CORFAISUS'S PROFILE

Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
"Winning" internet arguments via dismissive hyperbolic falsehoods and selective ignorance.

Unallocated Skill Points

"Take this beautiful moment and make a joke out of it. If you can't, you're a slave to it."
Tales from Zilmurik
Epic of Damnation and Redemption

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Amazing non-jokes.

Share 'em here.

I'll start:

Q. What became of the bystander when he wandered into a recently-robbed perfume department?
A. He was innocent.

Also, don't explain your joke.

[Poll] Mandatory scenarios, yea or nay?

While telling a story, you want for it to be concise and to flow consistently from start to finish. But for some reason you think to yourself "I've written myself into a corner. How can I show that some horrible thing has put half my party on the other side of the world while another half is on the moon?" Ding ding! Non-linear, mandatory scenarios from a blank selection screen! Why not?

I'll tell you why not: instead of feeding the player the story in a way that feels natural, you're telling them that this is how much disjointed story you're going to have to experience before things flow again, and that after every section, you're coming back to this blank abyss to hover your cursor over another party member to see what they're up to in their own separate timeline.

There's no mystery anymore, as you've laid out the next chunk of game clear for the player to view. There's no immersion because progression has become a task on a checklist that is staring you in the face. So you ask yourself, how do I make this better? Do I rewrite what I have or just hope the player is keen on these selectable scenarios?

This is just my take on it; what's yours? How do you feel about these mandatory "side-quests"?

A moment captured in time.

Be good to your friends and family this Christmas, and have a blessed day.

How 'bout that new Star Wars, eh?


What say you? Me? Lightsaber crossguard... light guard... no thanks.

[RMVX ACE] Commercial game demo download?

As the commercial release of Feral Solidarity draws near, I've had to do some thinking. With that came the question: would I be allowed to host a free demo (first 2 dungeons) on the gamepage to give potential customers an idea of what the full game will be like? The answer is quite important.

Castlevania 64 AMV?! [Halloween!]

To commemorate Halloween this year, I've decided to pull together an idea that's been sloshing around in my head for the past few years. After much head-scratching and sync work, I present to you a Castlevania 64 "AMV" set to The Used's "The Bird and The Worm" (instrumental, because the vocals are terribad).

http://rpgmaker.net/users/Corfaisus/locker/Castlevania.wmv

I'm not about to upload this to Youtube because of all the copyright material and all that jazz and I'd rather not get my account closed.

Global Bullshit of Video Games

We've all got things that set us off, and sometimes these things creep into our escapism, which is sad because these things are meant to be fun. So, as an opportunity to vent, tell us what sorts of bullshit in video games piss you off more than anything else. I'll start:

1-hit K.O's in a single-player, single character party game. Bonus points if it's something that you cannot feasibly avoid. I've experienced this in two games I've played back to back recently, .hack//Infection and Path of Exile.

.hack: I'm running the quest where you have to meet with Mia at the bottom of that dungeon with only Kite in your party. I get all the way to the bottom with a few close calls and start wailing on the boss which just so happens to be a fire-breathing bird. I get it down far enough to Data Drain and then go to work on its now-limited HP when suddenly it spits fire at me for a whopping 130+ damage (give-or-take), killing me instantly. Cue game over + rage quit.

Path of Exile: Returning after a small hiatus, I'm running Act 3 in Cruel difficulty. I'm in the Lunaris Temple and I activate one of those strongbox deals which summons an army of monsters. No problem, as once I've outmaneuvered the desync that comes with just about anything significant in the game I knew that I'd be able to fight them off. Then, without a moment's notice, I just start dropping. I respawn at the checkpoint and go back to where I was, this time fighting a few enemies before going in to even out the odds. It wasn't until a couple of more deaths that I realized that there was a mob that could explode corpses dealing critical damage each time (I had over 1,000 HP, it was instant death). So if I tried to fight off some mobs before kicking this other guy in the neck, I'd have to deal with said corpse explosion and instant death. If I tried to maneuver around them (which wasn't possible because it was literally just a wall of mobs), I'd have to try and fight him with 20 other mobs nipping at my heels. Again, I rage quit.

[Poll] What if Final Fantasy V...

I believe it's unfortunate that Final Fantasy V originally saw such a limited release given its merits and charm, and I find it even more unfortunate that most people's first exposure to the game was either with the load-heavy PS1 port or the (arguably best) GBA port long after its heyday.

Sure, we got great games like Final Fantasy IV and VI (II & III elsewhere), but I can't help but feel like the view is skewed because of it and perhaps nostalgia blinds us from an equally good, if not better, title.

What do you think?

Holy God, WHY?! No "fixed graphic" option in VXAce?

Remember back in the 2k3 days when you could set an event to look like literally anything regardless of how many switches/variables you messed around with and way these graphics faced with a handy little option called "fixed graphic"? Why does no such thing appear in VX Ace (along with allowing events to have variable activation in anything but "x or above")? I mean, I know it's not going to be a priority to everyone working on games, but for the love of God if you go through the trouble of adding in "damaged character" graphics, wouldn't you think that somewhere along the line you'd have a designer who wants to actually throw in a character collapsing instead of simply being dead/in the process of dying all the time?

Or maybe I missed an incredibly obvious thing and now look like a complete idiot; that's also possible.

Treasure Chests: Set loot or loot token?

You can always count on RPG Maker and a lazy Sunday afternoon for inspiration. While I haven't put much thought into the ups and downs of such a concept, I figured I'd start up a discussion here.

Scenario: You're running through a dungeon when you happen upon a chest. You just got done decking yourself out with awesome equipment back in town and you have a healthy amount of potions/healing magic to get you through this particular place. Opening the chest results in a weapon that you bought in town already, or worse yet, a potion. A standard, entry-level, dime-a-dozen potion.

Question: Would it be better to stay with the tried and true method of making treasure chests that contain set loot, requiring the player to be ready for anything that might come their way; or would you prefer each chest contained a sort of "loot token" that can be traded in to a merchant (this could be swapped out in futuristic games with something like Diamond Geezer from Jet Force Gemini) for a random item, the nature of which would be your chosing?

This would boil down to you talking to said merchant, giving them a token, choosing which item type you want (weapon/armor/item/etc) and having the merchant hand you a random item from a list of what you would likely find around this area of the game (or perhaps something stronger on rare occasions). This way, if you know you're set on weapons, you could choose to go for a piece of armor or a random healing item instead.

You would still be at the mercy of the game and your current situation, but it'd give you some choice in the matter which may help you survive. It would essentially be like a rogue-like with less randomness. Would this come across as making the game too "easy" or "noob-friendly"?