A THEATER GAME IDEA

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Huh? ...What distinguishes games from other mediums is that games are interactive; I'm sure you know that. Other mediums can try but they can achieve only limited interactivity-- I'm not saying games cannot 'take' from other mediums. In fact, what makes games great is that they are also an inter-disciplinary medium. But "less interactivity" is definitively not the way to go about them.

YOUR DOIN IT RONG!
Brady
Was Built From Pixels Up
3134
My Panto is based on FFVI; a very well known JRPG. Now, despite the game being heavy as hell on random combat, there's absolutely none of it in my project.
Why? Because the Panto is focussing 100% on the (primary) story and passing aside all random combat; the only fight scenes in it are the story-related and relevant ones from the game.

What separates it (and any other visual novel type game) from just making a movie/book is the fact that the way you interact with it is different altogether.
A movie you watch and listen to; but you do it at the pace of the movie. You can't take your time and listen to the BGM, you can't stop and watch the cool effects, or listen to the dialogue at a relaxing pace; its' set.

A book is at your own pace, but generally removes the visual and audio elements. You can read however you liek, and imagine it however you like, but that's simply all there is to it.

Visual Novels, and my Panto are different from all of them because it is a mix.
You can stop reading and listen to the music at will (saying that, part of the point of the Panto is that it uses ripped music from the SNES), the dialogue is in game form, so you can read at your own pace. You can watch the characters run around, fight, talk, animate and do all their emotions again, at your own pace, while still managing to take it everything.
And on top of that, you can put in interactive elements which I have done in the Panto: I fully agree that you should make the most of your medium.
If it's a movie, work the special effects. If it's a book, get the thesaurus out and be descriptive, and if it's a game, put in something interactive.

The point is that it can access more senses at once, at a different pace. If it was just a movie, it'd be completely different, the whole tone would change.

If you don't follow me, go try it: it only takes 25 mins to go through and is designed specifically to not just be a text dump or a book with pictures.

"Less interactivity" isn't "the way" to go for games, but the point is that you can make a game with less interactivity without harming the game.

--
Also, when I say about piling in gimmicks, I know full well that gimmicks can be a great thing, and they're what keeps things fresh. But the problem is when a gimmick is there for no other reason than for the sake of being there. A gimmick should contribute something or feel like it improves the game.

A pointless gimmick that's just there because the developer was worried there wasn't enough content is no different than adding cheese to a bowl of ice cream because you're worried that no one will like vanilla without strawberry sauce.
Yeah, I never meant to put a random battle in there every five steps sentences. Gee! Every day it passes I feel less and less like random battles should even be present in normal Jrpgs. No, just the important/memorable battles: Ultros, Kefka, etc. ...I'd even extent the mechanics to mini-quests and other stuff. Like an optional cutscene where Sabin can met Duncan in the World of ruin and learn the Phantom Rush. Adding more depth to the combat this way, and more replay value to the game itself.

Another thing that separates videogames from other mediums is that is the only medium in which you have to get better at it in order to advance. It's a rewarding experience that you won't get anywhere else. So if a game is just *Press enter to continue* you're giving up on this unique feature... FF6 itself gave a nice little example of this with his own opera sequence: Botch the lines and you have to start all over again. Fail enough times and its a game over. Memorize the lines and enjoy the show. =)

Btw, I donwloaded your game the other day but it requires the RTP, and I don't want to install it just for one game. -_-;
You're throwing definitions around there, alterego.

Yes, you may feel like there is something horribly wrong with a videogame with no gameplay. But...

Let's examine three pizzas.

The first is a white (no tomato) pizza. The second is a normal pizza with sauce and cheese. And the third is a vegan pizza with no cheese. Are all of these pizzas?

Compare this to games. We have the text-only rpg, with choices and monster battles (by description). We have the normal rpg with choices, graphics, and battles. And then we have a pure plot rpg which basically builds a world and tells a story with graphics and text (and possibly scripted battles). Are all of these games?

There is a wide range for creativity to come about, if you want to make something different. I've seen a few anime that tried experimental techniques (His And Her Circumstances), but I'd still call them anime.

Is it always better? Well, no, that largely depends on your ability to storytell. If you writing and action cannot capture the interest of the audience, it is that much more noticeable since there is no padding to protect the game. We're just giving up senseless wandering, grind, and fluff to make a 2D game much more like a novel or film.

Brady
Was Built From Pixels Up
3134
@alterego:
Did you not read dthe downloads? I have a version that contains relevant RTP specifically so you don't need VXA RTP to run the file :)

S'a fair enough point about advancement though, but that really comes down to which medium you're focussing on more, and visual novels tend to keep their attention closer to book/movie than game, while taking gaming aspects, rather than focussing on interactivity; what bulma was saying, really. Just because you can have gameplay doesn't mean the whole thing needs to be saturated in it.
author=bulmabriefs144
You're throwing definitions around there, alterego.

What you mention would be more in tune with me denying Text Adventures the status of games for making me read too much, or RPGs for making me watch long cut-scenes. But no matter how much I may dislike that, those are still games as long as they contain some form of gameplay in them. Gameplay is not just some arbitrary characteristic; It's the one thing that makes games, games! Just like whatever undeniable factor makes a Scotsman, a Scotsman. xP

The reason why someone would like to do something like a "movie" in game format is perhaps because they lack the skills or are too lazy to pick up Flash, or can't come up with decent game mechanics (senseless wandering, grind, and fluff? xD). In the most benign of cases, maybe they want to practice making cut-scenes, or share something with the community. But even then, there's little excuse not to try and do a tiny bit more. This is a game-making community, after all!
_
@Brady: I'll try your game today. That's odd, though, shouldn't the version that includes the RTP be the main download? ;P
Now where have I seen this conversation before?
Oh well. You can't convince everyone.

The reason I'm pushing this idea is because I've looked at my own game. It has okay mechanics (I figured out turn-based, and a few other things), but I realized in 10+ hours of play, less than 5% are actually cutscenes. The rest is grind, and maybe sidequest. And traveling the world map. Now, I worked fairly hard in developing the characters, but this means a ton of maps where nothing is said (so some of that goes out the window). Then there's the fact that in my effort to make the battles interesting and challenging, they will likely be so challenging for some that people likely will not finish the game so all the endgame story is lost. Ditto for puzzles, for anything but optional items. Will everyone be able to make their way through it? Or will they spend so long trying that they forget the plot?

(For this reason, my next game will likely be something experimental like this, since I'm outright tired of the battle balance consuming time I could be spending with building a good long yarn. So yea, maybe not choices to be sacrificed, but rather non-boss battles or maybe battles in general)

Snow Owl, it was such an epic conversation that it appeared in your dreams two years ago. Which is why you'll decide immediately to make some massive game to prove us all wrong. :)
Brady
Was Built From Pixels Up
3134
@lteerego: it's not the main download because it's 10x the filesize (20mb) while the non-RTP version is only a cheeky 2mb. I left the basic as the main one because I figured that the majority of people who would play it would already have the RTP installed anyways. Six and half a dozen really, I just went with the smaller filesize.

@Topic:
Bulma's point is a good one, and one that I've been edging towards more andd more myself, lately. RPGs in general tend to have a heavy grind feel to it, and although that's possible to avoid (and can be avoided in a way that's done well), there's generally always a large element of RPGs that are segregated from story/character development.

Although, alterego, you also have a fair enough point about using a game making program out of convenience: I'm doing that right now, as a matteer of fact, making a comic via VXA because I neithr have Flash, nor experience/knowledge with it. I could go and obtain a whole new software and learn how to use it, or I could just as easily make the exact same thing in software I'm already familiar with,
However, since it is a game-making program, we've also made sure to include interactive elements in it to deepen the experience. Use what you have, and all.
@bulmabriefs144
Actually I made one of these "types" of games recently and it had a very similar conversation going on the gamepage to this one. Some of the people from this thread were the same ones too. I guess it's a hot topic.
I think the middle ground between alterego's point and mine is either:

(1) Make a game with gameplay but no battles (maybe you defeat monsters by trapping them with blocks or maybe there are other challenges beside monsters).
(2) Make a cinema game of sufficient length and level that it's not really any more convenient, except to maybe the player. Something that runs like a chapter book with all the bells and whistles except for the following.

Snowy, what's your game called?
I've heard some people say that they only played FFVII for the story, and thought of the battles as nuisances, something that hindered the story from progressing.
If you could make something that draw people in like FFVII did, I'm sure people would enjoy it, even without battles.
Either way, I think any of those 2 options could be good, depending on execution.

Also, my game is called Skinwalker.
Brady
Was Built From Pixels Up
3134
I've had a few people tell me that they wanted to play FFVI after watching my Panto; does that count? :D

As for FFVI though, the battles really don't actually take up that much time, in my experience. The story/dialogue sections are length and detailed, while dungeons are generally pretty short and straightforward, so I imagine these people are just allergic to random battles altogether?

The discussion on Skinwalker was pretty similar; it was down to whether or not the developer should add/remove elements that they may or may not want in the game for the sake of the audience.
Personally, I think it was actually improved by removing most of the interactive elements WHILE ALSO adding in some other, different ones.

I guess context is really what defines whether or not the interactivity is a good d or bad thing.

@bulma:
Your /1 option is what we've gone with for my latest project; there's a lot of visuals and zero battles; all the interaction is just decision making and map-crawling, and we're fairly confident it'll come out fun enough. Albeit it's also being designed as a short game, so not sure how that factors in.
Speaking of battles, I wonder if you could do a story based on the results of ONE battle. The hero gets involved in war (and have a rather large background leadup concerning the war in question), and either loses the battle (but survives), runs away, or kills someone. And the effects on his psyche from each decision comes out of this one battle.

Just finished all endings of Skinwalker. It's pretty good, though I'm only marginally interested in horror genre.
Brady
Was Built From Pixels Up
3134
That is a pretty cool idea for a concept game. Entire game focussed around one event...
Would be good for a short game I imagine, or a spin-off of a larger game with an established setting.
I'm currently experimenting with planned battles, having auto-events interrupted by battles but no experience (basically, emphasizing battle balance and puzzle bosses by keeping stats essentially the same except for armor/weapons).
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