TRI-ACE

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Yeah, map completion was sooo annoying. It's worse in Infinite Undiscovery, though! That's true hell.

And you really should get Baten Kaitos.
author=RyaReisender
I have a quite different opinion about that than most of you seem. I think tri-Ace has ALWAYS been bad with stories and characters and I personally don't really care much about story (which might seem strange because my main genre is RPGs), in fact in most RPGs I don't even read the dialogues, I just skip through them most of the time unless it seems that there is some important info in the text (like where to go next).


For the Star Ocean series, I actually think Star Ocean 3 had the best story of all. Okay the first half (except the very beginning) was a bit disappointing because it wasn't really much sci-fi and it stretched out for too long without anything really happening but the second half was amazing. The plot actually fits very nicely to my own "religion", so I was pretty amazed that tri-Ace came up with something similar.


Really? I suppose if you feel like it's a reflection of your own personal "religion," it might feel cool to see it in a game, but I honestly consider the latter part of Star Ocean 3 to have the worst plot twist of any commercial game I've ever encountered. I just finished reviewing a game from this site which has an even worse one (a particularly obnoxious variation of All Just A Dream,) but until the very end, where that game managed to screw up its twist even further, all I could think was "Oh god, this is almost as bad as Star Ocean 3!"

Not only is it a Shocking Swerve of high degree, it manages to trivialize the conflicts of both of the previous games.

Star Ocean 2 really didn't live up to its potential story-wise, considering how distinct from generic fantasy RPGs it could have been with its premise, but the twist you get if you pursue the sidequest with the secret files in Nede's library is actually pretty interesting. Of course, making the most interesting twist on the main conflict of the game so easily missable is itself a pretty substantial design flaw. But what I really liked Star Ocean 2 for was the Private Action system, which I think was a more interesting mechanism for developing characters' relationships than I've seen implemented in other games. That and game's complex skill and crafting systems. That Star Ocean 3 did away with both of those things counted heavily against it in my book.

In terms of dialogue quality, I actually think that Star Ocean 3 was actually a significant step forward over 2, or at least, 3's translation was a step forward over 2's translation. But I didn't actually like nearly any of the characters, so it was one step forward, two steps back.
Do you dislike "extreme" plot-twists in general?
I love games (and movies) that end with a complete surprise.

Also I'm pretty sure that all Star Ocean games have private actions. Just that you didn't have to bother to activate the manually in 3 (they are still called PAs in the tutorials). Though as mentioned earlier I hate "side" dialogues, so I'd prefer if they just removed towns in RPGs altogether (that's why I liked FFXIII).

The skilling system is really best in Star Ocean 2, it was the most fun and you don't have to be scared of skilling wrong, because eventually you can learn everything. Maybe it's even my favorite of all times.

I don't really like crafting and for me it only matters that you can finish the game without it (which I could), so I don't really care much about that. But Star Ocean 2's crafting was actually understandable unlike other games where you need a walkthrough to even get anything remotely useful, so yeah I guess it had good crafting.

Infinite Undiscovery probably had the worst crafting ever. Well, at least in a tri-Ace game (Vagrant Story is even worse). If you even want to bother with it in IU you need so much money that you can grind several hours everytime you reach a new town, just so you can buy the materials. And you can't just skip it in a town because later town won't have the low level materials anymore and you can't craft better stuff without leveling up your skill by crafting low level stuff.
Most recently, they worked on Lightning Returns. But I don't think I've heard of an original Tri-Ace project for about two years.
author=RyaReisender
Do you dislike "extreme" plot-twists in general?
I love games (and movies) that end with a complete surprise.

Also I'm pretty sure that all Star Ocean games have private actions. Just that you didn't have to bother to activate the manually in 3 (they are still called PAs in the tutorials). Though as mentioned earlier I hate "side" dialogues, so I'd prefer if they just removed towns in RPGs altogether (that's why I liked FFXIII).


It's not that the twist was "extreme," it was that it was a) unforeshadowed, b) didn't mesh well with the earlier tone or themes, and c) trivialized the earlier parts of the conflict. You can do "extreme" plot twists while avoiding all of these things, and doing any one of them is a serious mark against a plot twist. Doing all of them at once is just absurd.

Star Ocean 3 had "private actions," but the fact that when you enter towns, you'll find your party members wandering around, and once in a blue moon you'll be presented with a dialogue choice, doesn't equate to the private action system of the previous game. Rather than interacting one on one with your party members, your relationship values are overwhelmingly determined by choices you make in other parts of the game, even ones made when your other party members aren't there, or you haven't even met them yet. The effects of these choices on character relations are totally unintuitive, and never properly explained in the game; would you guess on your own, for instance, that your behavior in the battle simulation at the beginning of the game will affect your relationships with all the other characters in the game, even though you've only met Sophia so far?

If you hate "side dialogues," I have a hard time understanding why you'd follow RPGs in particular, especially since you've also said that you hate resource management strategy and prefer systems where characters are automatically fully healed at the end of battle. I have to wonder if maybe you're just in it for the mechanical character growth. But as far as I'm concerned, that sort of thing is meaningless when divorced from the context of an engaging story. Whether it has to be presented through "towns" is another matter, but taking away player directed exploration of the environment and organic exposition through character interaction is, in my opinion, one of the worst things you can possibly do with an RPG.

In theory, systems like Star Ocean 3's encyclopedia or Final Fantasy XIII's datalog might be a handy way to offer setting related exposition to those who enjoy it, and keep those unwieldy amounts of info away from players who don't care for that sort of thing. But in practice, this is just a really crappy way to develop a setting. It's pretty much the ultimate violation of the "show, don't tell" maxim, and replaces organic exploration of a setting with bland infodumps. It's like the difference between taking a trip to Paris, and reading Paris's wikipedia article.
I actually liked FFXII's Clan Primer and SO3's Encyclopedia quite a lot.
It's nice - it's like having a whole library on a fictional setting, in-game! It's amazing, and I loved to read all the tiny bits of information~~
I remember being so excited when new stuff came up on those! I think it's a great way to put up a setting, especially because they generally talk about things that, for exanmple, happened in the past or in a faraway planet or stuff like that

Showing all that there is on SO3's encyclopedia would be ridiculous, the game'd have to have had obnoxious ammounts of flashback sequences - and what of "showing" all of the different planets and (galaxies?) presented on the encyclopedia? That'd, then, be even worse! Hell, It'd cost a lot and 99% chance that those settings would suck (both literally suck, and suck out the creative engagement of the design team)

So I'm perfectly fine with encyclopedias.
You can include a much greater volume of information in an encyclopedia or something than you can integrate organically through conversation and such, but you can go a long way to developing an interesting setting using allusion rather than flat discussion of the facts, and it'll usually make for a more interesting read.

Final Fantasy XII's Clan Primer could have been a lot worse- the way it presented setting information through framing devices such as book exerpts, letters, and other snippets which suggested a more developed context, made it more interesting than if the whole thing had been a simple encyclopedia handing you information about the setting directly. But the gameplay conditions for accessing the full breadth of its content were obnoxious, its relation with the game's bazaar system was unintuitive and unfair, and there's no in-game logic that connects the actions you perform to access the information (killing monsters) with the information you receive. So it's step forward, step back relative to a flat encyclopedia presentation.

If you're creative about it, you can usually find other ways to integrate large amounts of information into a game for a player to investigate at their discretion, without making it feel too forced.

Here's an example of a mechanism I came up with some time ago. The main character has several mentors, friends and associates from his backstory who he still keeps in touch with, and the "saving the game" mechanism is actually sending letters to various figures from his life about what he's been doing in the course of the game. As you progress through the story, if you bother to pick them up, you'll occasionally receive letters back from the people he's written to, and if the player chooses to read them, they'll reveal more information about the setting and the character's backstory.
If you hate "side dialogues," I have a hard time understanding why you'd follow RPGs in particular, especially since you've also said that you hate resource management strategy and prefer systems where characters are automatically fully healed at the end of battle. I have to wonder if maybe you're just in it for the mechanical character growth.

Ever playing SaGaFrontier or Unlimited SaGa? Those two games are quite representative for what I want in a game and those are RPGs.
I also like other genres like shoot 'em ups and horror games (only those where you don't have to shoot stuff).

But as far as I'm concerned, that sort of thing is meaningless when divorced from the context of an engaging story.

The story can be engaging without lots of dialogues. In fact I find stories a lot more engaging if they keep text to a minimum. This can be both when the story is quite action movie like (FFXIII / The Bouncer) but also if the game does "minimalistic" storytelling, where even main plot dialogues are just a few lines of text and most of the story is told by what you see (Wonder Boy in Monster World).

Whether it has to be presented through "towns" is another matter, but taking away player directed exploration of the environment

I DO enjoy exploration. A LOT actually. But not in the form of walking around town and talking to every single NPC multiple times because of being afraid to miss out on a bonus item or quest. I do like exploration in the sense of exploration of a big world with adventurous places.

For example, do you know the Spiderweb games? For those, it's always so that when I go into a new dungeon or just explore the world map, these parts are amazing. You will also find single NPCs in lone houses there and talk with them and stuff but it feel those dialogues are strongly connected to the region's story. However every time I reach a new town in those games I just want to ragequit them because it means hours of reading boring dialogues. *sigh*
You can certainly do an engaging story without much dialogue. It's better to do a little well than a lot badly. And if a game has boring writing, then the less of it the player has to sit through, the better. But the same is true of anything else you can possibly put into a game; if it's done badly, the audience won't like it.

Some writers and artists can do a lot with a little, but expressive minimalism is a skill, not a shortcut. And in general, audiences do want to see some kind of story and characterization, not just spectacle, which is why even directors who're widely regarded as making mindless action-fests never actually make movies like "90 Minutes of a Kung Fu Guy Beating People Up Nonstop," or "2013 Best Explosions Compendium."
Even if something is really good, if you have too much of it, you start to get tired of it.

And yes, expressive minimalism is a skill.
I can't really appeal to the logic of 'I don't like side stuff in RPGs BECAUSE WHAT IF I MISS SOME OF IT?????'

Then...play it again?
Playing the same game twice is even more boring~

Edit: Also, you are always scared that if you don't play to perfection that the game will become too hard. I often had to give up on games because they ended up being too hard for me so I try to avoid that from happening at all costs.
Marrend
Guardian of the Description Thread
21806
author=RyaReisender
Also, you are always scared that if you don't play to perfection that the game will become too hard?


I think it would depend on the game/situation. How hard has the game been up to the point where side-missions are available? Do the side-missions have a reward that is appropriate to the dangers involved in doing them? Stuff like that.
author=RyaReisender
Playing the same game twice is even more boring~


I don't replay every game I buy, the thought of spending 50-60 dollars on a game that I have no intention to play more than once is absolutely terrifying.

Edit: Also, you are always scared that if you don't play to perfection that the game will become too hard. I often had to give up on games because they ended up being too hard for me so I try to avoid that from happening at all costs.


This almost never happens man unless you're bad at games. Most games have pretty good failsafes about becoming unwinnable.
I don't replay every game I buy, the thought of spending 50-60 dollars on a game that I have no intention to play more than once is absolutely terrifying.

I assume you mean "do replay"?
If the game is 30+ hours long that's enough game for the money for me. And that's pretty much the case for all RPGs.
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