New account registration is temporarily disabled.

PROFESSOR_Q'S PROFILE

Professor_Q
"Life is a riddle I wish I had the answer for..."
3237
I've been a fan and follower of RPG Maker games of all sorts since 2012. My all-time favourite has to be "Love and War: Act I", closely followed by "The Way" and "Romancing Walker". (Yes, I'm weird that way!)

I'm not particularly good at game design, though I can write plot-lines reasonably well. While waiting for the rest of Love and War to come out, I've also written three full-length stories set in the Love and War universe, which you can read over at the Love and War forums. (I go by Professor Q over there, surprise, surprise!)

I also enjoy reviewing games, though I tend to write about games I enjoyed playing. If a review of mine sounds critical, it's meant to spur the developer to do better.

I'm also experimenting with RPG Makers XP and VX, so watch this space.

(For those interested, my profile quote is from this song: https://www.youtube.com/watch?v=5PY5be8kqGg)
The Third World
Where do dreams go when they die?

Search

Filter

A Very Long Rope to the Top of the Sky

author=Housekeeping
Thanks, Doc! Man, the yellow bats. I was going to say to buy topaz rings in Beriall Brymme, but for some reason I didn't put those in the shop. I'll remedy that in the next update, but for the current build, head to the northeast of those ruins and down the stairs. You'll get a nice accessory there that will make one character a bat's worst nightmare.


Got it! Begone, yellow bats! =)

If you manage to hit 20, Yvette will get her first group attack, but that shouldn't be necessary. The game is designed to be beatable without grinding (assuming you're not a serial runner, which, at 17, you're not).


I ended up finishing that section at level 18 or so. I got to 20 a few zones later. I really like the way things are
effortlessly shifting from a seemingly classic fantasy to a dark science-fiction tale: this is something even Asimov or Clarke could have easily written.
Rutger was one heck of a boss, though.

It's also interesting to see issues such as religion and economics (particularly capitalist / oligarchical economics play a prominent role. Though,
given the fact that the "god" they are worshipping is probably a creature from another dimension
, is there something more sinister to the whole Winged / Wingless scenario.

I must also say that there were two literal tear-jerker scenes so far (okay, I wasn't really crying, but I did come close):
the girls' all-too-brief reunion with Rose, and Mint's death. Rest in peace, Mint.


So far, this game has got an excellent plot, and I'm looking forward to finding out more about this world as I play on! And the theme naming's a nice touch (Ivy / Mint, Gainer / Rutger / Oliver). What will happen next? =)

Great work, really. This is easily one of the top 5 RPG Maker games I've ever played.

A Very Long Rope to the Top of the Sky

Housekeeping, this is an awesome game so far.

And I say this as someone who is awful at puzzles. I'm in it because the characters are great, as is the writing and music.

Also: Mint is adorable! (And "Ask Mint" is fun, fun, fun!) Can we all start a Mint fan club here? =)

Right now, I've just met Yvette and Raccoon, and we've headed for the ruined city and are exploring it. Unfortunately, I keep getting waxed to death by the yellow bats. We're all at level 17 or so. Do I just need to grind a bit, or am I missing a trick?

Once again, a big thumbs up on making something of this scope. It truly looks like a labour of love.

Democratic RPGs?

author=Aegix_Drakan
I fell well into this with my first game, although I at least tried to make the whole international assasination/warfare aspect kinda interesting (you can see your side is the bad guys, but if you don't succeed on your mission, it's definitely going to be crushed and the innocent civilians will suffer).


True. That's what I meant about the "shades of gray" bit, above. I'll make sure to check out your game! =)

In my next game, I'm trying to make the politics of the two main nations a bit more engaging, though.

Of the 3 big factions:
a) One is a monarchy with a decent king, but the noble houses hold enough power and wealth that they can influence a LOT. And many of them do morally questionable things. So the politics are kind of a tug of war between the king and the nobles, each side trying not to cause a civil war.

b) The other is something of a mishmash between a martial dictatorship, anarchy, and a council democracy. Anyone can gain power, if they can take it, but there are rules.

c) A large order of warriors with religious leanings who have a VERY specific interpretation of their world's set of gods, and while they DO try to do the right thing, they tend to cause more trouble than they solve. They also want more and more power, which is worrying.

I'm trying to show the pros and cons of each side over the course of the story, before things go crazy.


Sounds like an interesting setting, especially (b) - there's all kinds of potential in an idea like this! Good luck with your next game; I look forward to having a go! =)

Democratic RPGs?

author=Desertopa
Not usually, perhaps, but it could be. Not to give away too much, but I'm planning something along these lines. Not that the setting is exactly urban fantasy either, it's actually a comedic mishmash of RPG conventions alongside a modern day setting (i.e. swords and elves and magic spells and ragtag bands of misfits saving the world, alongside the internet, multinational corporations, rap and pop music and celebrity endorsements.) But a comedic setting can still carry off a serious plot (Earthbound is one of my formative examples here,) and I'm planning a conflict that's essentially political.


Now I'm intrigued! =)

Not yet. I'm working in collaboration with another member (my art skills are terrible, and I'm still a newbie with the software, pooling our abilities is necessary to get it done properly,) so progress is slowed by the speed of our coordination. When we do have something up, I'll be sure to let you know.


Well, I'm pretty terrible at art too. ^_^

When I don't actually expect to get a work done, I default to not talking about it so other people don't expect anything, but on the flipside, I feel like if I'm actually committed to getting something finished, I should stake my reputation by telling people about it. But I'm afraid I'm kind of hijacking your own blog at this point, so I'll leave it at that. Good luck with Year of the Cat!


Thanks, and good luck with your projects too!

Democratic RPGs?

author=Desertopa
Part of this arises from the literary pedigree of the RPG, which has its ancestry in the literary genre of fantasy. By definition, fantasy novels take place in a quasi-medieval setting, and the monarchic and feudal settings are part of that package.
I wouldn't say that this is in any way part of the definition of fantasy. Indeed, there's no shortage of recognizably fantasy-genre works which don't invoke such a setting at all. The entire Urban Fantasy subgenre is essentially built on a single alternative to the widely used quasi-medieval setting.


True. But urban fantasy usually isn't particularly political, whereas for RPGs and fantasy novels set in monarchic settings, politics are part of what makes them fun!

Far from being simpler and less nuanced than conflicts between democratic states, I would say that real monarchical history has actually tended to be more complex than that of democratic societies, because major changes can easily arise out of personal-scale conflicts which would fade into irrelevance in a democratic society. If video games set in monarchical societies are more simplistic than the politics we're used to, that's a reflection of their writing, not the politics of monarchy.


No argument with you here! In fact, most democracies resolve themselves into a two-body problem (as in the U.S. or U.K.), a "States .vs. Centre" issue, or some hodge-podge of the two (take my country as an example; there are two "major parties", but most of their maneuvers are largely aimed at gaining as many allies as possible from smaller, but powerful, State-based parties). The history of kingdoms and empires in real life, on the other hand, makes fascinating reading.

While medieval-style politics can be arbitrarily byzantine (indeed, it's no coincidence that the very word "byzantine" is derived from the political operations of an empire from the middle-ages,) the fact that so much power is invested in specific individuals, rather than the will of a nebulous populace, can make plots easier to construct and resolve. When a war, or law, or religious revival, or whatever other plot movement, is spearheaded by the will of an individual, rather than public consensus, there's much more opportunity for characters to trace those movements to their source and confront them.


Again, very well observed! In a democracy, even if the President or Prime Minister has a strong will, he still has to get through Parliament / Congress / whatever the legislature is. This makes for slow moves and compromises - and less plot drama. =)

All that said, the game project I'm working on isn't going to be using a quasi-medieval setting either, even though it does lie within the fantasy genre, but it's not for lack of nuance or originality available in that kind of framework.


Looking forward to it! Is there a game page up already? I'll head over and subscribe.

Relationship values - It takes two.

author=Desertopa
I considered discussing the matter of relationship values more in the comments of your Romancing Walker review, but this is a better place for it.

The game which, to me, sets the standard for doing interesting things with relationship values is the second Star Ocean game. It doesn't have the best romantic writing of the games I've played by any means, but it operates on some principles that I don't often see in video game romances, which I would like to see as the default rather than an exception.

First off, characters' relationships are built up through experiences that give them opportunities to interact and relate to each other, not simply through proximity and observation as they adventure together. Realistically speaking, people can be made to feel attraction to each other simply by going through exciting experiences together, but it's a very shallow basis for a relationship and doesn't tell you much about those people's compatibility. Rather than relying on dramatic experiences that draw characters closer to each other, I find it much more satisfying when the story presents opportunities for the characters to show things they actually like about each other.


I think this is a very good observation. Misattribution of arousal is, of course, a favourite Hollywood trope - so common that it even gets a lampshade hanging at the end of Speed, for example. It's also probably the basis for most "save the princess" plots, at least those which go beyond the Super Mario Bros. I level. =)

Second, the choices which draw characters together are not simple expressions of preference or affection, but things which actually relate to the characters' individual personalities. If the choices which pull your characters together amount to "will you be nice to character A?" or "which character do you like, A, B, or C?" then it fails to reinforce the player's perception of them as people with distinct character.


Agreed. It shouldn't be that simple.

On the other hand, the choices should not become too obtuse, lest the player stop treating the choices in terms of their understanding of the characters' personalities, and start treating them as a guessing game where savescumming is key to success.


This is also true. Sometimes the subtlety element is difficult to pull off correctly, though.

Third, pursuing development in character relationships is its own reward. Romance or friendships between characters aren't simply thrust at the player, they're given the opportunity to pursue them, and the incentive for doing so isn't that you have to put up with it for some Infinity Plus One Sword, ultimate spell, or achievement for one hundred percent completion, but simply because the interactions between characters are fun to see. If the player doesn't enjoy these character building scenes, they don't have to go out of their way for them. If they do want to build the relationships between characters though, it won't simply amount to making a series of choices through the narrative and having the characters' relationship values silently tick upwards, it will mean a substantial amount of additional interaction between those characters.


Exactly. It means optional scenes / sidequests / etc. - in other words, more screen time to watch that relationship grow.

One thing which Star Ocean 2, and most other games with relationship values for that matter, do not do, but which I strongly recommend, is that the player receive continual payoff for investment into building character relationships, not just an eventual payoff at the ending.


Hey, quit peeking into my script! =)

It doesn't have to involve big animated cutscenes or extensive dialogues (although it certainly could if you're willing to put the effort in,) but it's nice to see occasional feedback showing that your character's feelings for each other are changing. Maybe you add an extra line of dialogue now and then between characters reflecting the state of their relationship together. Maybe you vary the line a character gives when you place them in your active party depending on how much they like the party leader. Maybe you make characters stand closer to each other in certain scenes if they like each other more, or have them share a bed at inns if their relationship has reached a certain point, and so forth. I think it's more interesting if the player feels like the characters' relationships are a regular feature of the game, not something that merely comes into play in the ending.


True. Romancing Walker did the "ending" bit quite well; the challenge is to take it one step higher. After all, when you fall in love with someone, you don't silently watch that relationship grow until your wedding day; there are immediate rewards and reciprocations scattered along the way.

Perhaps we should compile an anthology of essays on RPG relationship values and ask FLARE to write the introduction. =)

Relationship values - It takes two.

Well, I'm certainly no Ishiguro (I love The Remains of the Day, myself), but yes, I'm going for something a little more complicated than "hero and distressed damsel fall in love at first sight"! (Of course, if I fail, we still have Romancing Walker..) =)

A Very Long Rope to the Top of the Sky Review

This is a great review. I must go and try this game out now! =)

Reviewrim Voting Period - winner(s)!

Congrats to the winners, and well done!

We should do this more often. =)

Rime of the Ancient Mariner Review

That would certainly be a fascinating idea! Looking forward to seeing it someday. =)