BACKWARDS_COWBOY'S PROFILE
Gaming and game design are my hobbies. I've spent the most time with VX Ace and 2k3 (prior to Steam release), but the only thing I've ever finished anything with is 2k.
Psychology was my first degree, but being responsible for depressed kids was too stressful. So I got a Masters in Healthcare Management and now I'm responsible for depressed adults!
Psychology was my first degree, but being responsible for depressed kids was too stressful. So I got a Masters in Healthcare Management and now I'm responsible for depressed adults!
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Hub vs Adventure
Trails of Cold Steel I and III combine the hub format with the "always going forward". Missed a chest in an area? You are locked out of the "open all chests" achievement for the rest of the game. You can not backtrack in those two entries; II and IV utilize a map that allows you to revisit certain destinations, with bonus bosses present in several areas. I'd say the linear nature of I and III detracted somewhat from my enjoyment of the games. There's something about being unable to revisit any previous areas that bothers me in RPGs, probably because my earlier experiences with RPGs were Pokemon and Tales of Symphonia, both of which allow significant backtracking and exploration. Oddly enough I also really liked Fire Emblem, which is mostly linear, but that's the general nature of SRPGs so it isn't as problematic; later entries in the series would introduce world maps that let you revisit locations indefinitely, a feature they removed in Three Houses where you are limited to skirmish battles to revisit past locations, which require you to use a precious free day to attempt.
I'm okay with hubs in open-world games, especially where there is a player home or where you can grow the hub, but not where exploration is conducted almost entirely through a series of menus. In modern 2D RPGs it feels really dated, since it requires very little effort compared to creating a world to explore. Makes sense for indie and low-budget RPGs, but if you have a multi-million dollar budget, I like to see more than a menu. Sure there will be plenty of players who don't want to have to walk to three different towns for specific item shop selections, but that's why fast travel was invented.
I'm okay with hubs in open-world games, especially where there is a player home or where you can grow the hub, but not where exploration is conducted almost entirely through a series of menus. In modern 2D RPGs it feels really dated, since it requires very little effort compared to creating a world to explore. Makes sense for indie and low-budget RPGs, but if you have a multi-million dollar budget, I like to see more than a menu. Sure there will be plenty of players who don't want to have to walk to three different towns for specific item shop selections, but that's why fast travel was invented.
Recently Watched Movies
author=Frogge
I need everyone to be 100% clear that I am not joking
They've made 5 of them? I stopped watching at 2.
May the Stats be with you
I made it into the top 500 for post count?
My days as a lurker are over.
Thanks, COVID-19-induced social isolation.
My days as a lurker are over.
Thanks, COVID-19-induced social isolation.
Recently Watched Movies
author=kentona
why yes I do have Disney+ why do you ask?
My question was actually going to be how many kids do you have
I mean, Disney makes some classics, but no sane adult sits through three Ice Age films without a child present. they just get progressively worse
How can Designers Create Levels to deal with Unflexable Players?
I spend more time trying to force games to let me take shortcuts than I do actually getting things done the intended way. I hopped up the sides of mountains in Skyrim, all the 3D Fallout games, Horizon Zero Dawn. Anything to avoid having to walk in a straight line to my objective marker or find the right path up to a cave.
I feel like some players find a method or routine that works for them, and they repeat it even if it takes longer or isn't as productive. Like people who build characters using objectively poor class set ups, but do so because they like certain aesthetics or play styles, even if it isn't the most efficient way to play the game.
It's a lot harder in 2D level design to have maps that players can't figure out unless it's a puzzle, since there are fewer ways to move in a 2D space. With Super Mario Sunshine, you can move in any direction, especially in levels with water. A player used to a 2D space might not necessarily think that using the rocket attachment to skip a platforming segment would work.
I feel like some players find a method or routine that works for them, and they repeat it even if it takes longer or isn't as productive. Like people who build characters using objectively poor class set ups, but do so because they like certain aesthetics or play styles, even if it isn't the most efficient way to play the game.
It's a lot harder in 2D level design to have maps that players can't figure out unless it's a puzzle, since there are fewer ways to move in a 2D space. With Super Mario Sunshine, you can move in any direction, especially in levels with water. A player used to a 2D space might not necessarily think that using the rocket attachment to skip a platforming segment would work.
Recently Watched Movies
author=thesacredlobo
Heavy Metal 2000
I remember that movie. My girlfriend's father loves it. I only remember it because Sammy Hagar is on the soundtrack.
I've been working my way through all of the straight-to-"DVD" (streaming) animated Batman movies. Watched Batman: Hush the other weekend, Lex Luthor is a sarcastic asshole in it and that alone made it worth watching.
I keep meaning to watch the new Mortal Kombat, my coworkers all say it was great. That and the Snyder cut of Justice League, but I need to actually schedule a time to watch that thing. I don't usually have four consecutive hours of nothing else to do.
RMN's Sexy Demographics Touch Encounters
What are some shitty Levels to deal with unflexible players?
Please turn these into shitty short Older RPGmaker games
I accidentally used your food creations
Looking for a good RPG to translate into javascript variables
How long does it actually take to turn these into MV generator parts!
What is the population of people who are into Sharing my Music?
Please turn these into shitty short Older RPGmaker games
I accidentally used your food creations
Looking for a good RPG to translate into javascript variables
How long does it actually take to turn these into MV generator parts!
What is the population of people who are into Sharing my Music?
2021 Gaming Diary
I keep making the mistake of "Haven't played this in a while..." and adding more games to my list, or buying a game on sale and adding to my pile of not-yet-started games.
Started up Final Fantasy XII and saw I last played back in 2017. Apparently they've added class change options and a New Game + since I stopped playing.
Started up Final Fantasy XII and saw I last played back in 2017. Apparently they've added class change options and a New Game + since I stopped playing.
What Videogames Are You Playing Right Now?
I recently found out the the Shin Megami Tensei MMORPG "SMT: Imagine" is being kept alive by a fan community as "SMT: ReImagine" so I've been putting some time into that as well as other games I played but never finished.