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Why is RPG Maker stuck in the 20th Century, graphics-wise?

author=Max McGee link=topic=3974.msg79781#msg79781 date=1244750181
So what I am to trying to ask is...why has enterbrain fallen behind? In this era of ludicrously hi-def 3D graphics, why can't we at least make games that look like, say, FFVII?

Why would anyone want to make a game that looks like FF7? If Enterbrain made it the default, then that would be horrible. It wouldn't be bad if it was optional, but 2D graphics are a hundred times more beautiful than anything on the PSOne. Even Final Fantasy V looks better than Final Fantasy VII based on charm.

Gosh, could you imagine it.

Summer Screenshot Spectacular!

Your Game Sucks

author=Mitsuhide_The_Vagrant link=topic=3818.msg79452#msg79452 date=1244598378
Thank you, Feld. I agree with this and don't see anyone else can't have this same opinion.
::)

author=GreatRedSpirit link=topic=3818.msg79385#msg79385 date=1244584660
Agreeing with Shenmue 2 though, that game was done well (for the whole three hours I played it
). I can't think/explain of any good examples though.

And that reminds me of something to do with interactive cutscenes. QTE!

(People hate those now, but I like how games like Indigo Prophecy used them)

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author=Fallen-Griever link=topic=3818.msg79319#msg79319 date=1244574222
Cutscenes that work best as cutscenes are the ones the user would not benefit from getting to hit a button in. For instance, in Fallout 3 I never thought the gameplay was better just because I got to look around whilst someone was talking. I was focusing on what they had to say.

Many cutscenes would actually be worse if they were "interactive". Final Fantasy VIII's opening cutscene, for instance, would only be worse if you made it interactive. Some things just work better as "movies".

Yes, I am biased, I love that game.

author=Tonfa link=topic=3818.msg79349#msg79349 date=1244579182
Exactly. If you had every scene as playable, you can bet at least one third of the players would be jumping around or looking at a wall/own party members/shiny object while missing a plot-relevant stabbing or some such.

Buuuut interactivity does not have to be about being able to move around randomly, especially when you can't achieve anything important while you're moving around randomly. There's *other* ways to do it. If something about the plot is inherently cutscenish, like your captain giving you orders, then you just have to think a bit more. Half-Life 2 is not the be and end all of interactivity!

Final Fantasy VIII's opening only works as a movie because it IS a movie. Is that opening actually really necessary? I haven't played through the whole of the game, but that opening just looks like a trailer. I don't get the point of that, especially since the different bits of the storyline it's showing only refer to future cutscenes.

I think that's terrible, to be honest.

Thinking about it now, I think cutscenes CAN work. Like the Mario 64 one. And the Shenmue 2 one (Not the very first opening, but when he gets off the boat) is a great cutscene.

I don't wanna just talk about it. When my motivation isn't at rock bottom, I'm going to try and explore any ideas I have regarding interactivity. May not get it right away (or at all) but I think RPG Maker VX is flexible enuff to do that.

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author=kentona link=topic=3818.msg79306#msg79306 date=1244568588
The intro to FFVII.

It was effective as a cutscene since, as a video with higher resolution using prerendered 3D graphics, it was much more visually immersive and entertaining than a straight-up interactive gameplay design.

At the time, it was that blow-you-away-with-awesome hooks the game threw at you to get you to play the game.

Not going out of my way to disagree, but I do. I think the FF7 world as presented in that cutscene was just trickery.

Mario 64's opening 'cutscene' was better. It teased you with the new shiny world with Lakitu at the beginning, and then as Mario, let you explore it exactly as it was.

Your Game Sucks

Final Fantasy didn't need cutscenes. No RPG NEEDS cutscenes. Anything can be playable/interactive, regardless of how 'deep' the plot tries to be.

Someone should give me a cutscene that was effective BECAUSE it was a cutscene.

On Video Games and Narrative

I agree with this article.

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author=geodude link=topic=3818.msg78775#msg78775 date=1244289731
another point to consider: final fantasy cutscenes blow 100% harder than Cervantes or classical Chinese literature! ::)

Sheesh. I didn't mean it in that kind of way. A better comparison would probably be a film, since we were talking about cutscenes. Or maybe even Planescape Torment, since that contains a lot of text. Bah, or even a Stephen King novel.

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Pardon my misuse of 'mutually exclusive.' Got confused =P

author=halibabica link=topic=3818.msg78679#msg78679 date=1244225395
No, they don't have to be, but making cutscenes ineractive is difficult, especially depending on the kind of game you're trying to create. For example, take Resident Evil 4's approach to cutscenes: the more hostile encounters of the game require the player to pay close attention so as not to miss button presses that move them out of harm's way. That works to make it interactive, but a cutscene of this variety would feel out of place in a different kind of story. Even RE4 didn't have this in all their cutscenes; only the ones that needed it.

It isn't difficult. Some creators just don't make the effort. The Resident Evil 4 way is just one (bad) way to make an interactive cutscene (And QTE is done better in games like Indigo Prophecy). When are cutscenes really necessary in an RPG? There are probably one or two ways you can justify them, but what are they?

It seems the problem is that, as a game, actions need to be required of the player. But, in most cutscenes, the flow of events carries itself without any input from the player, thus lending them to non-interactivity. A fairly simple way around this is to give the player options of things to say/do in a cutscene that affect the flow of it, but that can get complicated when multiple forks are used.

And to perhaps make character stats play a role or something.

You mean there isn't? Because there is definitely way more to all of those things than what you're saying.

Yes, but those are the key elements of those mediums. People seem to fail to realise that if they're making a game, interactivity should be the number one priority. They should be thinking about interactivity in terms of everything. Character development, worldbuilding, everything!

It's no coincedence that some of the most respected (Not just critically acclaimed) games, i.e. System Shock 2, Planescape Torment, Deus Ex, Fallout, Half-Life all have elements of these! Maybe people should be copying these games instead of Final Fantasy 7? And if you're going to copy a JRPG, maybe strive towards games like Shin Megami Tensei: Nocturne or something. And all this is *perfectly* capable within RPG Maker!

I'd love to see a cross between Fallout and Dragon Quest.

author=Feldschlacht IV link=topic=3818.msg78742#msg78742 date=1244258734
To chip in my thoughts, I never minded sitting down and watching a few minutes of a cutscene, even if there isn't any *GASP* buttons to press. I think it's because I don't have attention deficit disorder.

I think your "even if there isn't any *GASP* buttons to press" is a kind of annoying attitude. It's cool that in a discussion about game design, you decide to reduce the whole point of games to something juvenile-sounding. That's probably why we have this problem.

Having to sit through silly cutscenes, believe me, is *nothing* to do with ADHD. And I don't mean this in a pseudo-intellectual way, but if someone can read Don Quixote or Romance of the Three Kingdoms perfectly fine and have problems sitting through Final Fantasy cutscenes, believe me, it isn't the ADHD. When I sit down and play a game, I'm in 'gaming mode.' Cutscenes usually break up the momentum.

I'm sure if, say, the Nolans or Alfred Hitchcock or whoever did game cutscenes, they would be good. Heck, Persona 4 and Mother 3's cutscenes were interesting. But it's not easy to do good cutscenes. And I'm of the opinion that making them interactive instead would be better.

I agree with Blitzen's article. Especially the part about people using novel-writing advice as game-writing advice.


And to get back to the topic, something like this is dying for some kind of event/challenge. Make a really short game that's the equivalent of a fairytale or something. See how interactive you can make it. I may start it if I'm allowed.







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Have to disagree with you, halibabica. Not in a hostile way, of course. I just disagree.

author=halibabica link=topic=3818.msg78659#msg78659 date=1244216228
If you design your cutscenes well, then they won't be boring. Just because it's a game doesn't mean it has to be 100% interactive.

This is a really generalized statement. It's like your saying a good story and good gameplay are mutually exclusive.

This is the problem. They SHOULD be mutually exclusive. Because you're creating a game, not a novel or a film. 'Gameplay' IS the game, and should not be separated from the story!

And don't forget that different genres tell stories in different ways. RPGs are prone to non-interactive cutscenes because they're so much more story focused than games like Super Metroid and Half Life. You can complain about boring cutscenes all you want, but how they're designed depends on a number of different things, and an uncaring audience can nullify all of them.

But the cutscenes *don't* have to be non-interactive! It's just that developers tend not to think enough/follow lazy patterns. Sure, people can make whatever they want. Just don't expect me to play your sucky game afterwards! You can't develop a game 'for you' and then expect everyone to play and love it. That's like, as they say, trying to have your cake and eat it.

A few Western RPGs, like Planescape Torment and Fallout, do the 'interactive cutscene' right (And the former is pretty linear). I don't get why people don't strive towards those games, because they are clearly superior to watching cutscenes =P

You can be selfish about your art (Otherwise you end up trying to pander to everyone and not really making anything worthwhile), but at least when it comes to game design, the player is just as important as the creator.

Saying that there is more to games than interactivity is like saying that there is more to books than words, or more to films than a camera.