CHALLENGING THE STANDARDS
Posts
author=Shinan link=topic=2605.msg48278#msg48278 date=1228162516
When it comes to the loot one of the things I just don't see enough is having loads of useless loot on every single body. It's sort of ingrained in the gamer mind (at least in me) that I need to pick up everything a creature drops. What if, after you kill an enemy (let's say it's a human in this example because animals are bound to carry less useless shit) you can strip search the guy completely. Clothing, lint in the pockets, spare change, pocket knives, shoelaces. EVERYTHING. Then you'll as a player will be forced to decide just what crap you want to keep unless you walk five meters outside a town and is overburdened enough and have to get to the nearest merchant to sell off your shit. (and no one will buy the shaped rock with sentimental value the thief carried)
It would be boring.
I don't know, I'm a traditionalist when it comes to the most basic aspects of jRPGs. I don't want ultrarealism in my games, no sir, leave it to the neomodern PC crowd.
author=Feldschlacht IV link=topic=2605.msg48279#msg48279 date=1228162593STALKER is my Fallout FPS surrogate. I will refuse to play Fallout 3 for as long as possible.
Shinan, it sounds like you need some Fallout in your life.
author=Feldschlacht IV link=topic=2605.msg48283#msg48283 date=1228162810I'm one of those old Fallout fanatics that are all over the internet complaining about the buttraping Bethesda has done to Fallout. I was following the development and one after the other every "worst fear" was confirmed, each one more stupid than the next.
Hahaha, slightly off topic (or maybe not), but why is that, Shinan?
So yeah. I'm one of "those".
I completely understand. The best suggestion I can give you is to try it and see if it works.
I mean it's a-ok not to be satisfied with it but it's no good to sit in the corner and pout without giving it a try, no?
But anywho.
I mean it's a-ok not to be satisfied with it but it's no good to sit in the corner and pout without giving it a try, no?
But anywho.
If you want to explain the monster dropping gold thing, just have a merchant 'join' the party (not available in combat), because he thinks it will be profitable to do so.
Hero slew Slime!
Slime dropped intestines!
Hero sold intestines to Merchant!
Hero got 10G!
Hero slew Slime!
Slime dropped intestines!
Hero sold intestines to Merchant!
Hero got 10G!
Why couldn't it just be that monsters love shiny objects? And, in the case of slimes, the gold is what's left after they dissolved the last traveler?
Stronger monsters can slaughter travelers that carry more gold, so they then have more gold. And a Gold Golem would naturally leave behind a lot of gold.
Stronger monsters can slaughter travelers that carry more gold, so they then have more gold. And a Gold Golem would naturally leave behind a lot of gold.
In all videogames, specially RPG's, ALL is simbolic. The logic and reality may have some importance in some moments, but i thinks its "stupid" to think in gameplay elements with the idea of drastical coherence in mind: The gameplay don't exist for coherence (except in 100% simulators) it exist to have fun, play and be challenged. Also, i have to say that i agree in the idea of making coherence with the gameplay and history (like in clasic rpg's where all history was about gameplay elements, legendary weapons, magics, clases, or a central gameplay theme that its important to the history, like espers or materia from final fantasy)
I'm making a game that have a customitzed menu and a limited capacity of 15 to 30 items. I never do it for coherence, i thinked in a strategical idea for gameplay (limited inventory) and this is all. Also, i have in the same game a system based on objects that you can recolect, even hundreds of them. Yes, you have heard it well, 25 general items and hundreds of recolection items... total incoherence, but fun, interesting and strategic. I dont need any more, i have been playing total incoherence all my life.
pd: sorry for my english,
I'm making a game that have a customitzed menu and a limited capacity of 15 to 30 items. I never do it for coherence, i thinked in a strategical idea for gameplay (limited inventory) and this is all. Also, i have in the same game a system based on objects that you can recolect, even hundreds of them. Yes, you have heard it well, 25 general items and hundreds of recolection items... total incoherence, but fun, interesting and strategic. I dont need any more, i have been playing total incoherence all my life.
pd: sorry for my english,
The diverse opinions amuse me.
Anyway, try not to be too hung up on "monsters dropping currency", as more of "at what point should the standard fantasy thoroughfare take over?" The currency is the one that often sticks out the most with me. That and random treasure chests in dungeons.
Anyway, try not to be too hung up on "monsters dropping currency", as more of "at what point should the standard fantasy thoroughfare take over?" The currency is the one that often sticks out the most with me. That and random treasure chests in dungeons.
I have a legit excuse for enemies dropping money. Outlaws have cash. (Although goons usually have a measly buck or two.)
Chests could be found wherever inteligent beings would have stored then. In my game they are in most cities/military facilities/factories and ancient ruins. But you won´t find then in a forest or natural cave unless someone stashed then there.
I also think that every incoherence issue can be easily solved without killing gameplay, or even by enhancing it. Unlike most games, part of the fun in an RPG lies in being immersed in the game´s settings, therefore all efforts to kill things that might unplug the player by reminding then it is just a game are well worthy.
I also think that every incoherence issue can be easily solved without killing gameplay, or even by enhancing it. Unlike most games, part of the fun in an RPG lies in being immersed in the game´s settings, therefore all efforts to kill things that might unplug the player by reminding then it is just a game are well worthy.
Sure immersion its an important thing, but i have played a lot of RPG, through more than 20 years of their history, and never i have think that finding a chest or a enemy gold have unplugged me from that. They are gameplay elements, nothing more, ¿pressing a button of your pad unplugged you? Its the same thing, if you want total reality, just buy a real sword and start to be a real hero.
Think that RPG are the more simbolic genre, ¿what about the map and the minicharacter? ¿the simbolic localitzations? ¿all the menu and turn-based system? ¿the stadistics? In a RPG we don't control directly ANYTHING, all its donde with a indirect control on stadistics and strategic system. The genre its incoherent to the roots. I repeat is a good idea to add coherence with gameplay like some games do, because it will enhance immersion, but nothing more, at least for me.
I find more interesting for the player thinking how to make a better gameplay than trying to make a coherent game with this roots.
Think that RPG are the more simbolic genre, ¿what about the map and the minicharacter? ¿the simbolic localitzations? ¿all the menu and turn-based system? ¿the stadistics? In a RPG we don't control directly ANYTHING, all its donde with a indirect control on stadistics and strategic system. The genre its incoherent to the roots. I repeat is a good idea to add coherence with gameplay like some games do, because it will enhance immersion, but nothing more, at least for me.
I find more interesting for the player thinking how to make a better gameplay than trying to make a coherent game with this roots.
I addressed this before: Menus, turn based systems etc are kinda like the soundtrack orother non present elements which in the heroes don´t deal with, just us expectators, however, anything the characters actually deal in game should be mended.
Personally the gold and chests were not so blatant to me as robots being healed by regular healing spells/itens, misproportion in graphics, story cutscenes that contradict other gameplay aspects with no explanation or at least surprise reaction from characters, bad developed geopolitics (if you can´t make it good, make it simple), iron sword doing 500+ damage than copper sword.
As I said on the other page: There are fictional aspects (magic, floating islands, dragons etc) which have their own background and in-game reasons to be there; There are the narrative/gameplay aspects (menus, turn based system, parallel scenes, message boxes...) which are not seen by the characters nor touched by then; And then there are the coherency holes (finding gold inside an animal for no reason) which can be EASILY solved with some effort to make things look more solid (as I suggested on a previous post here some changes in text could very well clarify things).
Personally the gold and chests were not so blatant to me as robots being healed by regular healing spells/itens, misproportion in graphics, story cutscenes that contradict other gameplay aspects with no explanation or at least surprise reaction from characters, bad developed geopolitics (if you can´t make it good, make it simple), iron sword doing 500+ damage than copper sword.
As I said on the other page: There are fictional aspects (magic, floating islands, dragons etc) which have their own background and in-game reasons to be there; There are the narrative/gameplay aspects (menus, turn based system, parallel scenes, message boxes...) which are not seen by the characters nor touched by then; And then there are the coherency holes (finding gold inside an animal for no reason) which can be EASILY solved with some effort to make things look more solid (as I suggested on a previous post here some changes in text could very well clarify things).
Personally the gold and chests were not so blatant to me as robots being healed by regular healing spells/itens, misproportion in graphics, story cutscenes that contradict other gameplay aspects with no explanation or at least surprise reaction from characters, bad developed geopolitics (if you can´t make it good, make it simple), iron sword doing 500+ damage than copper sword.
Hahahaha, amen, brother. I have nothing else to say except agreement!
Actually, it is funny how ppl complained so much about clicking away to sell loot and no one complained about something which is usually incoherent AND a very boring chore as it is standard jRPGs: Upgrading equipment.
For coherence, as I said, it is funny how a more durable material, which should just make the sword far less "breakable" and with that slightly sharp (since it could be sharpened better) turns the next sword into something way more deadly than the previous one, and also how conviniently that progression goes toward villages and even the loot from monsters or chests follow up for that progression.
For the gameplay aspect: When I get to a new town, I need to visit at least 2 different stores (armor and weapon, let alone games which have more) just to upgrade equipment which won´t offer me more strategic options, but will just adjust my stats to the monsters I will bump into next... unless for the occasional elemental armor, but the progression will destroy it´s strategic value since the next armors will be generally better than that and will make it useless even in its strong defense point.
I would far more prefer if villages just sold diferent equipment which offered more options in equipment configuration without overall progression in the total benefits of said equipments.
This would also give villages a better personality regarding stores, like you could have stores selling equipment related to what the townsfolk would really need to hunt around that region.
Oh and another fun coherence point: When shops sell tottally absurd itens for their conditions, tend to happen more with guns being sold in nom-developed villages, an example was in the medieval-like planet Expell in Star Ocean 2, you could buy disk/cartridge for Opera´s Kaleidoscope ray gun, something the ppl there would never know how to use, let alone develope new components for.
A good counter example is Phantasy Star IV, where the techy weapons from Androids can only be found in crates found in ruins from the once techy civilization that lived in Algol centures before. Shops will just sell weapons from what current civilization could produced, medieval stuff.
For coherence, as I said, it is funny how a more durable material, which should just make the sword far less "breakable" and with that slightly sharp (since it could be sharpened better) turns the next sword into something way more deadly than the previous one, and also how conviniently that progression goes toward villages and even the loot from monsters or chests follow up for that progression.
For the gameplay aspect: When I get to a new town, I need to visit at least 2 different stores (armor and weapon, let alone games which have more) just to upgrade equipment which won´t offer me more strategic options, but will just adjust my stats to the monsters I will bump into next... unless for the occasional elemental armor, but the progression will destroy it´s strategic value since the next armors will be generally better than that and will make it useless even in its strong defense point.
I would far more prefer if villages just sold diferent equipment which offered more options in equipment configuration without overall progression in the total benefits of said equipments.
This would also give villages a better personality regarding stores, like you could have stores selling equipment related to what the townsfolk would really need to hunt around that region.
Oh and another fun coherence point: When shops sell tottally absurd itens for their conditions, tend to happen more with guns being sold in nom-developed villages, an example was in the medieval-like planet Expell in Star Ocean 2, you could buy disk/cartridge for Opera´s Kaleidoscope ray gun, something the ppl there would never know how to use, let alone develope new components for.
A good counter example is Phantasy Star IV, where the techy weapons from Androids can only be found in crates found in ruins from the once techy civilization that lived in Algol centures before. Shops will just sell weapons from what current civilization could produced, medieval stuff.
I agree in some things...but. Look at what you say about the Iron Sword. Yeah, i didnt like games like FFIV where de equipment was stupid, but this dont mean that its incoherence hurted immersion.
It simply: We dont need(and normally dont want) to read, or know, all the information, all the relations, real rules of your world. A lot of things are assumed by the player to make the things direct and easy. Yes, the "Iron Sword" is a short formula to describe why this sword is better, in a mode well known. Nothing more, and nothing less. And nothing bad.
All the games and genres uses things like this. In RPG's like Morrowind you get "normal X, better X, etc X" well, its an other formula, but the system its the same, just that in games like DQ or FF they created a scale of power of the materials for their arms.
Also the same with the Geopolotics. A videogame its different than a novel or some movies. Many times we dont want to know all, and many others we will know it with the protagonist perspective. My original project have a lot of this, geopolitics, legends, mites, i have registered more than 20 wars and what happened in them, but im not going to put most of that things in the game, because i think a game assumes a lot of things for the gameplay and its never like book or movie (maybe i will put the original texts as extras). Gameplay rithm.
Cutscenes that contradict, i suppose that you talk about things like FFVII Aerith dead. Well, in this case its the same thing, when you are playing a reality abstraction like is a crpg this things simply are normal, people that play this games assumes that its all symbolic. I thing a lot of people have done the joke with aeris and a Phoneix Down, but its only a joke, its assumed that the logical of any game its like this.
I liked that from PSIV, the robots that need special items and their equipment, but was a general idea of the history, you cant do this with all. And the stores that sell incoherent things, its the same idea, i never look this at coherence terms, only gameplay terms. I think its you that have some fixation with realism...
Sure you like games like Ultima, TES or fallout, no?
It simply: We dont need(and normally dont want) to read, or know, all the information, all the relations, real rules of your world. A lot of things are assumed by the player to make the things direct and easy. Yes, the "Iron Sword" is a short formula to describe why this sword is better, in a mode well known. Nothing more, and nothing less. And nothing bad.
All the games and genres uses things like this. In RPG's like Morrowind you get "normal X, better X, etc X" well, its an other formula, but the system its the same, just that in games like DQ or FF they created a scale of power of the materials for their arms.
Also the same with the Geopolotics. A videogame its different than a novel or some movies. Many times we dont want to know all, and many others we will know it with the protagonist perspective. My original project have a lot of this, geopolitics, legends, mites, i have registered more than 20 wars and what happened in them, but im not going to put most of that things in the game, because i think a game assumes a lot of things for the gameplay and its never like book or movie (maybe i will put the original texts as extras). Gameplay rithm.
Cutscenes that contradict, i suppose that you talk about things like FFVII Aerith dead. Well, in this case its the same thing, when you are playing a reality abstraction like is a crpg this things simply are normal, people that play this games assumes that its all symbolic. I thing a lot of people have done the joke with aeris and a Phoneix Down, but its only a joke, its assumed that the logical of any game its like this.
I liked that from PSIV, the robots that need special items and their equipment, but was a general idea of the history, you cant do this with all. And the stores that sell incoherent things, its the same idea, i never look this at coherence terms, only gameplay terms. I think its you that have some fixation with realism...
Sure you like games like Ultima, TES or fallout, no?
Party defeated Angry Wolf!
Found Scavenged 10 GP of goods!
There's my solution to the whole "Why does an animal drop GP?". Add some flavour text and treat it as getting anything worth anything from the corpse and automatically converting it to its monetary worth. If enemies are dropping stuff whose only purpose in the entire game is to be sold for cash then its just a tedious step that the player has to go through every time they kill anything. Plus loot can be restricted by inventory limits; If I ever get 99 of an item I either have to go back to town to drop it off or effectively start losing earned cash since I can't carry the loot anymore.
An alchemy system using loot would be a good way of making loot more tolerable but it would have to be done right. Having to craft basic healing items which turns into having to farm specific enemies sounds like a great excuse to play something better, and it better not be something that requires magical player knowledge to use. (I could barely stand FF12's loot system)
Trying to mix gameplay with sensability is IMO tricky. I'm trying to make my game's world one that can stand up to a bit of scrutiny and possibly even exist in the real world given certain liberties but I don't want to screw up the gameplay for it. If that includes magical monster guts->$$$ converters then I don't think I'll be losing much sleep over it. Then there's trying to limit where the player can go (Ya~ay linearity!) and I'd at least like to make sensable barriers to why the player can't go to places yet.
There's my solution to the whole "Why does an animal drop GP?". Add some flavour text and treat it as getting anything worth anything from the corpse and automatically converting it to its monetary worth. If enemies are dropping stuff whose only purpose in the entire game is to be sold for cash then its just a tedious step that the player has to go through every time they kill anything. Plus loot can be restricted by inventory limits; If I ever get 99 of an item I either have to go back to town to drop it off or effectively start losing earned cash since I can't carry the loot anymore.
An alchemy system using loot would be a good way of making loot more tolerable but it would have to be done right. Having to craft basic healing items which turns into having to farm specific enemies sounds like a great excuse to play something better, and it better not be something that requires magical player knowledge to use. (I could barely stand FF12's loot system)
Trying to mix gameplay with sensability is IMO tricky. I'm trying to make my game's world one that can stand up to a bit of scrutiny and possibly even exist in the real world given certain liberties but I don't want to screw up the gameplay for it. If that includes magical monster guts->$$$ converters then I don't think I'll be losing much sleep over it. Then there's trying to limit where the player can go (Ya~ay linearity!) and I'd at least like to make sensable barriers to why the player can't go to places yet.
I would rather have a simple system that is fun and easy to understand rather than a complicated system that feels like it's taking away from what I'm playing. I don't mind that the slime drops gold. In fact, the cliche can add some charm to a game. In my newest project, you play as a monster from a town full of monsters. You get a speech before you leave town about "do you have your gold, \n? You know the rules."
I did like something that Tales of Destiny had: the Lens system. Every battle you collected gald, the main currency. But monsters also had this mystical Lens stuff that a major company established in that world turns into different products to sell - alternate healing items with different effects, some armors, you know, that kind of stuff. So they buy it from adventurers (because what else was a normal adventurer gonna do with it?) at their shops, and the value is random between 3-10 gald a piece, as I have yet to see it over 10 gald before. If you save enough and know how to get the value to reset, you can make a killing! To give you an example, I kept my Lens until I had 9999 pieces of it, then I sold it for 10 gald a piece. I was ready to buy whatever the heck I wanted for a big chunk of the game. I thought it was ingenious!
Now, another Tales game has a different system that deals with items you randomly find after battle. In Tales of the Abyss, you go to search points on the world map and look there, over and over again, and get stuff like weeds, grass, goo, crystals, ores, feathers, whatever. Monsters also drop this stuff (as well as food - as a giant pig monster can be turned realisticly into pork) along with very paltry amounts of gold. I mean so little gold it reminds me of Dragon Quest. So, you can take these "trade items" to town and sell them, or wait until you reach a certain town where a little girl runs a "trade shop". Depending on what items you give her, she will make different items with it, anything from the gels, bottles, weapons, crests... a lot of these items are RARE, too. Now things in TotA cost an arm and a leg if you don't actually do sidequests to help trade routes go easier. All sidequests link more than one town and add to a hidden stat called TLP between towns that will affect what items are available in what towns and how much they cost. They let you just grind for money if you want, but that's not the smart way to handle it. You could sell your raw materials that you find out there in the wild... but Tataroo Grass only sells for 1 gold per handful. The raw materials don't mean crap to the average shopkeep - and only the little girl knows what to do with it. I thought both of these were great ideas, the TLP between towns and the trade items. It adds to the economy of a very big world.
Why does a little girl run a trade shop? I don't know, it's an JRPG and I don't mind it not making any sense as long as I'm enjoying what I'm playing.
I did like something that Tales of Destiny had: the Lens system. Every battle you collected gald, the main currency. But monsters also had this mystical Lens stuff that a major company established in that world turns into different products to sell - alternate healing items with different effects, some armors, you know, that kind of stuff. So they buy it from adventurers (because what else was a normal adventurer gonna do with it?) at their shops, and the value is random between 3-10 gald a piece, as I have yet to see it over 10 gald before. If you save enough and know how to get the value to reset, you can make a killing! To give you an example, I kept my Lens until I had 9999 pieces of it, then I sold it for 10 gald a piece. I was ready to buy whatever the heck I wanted for a big chunk of the game. I thought it was ingenious!
Now, another Tales game has a different system that deals with items you randomly find after battle. In Tales of the Abyss, you go to search points on the world map and look there, over and over again, and get stuff like weeds, grass, goo, crystals, ores, feathers, whatever. Monsters also drop this stuff (as well as food - as a giant pig monster can be turned realisticly into pork) along with very paltry amounts of gold. I mean so little gold it reminds me of Dragon Quest. So, you can take these "trade items" to town and sell them, or wait until you reach a certain town where a little girl runs a "trade shop". Depending on what items you give her, she will make different items with it, anything from the gels, bottles, weapons, crests... a lot of these items are RARE, too. Now things in TotA cost an arm and a leg if you don't actually do sidequests to help trade routes go easier. All sidequests link more than one town and add to a hidden stat called TLP between towns that will affect what items are available in what towns and how much they cost. They let you just grind for money if you want, but that's not the smart way to handle it. You could sell your raw materials that you find out there in the wild... but Tataroo Grass only sells for 1 gold per handful. The raw materials don't mean crap to the average shopkeep - and only the little girl knows what to do with it. I thought both of these were great ideas, the TLP between towns and the trade items. It adds to the economy of a very big world.
Why does a little girl run a trade shop? I don't know, it's an JRPG and I don't mind it not making any sense as long as I'm enjoying what I'm playing.
author=gerkrt link=topic=2605.msg48447#msg48447 date=1228198705
I agree in some things...but. Look at what you say about the Iron Sword. Yeah, i didnt like games like FFIV where de equipment was stupid, but this dont mean that its incoherence hurted immersion.
It simply: We dont need(and normally dont want) to read, or know, all the information, all the relations, real rules of your world. A lot of things are assumed by the player to make the things direct and easy. Yes, the "Iron Sword" is a short formula to describe why this sword is better, in a mode well known. Nothing more, and nothing less. And nothing bad.
All the games and genres uses things like this. In RPG's like Morrowind you get "normal X, better X, etc X" well, its an other formula, but the system its the same, just that in games like DQ or FF they created a scale of power of the materials for their arms.
Also the same with the Geopolotics. A videogame its different than a novel or some movies. Many times we dont want to know all, and many others we will know it with the protagonist perspective. My original project have a lot of this, geopolitics, legends, mites, i have registered more than 20 wars and what happened in them, but im not going to put most of that things in the game, because i think a game assumes a lot of things for the gameplay and its never like book or movie (maybe i will put the original texts as extras). Gameplay rithm.
Cutscenes that contradict, i suppose that you talk about things like FFVII Aerith dead. Well, in this case its the same thing, when you are playing a reality abstraction like is a crpg this things simply are normal, people that play this games assumes that its all symbolic. I thing a lot of people have done the joke with aeris and a Phoneix Down, but its only a joke, its assumed that the logical of any game its like this.
I liked that from PSIV, the robots that need special items and their equipment, but was a general idea of the history, you cant do this with all. And the stores that sell incoherent things, its the same idea, i never look this at coherence terms, only gameplay terms. I think its you that have some fixation with realism...
Sure you like games like Ultima, TES or fallout, no?
Maybe you don´t want to read it all, but I and most of the library devourer players, play mainly to know the world, something that books or movies can´t offer since you only know what the story covers and some extras, but in games you can actually see and explore bits of the world even if they aren´t relevant to the story.
In fact that´s why I like to sopend more time in towns than dungeons, fighting is just part of the coherence for me, save when fighting is presented as really funny and strategic (and in most rpgs, it apply only for bosses).
Also note that the Iron sword was just one of my complaints with progression system, it still has the convenient progression that follows the hero. Also the fact that upgrading equipment is a really one of the most boring parts in RPGs, only slightly better when you have several options of equipment at each shop and characters can equip almost anything. But I´d rather not be forced to upgrade in every town. In towns I like to get information, look at the architecture, city structure, check libraries, museums, NPCs, pubs etc Maybe do some shopping, but interesting shopping, like souvenirs.
Now as much I advocate that more games should be aimed at the librarian/exploration coherence (NOT REALISM, realism applies to world world as setting only) insane players, I think that politics should be introduced slowly and most of it kept optional trough books and NPCs. However any bit that fixes something absurd should be in your face, even if just as a short sentence which could be explained better if you want.
Regarding cutscenes: if it is not coherent to the point that it doesn´t even try to fool me, I can´t feel for it, case with Aeris that when I laughed and I never got how ppl can feel anything in there (and I did like the character) and the scene could be completely fixed with some small edits. Compare this to Alys that, where there is at least effort to try and restore her, even using an in-game spell in a cutscene (I actually drew a fanart of Rika trying to use Gires on her). Those are the things I like to see and make me feel the world they live in is more of a world.
Why can´t you do this with all? I don´t see the inpending factor here. And again, not realism, coherence.
Funny enough I hardly play PC/nom JRPGs since most of the ones I played lack a central linear path and pre created characters, most of the time in those, it feels my character is an outsider to that world because of that. I get some fun exploring here and there, but I don´t feel attached to anything. I actually should try Fallout sometime though, the setting seems interesting.
GRS: I said almost the same thing on the page before :)
Suzu: I remember I was shocked to see a little girl selling weapons in the devasted 2300 A.D in Chrono Trigger, but it was exactly because it felt possible, yet sad, like the world is so bad that children have to deal with weapons to live. And in some cases, little girls just attend to shops while their parents went to restock.





















