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RPG Gender Swap!
Chrono Trigger:
Lucca would probably have been switched to a zany older professor. The only youthful male inventor in RPGs I can think of is Jeff from Earthbound, and Lucca's personality is a bit too loud for that type of character.
Marle probably wouldn't work. If an ancesstrol KING had been abducted, the kingdom would pretty much be taken over right there.
Robo is technically gender neutral anyway.
Ayla would probably be turned into an Umaro style character. Pretty boring.
I don't know that Frog would work. A swordswoman like frog would be pretty awesome, but I dunno that he'd be as trusted as he is in that society. I didn't get the impression that warrior females were a social norm.
Magus would probably be more comical, and have that generic evil anime girl laugh. 'Ho-ho-ho-ho-ho!' Which would pretty much put Flea out of a job.
Lavos would have a pretty, pretty pink bow.
Lucca would probably have been switched to a zany older professor. The only youthful male inventor in RPGs I can think of is Jeff from Earthbound, and Lucca's personality is a bit too loud for that type of character.
Marle probably wouldn't work. If an ancesstrol KING had been abducted, the kingdom would pretty much be taken over right there.
Robo is technically gender neutral anyway.
Ayla would probably be turned into an Umaro style character. Pretty boring.
I don't know that Frog would work. A swordswoman like frog would be pretty awesome, but I dunno that he'd be as trusted as he is in that society. I didn't get the impression that warrior females were a social norm.
Magus would probably be more comical, and have that generic evil anime girl laugh. 'Ho-ho-ho-ho-ho!' Which would pretty much put Flea out of a job.
Lavos would have a pretty, pretty pink bow.
RPG Gender Swap!
Stories in Games: A Counterpoint to Usual Thinking
Here's the thing: I absolutely ADORE that handful of games that integrate story into games well.
I'll concede that games do no need great stories to be a lot of fun, and that bad gameplay is more likely to break a game than bad story, but I firmly believe that great writing can add a whole lot to a game. It's about telling a good story that FITS the medium of game, as opposed to just cramming a lot of flowery text into a game.
Video games are a interactive medium. They have a special potential when it comes to telling a story BECAUSE they are interactive. You are the one putting the effort forward to accomplish the ingame goals. If the story is well told, you will CARE about completing your objectives. It's more emotionally involving because you are investing visceral effort into the course of events.
It certainly won't replace books or film, especially when a game can be a very limited medium in terms on story telling. You need more interaction than story most often because, yeah, hammering the confirm button to proceed can get pretty dull.
Stories in games are not the MEAT of the experience. The story can be an effective FUEL to compel you to play. You can get by without it, but it is very enriching to have all the same.
I'm inordinately fond of Lucas Arts adventure games. They've a tendency to be brimming with more personality than you find in just about any other game. Some Sierra adventure games also manage this, but typically aren't quite as polished.
Games like Prince of Persia: Sands of time, Super Metroid, Disgaea: Hour of Darkness, Chrono Trigger, Silent Hill, ICO, Starcraft, The Neverhood and Psychonauts do not necessarily have fantastic stories in and of themselves, but are made much more glorious by how well the story flatters the gameplay.
Super Metroid has a powerful narrative, and doesn't speak a single word after the intro. ICO gets by with a few more scraps of text, but the world you are in speaks volumes more than any exposition would have.
Then there's stuff like Max Payne, Sanitarium, Callahan's Crosstime Salloon, Zork: Grand Inquistor, and Starship Titanic. Stuff that uses story as a driving force. I love these sorts of games, even though they're largely unappreciated. The gameplay in Max Payne is extremely monotonous, but the personality and story telling help make it highly enjoyable for me in spite of that.
I may just be in the minority, though. I know a great many people were disappointed with Final Fantasy 9, but it happens to be my favorite just because the characters are so well realized and dynamic.
I'd like to add that Odin Sphere has one of the more powerful RPG plots I've seen in years, which makes it the hideous slow down that gets cropping up much more bearable.
Plot shouldn't replace gameplay, but I do think it's an invaluable and under utilized aspect to the mix. Writing in games can stand to get a lot better, but that requires that people start writing for games as games instead of writing for them like they're books or movies.
I'll concede that games do no need great stories to be a lot of fun, and that bad gameplay is more likely to break a game than bad story, but I firmly believe that great writing can add a whole lot to a game. It's about telling a good story that FITS the medium of game, as opposed to just cramming a lot of flowery text into a game.
Video games are a interactive medium. They have a special potential when it comes to telling a story BECAUSE they are interactive. You are the one putting the effort forward to accomplish the ingame goals. If the story is well told, you will CARE about completing your objectives. It's more emotionally involving because you are investing visceral effort into the course of events.
It certainly won't replace books or film, especially when a game can be a very limited medium in terms on story telling. You need more interaction than story most often because, yeah, hammering the confirm button to proceed can get pretty dull.
Stories in games are not the MEAT of the experience. The story can be an effective FUEL to compel you to play. You can get by without it, but it is very enriching to have all the same.
I'm inordinately fond of Lucas Arts adventure games. They've a tendency to be brimming with more personality than you find in just about any other game. Some Sierra adventure games also manage this, but typically aren't quite as polished.
Games like Prince of Persia: Sands of time, Super Metroid, Disgaea: Hour of Darkness, Chrono Trigger, Silent Hill, ICO, Starcraft, The Neverhood and Psychonauts do not necessarily have fantastic stories in and of themselves, but are made much more glorious by how well the story flatters the gameplay.
Super Metroid has a powerful narrative, and doesn't speak a single word after the intro. ICO gets by with a few more scraps of text, but the world you are in speaks volumes more than any exposition would have.
Then there's stuff like Max Payne, Sanitarium, Callahan's Crosstime Salloon, Zork: Grand Inquistor, and Starship Titanic. Stuff that uses story as a driving force. I love these sorts of games, even though they're largely unappreciated. The gameplay in Max Payne is extremely monotonous, but the personality and story telling help make it highly enjoyable for me in spite of that.
I may just be in the minority, though. I know a great many people were disappointed with Final Fantasy 9, but it happens to be my favorite just because the characters are so well realized and dynamic.
I'd like to add that Odin Sphere has one of the more powerful RPG plots I've seen in years, which makes it the hideous slow down that gets cropping up much more bearable.
Plot shouldn't replace gameplay, but I do think it's an invaluable and under utilized aspect to the mix. Writing in games can stand to get a lot better, but that requires that people start writing for games as games instead of writing for them like they're books or movies.
Webcomics!
A Lesson is Learned but the Damage is Irreversible is the most glorious webcomic ever. Outright jibberish laced with philosophical intrigue. I love it. It's on indefinite hiatus now, but the whole thing was beautiful while it lasted.
Slow Wave Bewildering comics based on people's dreams.
Cigarro and Cerveja Witty observations about the dysfunctional ways people interact with each other. Done with a chainsmoking rabbit and a alcoholic goose.
Team Special Olympics Disturbed and vulgar yet highly intelligent.
Death to the Extremist Minimalist comic that is endearing weird. Also on indefinite hiatus.
Slackerz Stick figures angrily rant about EVERYTHING.
Three Panel Soul Successor to the venerable Machall
The Non-adventures of Wonderella A super hero with extremely petty priorities.
Wiki's Lessons in Life Simple and bewildering.
I'll second Gunnerkrig Court and xkcd as exceptional comics
Slow Wave Bewildering comics based on people's dreams.
Cigarro and Cerveja Witty observations about the dysfunctional ways people interact with each other. Done with a chainsmoking rabbit and a alcoholic goose.
Team Special Olympics Disturbed and vulgar yet highly intelligent.
Death to the Extremist Minimalist comic that is endearing weird. Also on indefinite hiatus.
Slackerz Stick figures angrily rant about EVERYTHING.
Three Panel Soul Successor to the venerable Machall
The Non-adventures of Wonderella A super hero with extremely petty priorities.
Wiki's Lessons in Life Simple and bewildering.
I'll second Gunnerkrig Court and xkcd as exceptional comics
Game Length
Right.
I'm not really suggesting that one do disservice to a story in question, mind. It's good to give everything the time it needs. I WOULD suggest, though, that spreading an idea too thin is just as bad as cutting it too short.
I don't resent long games, or think that people should stop making them, I just think that short games are under-rated.
It always boils down to quality.
I'm not really suggesting that one do disservice to a story in question, mind. It's good to give everything the time it needs. I WOULD suggest, though, that spreading an idea too thin is just as bad as cutting it too short.
I don't resent long games, or think that people should stop making them, I just think that short games are under-rated.
It always boils down to quality.
Game Length
If games that are long also offer QUALITY, it's all gravy. But still, most often length comes at the expense of SOMETHING. Long games can be great, especially if they succeed in overcoming the burden of being long.
But, one thing I am noticing is that a concise game has the chance to be more potent. It offers the chance for more effective story telling, a greater impact, and is generally just much less stressful. If you really have to commit to a game to finish it, than it tends to be more taxing. A game that is short and sweet is something you can enjoy over and over again fairly easily, whereas you may not way to slog through a hundred hours of a beefier game after the first time.
The longer a game is, the more challenging it is to make the entire thing consistently enjoyable. Sometimes I wonder if the RM community bites off more than it can chew with long games. This is not to knock people who actually succeed in making quality long games, but I wonder if it's more reasonable to polish up a short game than to pad out a long one.
Whatever you choose to do, more power to ya, but this is just my take on it all.
But, one thing I am noticing is that a concise game has the chance to be more potent. It offers the chance for more effective story telling, a greater impact, and is generally just much less stressful. If you really have to commit to a game to finish it, than it tends to be more taxing. A game that is short and sweet is something you can enjoy over and over again fairly easily, whereas you may not way to slog through a hundred hours of a beefier game after the first time.
The longer a game is, the more challenging it is to make the entire thing consistently enjoyable. Sometimes I wonder if the RM community bites off more than it can chew with long games. This is not to knock people who actually succeed in making quality long games, but I wonder if it's more reasonable to polish up a short game than to pad out a long one.
Whatever you choose to do, more power to ya, but this is just my take on it all.
Article: Four Alternatives to Random Encounters
Something I like is to just ditch combat all together and just focus on dungeon design entirely.
Mainly because I have a hard time making combat interesting. I'd rather have interesting environments.
But yeah, this article covers the alternatives to random encounters very well.
Mainly because I have a hard time making combat interesting. I'd rather have interesting environments.
But yeah, this article covers the alternatives to random encounters very well.
Game Length
Here's a question:
When you see a RM game bragging about its length, do you actually feel discouraged from playing it?
There's something about indie games: The fact that you don't have to pay for it seems to drive the patience. Since I don't invest anything into a game I get for free, I am more likely to chuck it aside if it starts to become dull. Which almost seems ungrateful, but not totally since standards for indie games are lower than what games you pay for. (Hopefully.)
There's also the fact that there is no shortage of competition in the indie game community. Another game can be picked up in a few clicks. This sort of set up is liable to give us the attention span of humming birds.
An RM game that brags about having so-many hours of gameplay, usually just reads like it's going to be extremely dull. Lots of level grinding. Fetch Quest padding. Extremely slow paced cutscenes with crawling text. Pointless exposition. Irrelevant mini-games. An unreasonably long introduction, even.
As I am getting older, I am becoming rapidly more fond of 'Short but sweet' games. I have less time than I used to, and my threshold for rubbish games has diminished as I have played many, many good games.
I would argue that it is better for an RPG Maker game to be briefly fun, interesting, and maybe even poignant as opposed to offering longevity.
What's everyone else's take?
When you see a RM game bragging about its length, do you actually feel discouraged from playing it?
There's something about indie games: The fact that you don't have to pay for it seems to drive the patience. Since I don't invest anything into a game I get for free, I am more likely to chuck it aside if it starts to become dull. Which almost seems ungrateful, but not totally since standards for indie games are lower than what games you pay for. (Hopefully.)
There's also the fact that there is no shortage of competition in the indie game community. Another game can be picked up in a few clicks. This sort of set up is liable to give us the attention span of humming birds.
An RM game that brags about having so-many hours of gameplay, usually just reads like it's going to be extremely dull. Lots of level grinding. Fetch Quest padding. Extremely slow paced cutscenes with crawling text. Pointless exposition. Irrelevant mini-games. An unreasonably long introduction, even.
As I am getting older, I am becoming rapidly more fond of 'Short but sweet' games. I have less time than I used to, and my threshold for rubbish games has diminished as I have played many, many good games.
I would argue that it is better for an RPG Maker game to be briefly fun, interesting, and maybe even poignant as opposed to offering longevity.
What's everyone else's take?
RPGS... you've beaten
author=kentona link=topic=44.msg752#msg752 date=1182134187
I tried FFTA (huzzah for emulators) but the game seemed really ghey after playing for 15mins. Was I supposed to be sympathizing with the bullies or the sappy tools they were picking on?
The saps, of course. Although Mewt REALLY wasn't doing himself any favors.
I did not enjoy FFTA that much. The cutscenes were really lame, and I just didn't have any compulsion to finish the game. The gameplay was pretty alright, but got EXTREMELY monotonous. I never bothered to finish it.
Although, I will admit that the game has a really poignant message about trying to escape from reality. But it was still pretty boringly presented. Silent Hill managed to convey the same sort of message and be interesting about it.
RPGS... you've beaten
author=Ræn link=topic=44.msg654#msg654 date=1181929000
I've beaten:
Kingdom Hearts
Kingdom Hearts II
Pokemon Yellow
Pokemon Silver
Yeah, that's really it. I never beat video games. I own something like 300 games, and I've only beaten maybe 40 of them total. I always get to the end, but never end up finishing them. Especially the Final Fantasy games. In FF7, FF8, FF9, FF10, and FF12 I got to the end boss, but never finished the game. I have no idea why. I have a horrible attention span.
Oddly, you're not the first person I've who plays games like this. Though, this one person suggested that the reason he didn't like to finish games was because he disliked the closure involved.
Though, man. FF9 had a really gratifying ending. I can't relate to getting all the way to the final boss of a game and not wanting to see how it concludes. (Albeit, most RPG endings tend to be kind of lame anyway.)













