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Dungeon puzzles
post=134076
Well... I like these puzzles in reverse order. The last one looks too complicated. You said the shorter the better, but that one is clearly the longer one.
Nooooo. The interactions are still shorter. If you're looking at the thing as a whole, then yeah sure it's longer. But you aren't doing the same exact thing for over 2 minutes like in the first video. You're moving around and sometimes there is some dialogue showing that you are at least making progress.
I guess you guys like that first one because it has 4 TREASURE CHESTS, which gives you incentive. And I don't disagree with that. But seriously, fuck that puzzle. It is infinitely times harder without a walkthrough than the third video I posted.
Dungeon puzzles
I guess I like those games because they at least require a little bit of experimentation and sometimes even skill. When I run into games that copy and paste an ice sliding puzzle, it's one of those "ugh, another one of these" moments. No experimentation is involved. The games I mentioned give you quirky tools and spells to use in the environment. They give off cues when the thing you tried to experiment with doesn't work (like in Lufia 2, your sword makes a little ding sound when it's ineffective).
Here is a tier of how I would categorize things.
Really bad pull your hair out I fucking hate you puzzle:
A decent puzzle with a clever twist:
What I was talking about in my previous post (aka the best):
Notice how the interactions get shorter each time? They're kind of like battles, nobody wants to be in one for too long. The shorter they are, the better!
Usually.
Here is a tier of how I would categorize things.
Really bad pull your hair out I fucking hate you puzzle:
A decent puzzle with a clever twist:
What I was talking about in my previous post (aka the best):
Notice how the interactions get shorter each time? They're kind of like battles, nobody wants to be in one for too long. The shorter they are, the better!
Usually.
Dungeon puzzles
After you play Alundra, all puzzles are easy. I dare any of you to play Alundra without a walkthrough. That being said, Alundra is a bad example of how to do puzzles. The game isn't accurate enough to execute it's Zelda like interactions, and its combat isn't accurate enough to be like an action game. =|
I have a problem with puzzles/interactions in RPGs. I could write a whole article about this, because I think I know what I am talking about for once. My point is, there is almost no RPG that can do them right. Block puzzles suck, ice sliding sucks, arrow ones suck, riddles suck. And they suck because developers half ass them. Not only that, but for some odd reason, there are almost never any puzzle/interactions outside of dungeons. Why is this?
Answer: Look above. Because they half ass them.
There are 2-3 game series I know off the top of my head that do these correctly. The Golden Sun series, the Wild ARMs series, and the Zelda series. No, not even Lufia 2 does this right. Even though the dungeons are filled with logic puzzles and all that (which it does very good), it doesn't take that extra step and implement them in places other than dungeons, even though it was perfectly capable of doing so. It's the first game of its kind, so I give it some slack. However in Golden Sun or Wild ARMs, every town has secrets that can be found through interacting with the tools at your disposal. These games realized that the interaction between your environments has to be constant, and not broken up into disjointed segments. To get all the Djinn in Golden Sun, you have to break holes in peoples roofs, dig holes to go underground in a town, and read peoples minds (among the dozens of other things you had to do). Likewise, in Wild ARMs AF there is a town that's flooded and you need a certain ability to raise/lower the water level (it was something like this, it's been awhile since I played it). Zelda does this too, I don't think I need to explain how. I absolutely love these games because of this.
I know you add interactions to break up the repetitive nature of dungeons, but to me they feel tacked on for the reasons I stated above. I know dungeons are the meat of a game, but it just blows my mind that not many people think about adding them to other environments. Either do it well, or don't do it at all!
At least that is how I feel. Also I don't like to use the word puzzle because it makes my brain puzzled and I associate the word with bad rpg puzzles. I prefer to call them interactions, because the games that do it right are about interactions and not making your brain hurt if that makes any sense.
I have a problem with puzzles/interactions in RPGs. I could write a whole article about this, because I think I know what I am talking about for once. My point is, there is almost no RPG that can do them right. Block puzzles suck, ice sliding sucks, arrow ones suck, riddles suck. And they suck because developers half ass them. Not only that, but for some odd reason, there are almost never any puzzle/interactions outside of dungeons. Why is this?
Answer: Look above. Because they half ass them.
There are 2-3 game series I know off the top of my head that do these correctly. The Golden Sun series, the Wild ARMs series, and the Zelda series. No, not even Lufia 2 does this right. Even though the dungeons are filled with logic puzzles and all that (which it does very good), it doesn't take that extra step and implement them in places other than dungeons, even though it was perfectly capable of doing so. It's the first game of its kind, so I give it some slack. However in Golden Sun or Wild ARMs, every town has secrets that can be found through interacting with the tools at your disposal. These games realized that the interaction between your environments has to be constant, and not broken up into disjointed segments. To get all the Djinn in Golden Sun, you have to break holes in peoples roofs, dig holes to go underground in a town, and read peoples minds (among the dozens of other things you had to do). Likewise, in Wild ARMs AF there is a town that's flooded and you need a certain ability to raise/lower the water level (it was something like this, it's been awhile since I played it). Zelda does this too, I don't think I need to explain how. I absolutely love these games because of this.
I know you add interactions to break up the repetitive nature of dungeons, but to me they feel tacked on for the reasons I stated above. I know dungeons are the meat of a game, but it just blows my mind that not many people think about adding them to other environments. Either do it well, or don't do it at all!
At least that is how I feel. Also I don't like to use the word puzzle because it makes my brain puzzled and I associate the word with bad rpg puzzles. I prefer to call them interactions, because the games that do it right are about interactions and not making your brain hurt if that makes any sense.
Video thread!
Is it just me, or are battles where it all goes wrong for RM games?
Man, there are other mechanics involved with the whole mp thing. =/
Final Fantasy Tactics and The Legend of the Philosopher's Stone are good examples of it. If you used a really powerful summon or spell in Tactics, it took you ages to get your turn again. If you can incorporate MP into other statistics (such as speed in these cases), you will want to use other spells or skills.
But in a turn based or ATB type system where it isn't incorporated into anything, it doesn't work too well.
Final Fantasy Tactics and The Legend of the Philosopher's Stone are good examples of it. If you used a really powerful summon or spell in Tactics, it took you ages to get your turn again. If you can incorporate MP into other statistics (such as speed in these cases), you will want to use other spells or skills.
But in a turn based or ATB type system where it isn't incorporated into anything, it doesn't work too well.
My thoughts on Mega Man X Corrupted (some game that's on youtube)
Yeah, but I think it would be pretty impossible to link a rom hack/rpgmaker to something like the 3d chrono remake.
Also, I'm pretty sure the donald fuck thing was just a way for the guy to stop working on it. No rm game has ever been c&d'd before. We were all just little 13 year old kids who believed anything back then, so that's probably why we believed that. Remember the Daniel guy making the 2d ocarina of time game?
Also, I'm pretty sure the donald fuck thing was just a way for the guy to stop working on it. No rm game has ever been c&d'd before. We were all just little 13 year old kids who believed anything back then, so that's probably why we believed that. Remember the Daniel guy making the 2d ocarina of time game?
My thoughts on Mega Man X Corrupted (some game that's on youtube)
Nah, he's talking about Crimson Echoes. There are some people out there who actually e-mail SE about these things. They lie and say the modders were going to sell the game for actual cash, which is totally false. They simply want to see things crash and burn.
http://crimsonechoes.com/
But JKB is really talented and it's good to see him getting so much publicity. Every single game I've played and seen from him is pretty much top quality.
http://crimsonechoes.com/
But JKB is really talented and it's good to see him getting so much publicity. Every single game I've played and seen from him is pretty much top quality.
Why does dying have to suck?
post=133532Okay, I agree! But let me explain what Chaos is talking about (in case you were talking about us).
Yes. And part of a definition of a 'game' is the concept of losing and penalization.
Seriously I wonder how many of some of you guys who are in the 'games should never be punishing ever and everyone always wins' have ever played or been interested in any sport? If you're not good enough, you lose/bad stuff happens. It's part of the game!
Let's say it was a game of basketball, 1 on 1. You just dominated five scrubs who thought they were better than you. Finally, somebody who's better than you comes up and dominates you.
If you wanted to play that guy again, why would you have to go back and beat the last five scrubs you played? You know their strategy, you know how they play. You don't know (or haven't figured out yet) how that better person plays, though. That's where the challenge is!
I want people to die when they play my game or any game. You're not always going to win (that's not fun anyway). But it has to be legitimate and the penalty shouldn't be something dumb.
Why does dying have to suck?
post=133512Wait a minute. This doesn't make sense. People by default try their hardest to beat a game. You're going under the assumption that the developer has done no wrong in creating the game, when in fact, they are the ones who make the most mistakes.
Blaming the creators is not going to help, if you keep dieing then your doing something wrong, people need to stop blaming other people and just try harder.
What if the developer didn't mention that one core mechanic or strategy that is necessary to win the battle? What if you accidentally skipped a line of important dialogue and have no option to go back and reread what was just said? The people playing your game have every right to complain about these things. It's one thing to make things difficult, but it's a whole different ball game when a developer hasn't used the proper steps in getting you prepared for the difficult section.
I can see the other side of the discussion, though. Some people like to be punished for their mistakes. That's why Demons Souls and older Castlevania games are very popular to a certain crowd. That's why people turned off vita chambers in BioShock 2. And that's why I said there isn't really a proper system for this.
You really should make it so you can save anywhere, though. That's more for convenience than difficulty. If something unexpected pops up in real life, I would like to have the option of closing the game immediately without losing progress, thank you very much.
Why does dying have to suck?
Uhhh, I don't know. I don't think difficulty is the culprit here. Because there are many difficult games that are still very casual to play.
For example, Spelunky.
That game shows no remorse. The average player probably dies over 500 times in that game. But it also has that "one more try" feeling. And I think that feeling is the real key with the whole dying thing. I don't think people turn the game off because of its difficulty. I think they turn it off because of all the repetitive things that happen between them. The game over screen popping up, the load times (biggest issue in professional games), walking back to the location of death, etc. It's harder to get that "just one more try" feeling when you have to go through bullshit screens and loading times that prolong your progress for absolutely no reason. They don't add difficulty, you're just staring at a screen that you've been to a million times and has no purpose whatsoever.
I guess what I'm saying is when somebody plays a game and they give up, difficulty shouldn't exactly be the first thing you look at. I don't know how you could do a proper system, since there really isn't one? Nobody really knows what they're talking about when discussing this subject. It's just whatever they prefer. *shrugs*
edit: it's kind of weird that if you ever play multiplayer games like Halo or Call of Duty, you almost always get that one more try feeling. I know why that is, but it just seems odd. There seems to be this barrier between multiplayer games and single player.
For example, Spelunky.
That game shows no remorse. The average player probably dies over 500 times in that game. But it also has that "one more try" feeling. And I think that feeling is the real key with the whole dying thing. I don't think people turn the game off because of its difficulty. I think they turn it off because of all the repetitive things that happen between them. The game over screen popping up, the load times (biggest issue in professional games), walking back to the location of death, etc. It's harder to get that "just one more try" feeling when you have to go through bullshit screens and loading times that prolong your progress for absolutely no reason. They don't add difficulty, you're just staring at a screen that you've been to a million times and has no purpose whatsoever.
I guess what I'm saying is when somebody plays a game and they give up, difficulty shouldn't exactly be the first thing you look at. I don't know how you could do a proper system, since there really isn't one? Nobody really knows what they're talking about when discussing this subject. It's just whatever they prefer. *shrugs*
edit: it's kind of weird that if you ever play multiplayer games like Halo or Call of Duty, you almost always get that one more try feeling. I know why that is, but it just seems odd. There seems to be this barrier between multiplayer games and single player.













