, what, 25-35 hours long?

I guess it's the playground idea that Miyamoto talks about. The game's as long as you feel necessary.

Granted I'm not saying THAT'S how THIS game works. I'm just saying, I like longer RPGs a lot if they're actually divided up into managable chunks.
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