Funky Bugs

There was the thing where MIDIs randomly played with a wrong/limited instrument set, too. Never really figured that one out.

Yep. That bug seems to depend solely on the computer (and the sound card?) you're using. MIDIs always play correctly with RPG Maker XP, but they will sometimes behave very oddly with RM2k with RM2k3. IIRC, people who can't get MIDI files to work with RM2k and RM2k3 may also have problems with getting them to work with Windows Media Player... ;)

KCA Fanart

Outstanding fanart. And I agree with WIP, Robin Tanjewel looks especially great. Glad to know you'll probably do all the main characters, I can't wait to see how they'll turn out.

Oh, and... would Tristan Ilnoir count as a main character? ;)


Smiley <-- me smiling

Thanks so much for this.

And I think this very thread shows that Kinetic Cipher might be more famous and loved than some people think. Now if only that could convince you to actually finish KC(A)... :P

Play magazine interviews Luke Wacholtz of "The Way"

you could probably use a better example.

Well... I kind of did. There are seven other examples in my post. I know WoW isn't the absolute best example, but I mentioned it because it is very famous, and I was saying that even in this stat-heavy game, there are quite a few parts that take some skill (almost every boss in a major dungeon/raid takes at least a bit of trial-and-error, and there are *many* major bosses).

Play magazine interviews Luke Wacholtz of "The Way"

author=ZPE link=topic=3785.msg75941#msg75941 date=1242845191
Is grinding not a skill? I think people are just jealous they don't possess the patience and determination of other players and paint a game like Pokemon* over with luck.

*Rare candies not included.

Pure grinding (as in spending hours slaughtering hordes of monsters) rarely takes "skill", though, does it? Most of the time these monsters are just weak meatbags who don't pose a real threat, and the only "challenge" lies in being very patient so that you don't die of boredom. Spending days/weeks doing the same thing over and over isn't very appealing to me. I find games who offer a (mostly) constant challenge to be a lot more enjoyable. In Phylomortis : Avant-Garde (yeah, again ;)), levelling was fun because of the battle system : the monsters were always tough to beat, so I never got bored, and because the monster groups were randomized (you never knew what you were going to face), I had to come up with new tactics many times.

As for finding super powerful hidden items, well, that depends on how it's done, and I think The Way could have done it better.

This is true but considering the Way is perhaps the most popular RPG Maker game, this is doubly true of all the games out there that are genuinely underappreciated.


Play magazine interviews Luke Wacholtz of "The Way"

author=Yellow Magic link=topic=3785.msg75865#msg75865 date=1242805350
author=ShadowBlade link=topic=3785.msg75853#msg75853 date=1242802647
2) Luck. Plunges are mainly about Luck and stats rather than skill.
Since when were RPGs about skill rather than stats?

If you are serious, then you might not have played enough RPGs. While there are many games that emphasize stats over skill, there are also many RPGs where stats don't do everything. Heck, even in stat-heavy World of Warcraft* defeating the toughest dungeon bosses requires both stats and skill.

Anyway, I think making a RPG where stats are everything is a pretty bad idea. It just takes away a lot of fun. I prefer games that have combat like what you see in Demon Legacy, Three the Hard Way, Bob's Big Adventure, Aurora Wing, Blades of Exile*, Geneforge*, Phylomortis over games that have mostly "stats" fights like The Way and Diablo II*.

*Not RM games, but they're RPGs anyway... Well, maybe not Diablo II. :P

Play magazine interviews Luke Wacholtz of "The Way"

author=WIP link=topic=3785.msg75748#msg75748 date=1242766162
but the battles and plunges just dragged it down.

Mind you, I love The Way, but I have to agree with you on this. Both the "regular" fights and the plunges are poorly balanced, and it makes me wonder why Lun even bothered making monster encounters at all (he himself admitted that he doesn't focus on combat, so why have so much of it?). Success depends almost solely on two things :

1) Whether you're an experienced RPG player who loves to fully explore every place and run into walls to find secret passages and other stuff like that. If so, then you can be sure you will find almost every stat-boosting item, and most of the game will be ridiculously easy. If not, then you'll have lots of trouble winning the hardest fights, and you may not even be able to handle some of the "mandatory" monster fights in Ep.6.

2) Luck. Plunges are mainly about Luck and stats rather than skill. The Blade Arts are virtually the only thing that forces you to use a tiny bit of strategy, and even then most plunges are heavily randomized.

There are a few fights that can be pretty enjoyable, like Gharon and the Shadow Plungers, but most of the time the fights are either boring, easy slugfests or boring, unwinnable slugfests. A pity, because both the sword aura system and the plunge CBS had a lot of potential.

Fortunately, there's more than just combat when it comes to gameplay, and The Way has quite a few cool puzzles and minigames, and Ep.6 has some really neat subquests.

Most Memorable RM Characters [May include SPOILERS!!!]

Although it does show up again in Backstage II

I haven't reached that part yet, unfortunately. Real life is really getting in the way, so I didn't get very far in Backstage II, and I'm using my "gaming" time to help a fellow game designer. The only thing I can say is that the mansion/church/castle/evil temple/whatever-it-really-is looks good. And the main character of the first story sounds interesting (in a super-psychotic way 8) ).

I'll let you know what I think after I finish the demo (hopefully in a few days), since you apparently haven't received a lot of feedback for this game.

Play magazine interviews Luke Wacholtz of "The Way"

Lun's an intensely thoughtful person.


He doesn't like to make careless statements.

Agreed. This is the first time I've seen him talk that much, actually.

And he doesn't live on an island fortress.

His forums are his fortress. Seriously, though, I do think you deserve some congratulations on interviewing this legend of a designer. And thanks! :)

Play magazine interviews Luke Wacholtz of "The Way"

Well, it's good to see Lun talk about his game. It sure doesn't happen often. And now we've got better idea as to why so much stuff was left unexplained.

By the end of the game, Serena, the ideal love, Rhue's supposed soul mate, is vanquished, and Rhue is confronted by the Phantom Slasher who tells him that people aren't perfect and that no matter what they do they will fail him in some way. Rhue accepts this and tells the Phantom Slasher that he doesn't care. He just wants someone who will keep trying, and that he will keep trying too. The most obvious interpretation is that he wants someone who will choose to love him and continue working at it with him despite various challenges.

I'm somewhat puzzled by this part... Because Lun says "by the end of the game" instead of "in one of the endings". Does this mean that the Reaches ending is his favorite ending? Is that why he made it so hard to get?

I desperately try to avoid making inherently good or bad characters.

I wonder if that's why he stopped working on the "good vs. evil" Crestfallen series... From what we've seen of the story, it seems the only truly "gray" characters in Crestfallen were mostly Fobo's (Borgan, Durga, Atlantis Pasachoff...).

EDIT : I almost forgot to congratulate you on interviewing Lun. Great job. :D

Most Memorable RM Characters [May include SPOILERS!!!]

When I first played through the Alice path, I was sure I would be able to save both Tom and Alice. I was wrong, Alice's mere presence seems to make Tom insane (at the end of the game, anyway), and Alice is "unsalvageable". At least they don't die horribly, I suppose.

Well you should know better than to make promises to mysterious crazy women that you meet at haunted hotels

That makes sense... ;D

Still, I wouldn't have minded seeing an optional path where you could truly save Alice. I don't think Alice is much crazier than Tom, and when Tom managed to convince Alice not to shoot him (in the Chapel), I thought "wow, Tom sounded sincere and Alice actually listened, so maybe there's hope for them". After all, there's a very bad ending and a bad ending... Why not have a good ending and a very good ending?

What's with the video tape, by the way? Did it originally serve a purpose, or did you just make it a red herring because you felt like it? ;)
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