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What makes a good dialogue?

author=Craze link=topic=2680.msg50449#msg50449 date=1229108464
An example:
The player examines a zombie, who has some urgh argh blah lines but is harmless. This is at the beginning of the game, so the characters are just getting used to each other.

Martin IV Urrrggghhh...
Anyway, you're Titania, right?

Titania And you happen to be Martin?

Martin IV Yeah.
Why don't you sing this poor guy a song?
He's kind of cute, in that zombie way.

Titania If I played my harp, I'd kill him.
It's tuned to emit a pitch that damages
bloodless... the undead.

Martin IV Well then.

Martin actually had some lines after that, but I cut them out. Why? The dialouge died. I had shared the important character mechanic, explained what 'bloodless' meant, and established a relationship. Hoo-hah.
I'd cut Titania's "happen to be," because it sounds too written. Maybe make Martin's final line more of an exclamation like "Well then!" Otherwise I like it. Like you said, keep it as short as possible without failing to deliver the necessary information and character development.

Pokémon Diamond/Pearl/etc. Discussion Thread

author=JayAMurphy link=topic=1247.msg50359#msg50359 date=1229030186
Kid, it doesn't take more to get a "rare" Pokemon, as there is one in every game, unless you speak of the event critters. At least, that's how I feel.
Depends how you define "rare" Pokemon. I feel quite proud of my team of legitimately acquired Feebas and Milotic, for example, even though I haven't replaced my Gyarados with her.

Limitations

author=ChaosProductions link=topic=2668.msg50019#msg50019 date=1228871807
But my stories are always mediocre - not bad or good - mediocre. I'd say that's even worse.
Whose aren't?

Basically all of limitations pretty much come down to my short attention span.

Pokémon Diamond/Pearl/etc. Discussion Thread

author=AeroGP link=topic=1247.msg49935#msg49935 date=1228807080
Shadowtext, you're completely off about the Uber tier.
Well yeah, I oversimplified it. Not every legendary is Uber and not every Uber is legendary. But there's a lot of overlap and I didn't feel like going into more details. Obviously they wouldn't just ban a Pokemon for being only available from events (be they in-game or real life) unless it made it too powerful for the OU bracket.

author=suzuricho link=topic=1247.msg49983#msg49983 date=1228852301
All Wobbuffet does is counter your playstyle. If you make it too predictable, then you should go down. I believe in punishing someone for not having something original. I don't understand why they'd ban the Wobby.
Wobbuffet doesn't counter YOUR playstyle, he counters ANY playstyle. He's a game breaker because if Wobbuffet is allowed then you would be insane to field a team that DIDN'T include him because he's more or less guaranteed to take down whatever Pokemon is out when he comes out.

He's banned for the same reason Mewtwo is. Because if you don't have him on your team when you're allowed to, you'll be playing at a disadvantage, because everyone else will.

By the way, you said you use Shuckle--how does that work out for you? I've never seen it played out before, but it seems like there's potential for a Shuckle to really mind screw another player, between Trick Room and that move that switches Attack and Defense. Too bad he doesn't learn any good attack moves to make use of an attack stat that, as I recall, would be higher than Cranidos. Epic glass cannon....it'd probably only work in 2v2 matches, though.

Pokémon Diamond/Pearl/etc. Discussion Thread

For the record, almost no one battles with legendaries and "gods" competitively, unless you count beasts like Tyranitar as "gods." Which wouldn't be entirely unjustified. But legendaries are right out because they make the metagame unplayable for people who don't use legendaries, and therefore limit the number of choices down to about a dozen (since a lot of legendaries just aren't that good compared to the others).

...that's why tiers were invented in the first place--so that people would have the option of fighting against people who they would stand a chance against.

Rundown of the Tiers for anyone not familiar:
The "Uber" tier contains legendaries (generally the ones you find in game, but I think there's some sort of rule of thumb about having a combined Base Stat score of over 600 or something like that), plus Wobbuffet, who's practically on his own tier for being more or less a guaranteed KO against anything he fights. Ubers are pretty much illegal in any serious competition that doesn't specifically say it's allowing Ubers.

The "Overused" tier is for powerful monsters that so many people use that you can take for granted you'll be running into a few in any tournament--I don't know what's happened with D/P, but in R/S you would find things like Salamence, Skarmory, and Blissey. Pretty sure Gyarados and Tyranitar pretty much STAY in the Overused tier no matter the generation, too.

The "Underused" tier is for more uncommon monsters that generally just don't stand up to the OU set. There's also a "Borderline" meta-tier that has the creatures that aren't quite OU material but aren't as bad as UU material. Which is actually bad for them, because they're often illegal in teh UU games and not powerful enough to stand up in the OU games.

I think there's also a "Never Used" bracket for Pokemon that are practically useless, like Plusle and Minun.


Personally I try to come up with different movesets and different makeups than the "traditional" lineup, but I recognize that means my team isn't as competitive as it could be. They work pretty well in tandem, though--I've had a lot of success on PBR with nothing more than my Slaking and my Gyarados.

I need your opinion.

author=kentona link=topic=2622.msg49314#msg49314 date=1228508871
There are ALWAYS times when saves aren't available. Like mid-battle. For certain events, saving doesn't make sense, and will destroy gameplay.

The problem with ability to save all the time, is that it can allow for infinite do overs, or progressional accomplishments for something you'd intended to be a single task.

It also renders randomness pointless. Randomness is often inserted into games to provide some uncertainty and to freshen an otherwise tedious event (like, say, having a random value added to your damage in a fight, instead of always hitting for the same precise damage). But, giving Baldur's Gate as an example, when you tried to write a scroll to your spellbook, you had a chance to fail to copy. Either way, the scroll was destroyed. To get around that, you could save just before the attempt, and reload after if it failed, so even if you had a 99% chance of failure, you could successfully copy it, given enough time.

Or, let's say you had a dungeon. For every obstacle or whatever, if I had a bad outcome, or even just a less than ideal outcome, I could reload the savegame. In that way, I could just ace the game simply by undoing bad outcomes. It decreases the challenge and the risk.
Reliance on randomness to create challenge basically just makes your game a game of luck rather than a game of skill or logic.

If your player is masochistic enough to save and reload until he gets the outcome he wants rather than just playing the game properly, let him. It's no different from letting them save before a boss and getting to keep fight it until they get it right.

You're making the mistake of thinking you're competing with the player. You're not. Your job is to entertain the player and give him a fun experience, which often coincides with one that offers a challenge--but not always. At any rate, when it DOES coincide with challenge, it coincides with a real challenge based on the player's reflexes, intelligence, patience, and general skills.

Arbitrary limitations on saving don't offer legitimate challenge, they just introduce tedium into the system--the player can still go back and reload from the last save if he's not happy with the outcome, you're just making him go through a lot of crap he's already done to do it. The only "skill" that you have to have to deal with the challenge based on crippled saves is the skill to put up with the game long enough to get to the next save point.

I need your opinion.

Not allowing your player to save after he's done something well isn't increasing difficulty. It's being obnoxious. True challenge doesn't rely on making the player lose for experimenting or for not finding a save point. And it doesn't come from punishing your player. It comes from making it difficult to get to the next point that you would WANT to save afterwards.

If adding the ability to save anywhere or having the game automatically preserve your progress eliminates challenge from your game, you don't have a challenging game, you just have a poorly made game.

I need your opinion.

author=CherryBomb link=topic=2622.msg49176#msg49176 date=1228431094
I dunno. If you want your game to be challenging, then I'd nix the auto-save. Auto-save nerfs difficulty many times, i.e. Half Life. Not fake difficulty, like insta-death or the like, but actual difficulty involving strategy and powerful opponents.
Difficulty that arises from having to do the same thing over and over because you forgot to save or died after doing it right the first time because of some stupid mistake isn't difficulty that's worth preserving.

Chrono Trigger DS

For the record, Magus was always a title, not a name. "Magus" is just the singular of "magi." It's like a fancier way of saying "Mage." It'd be pretty weird if his name AND title were "Magus," though.

Do they call the mystics fiends in this translation? Becuase that would make the "Fiendlord" title pretty sensible. I'm pretty sure they referred to him as the leader of the mystics often enough in the original.

Challenging the Standards

author=CherryBomb link=topic=2605.msg49058#msg49058 date=1228372301
I never played any of this Saga nonsense. :(

How are 'plot' and 'story' different? I dunno what term to use, but when it comes to my stories/plots I tend to not plan them out completely before even starting a project. I kind of wade into RPG Maker and begin to build different things here and there and make it up as I go along. "Oh, this sounds cool." "I've never thought of something like this." "This sounds completely original. Oh wait, someone already did it." --Those are a few of my thoughts when putting together some story.

It seems nowadays that games, both professional and indie, have stopped their story development somewhere around when Final Fantasy became popular. There is so much of the same thing floating around that sometimes I really can't think of anything "new" because all I know how to do is 'edit' something previously made, contrive one or two 'unique features' and call it "rollloloz, custam gaem!"


...Uh, tl;dr: People copy what makes money too much.
The plot is the course of events that happen in a story, like "Three characters try to overcome an obstacle. The first two tell the evil thing that guards it that the characters that are coming later will be more tasty and are allowed to pass. The third one vanquishes the evil." Two stories can have identical plots and still be entirely different stories based on the personality of the characters taking part in it, the effect it has on them and even whose point of view the story is being told from.

As an example, the plot for basically every story that uses the monomyth as its basis is identical--an unremarkable young man sets out against an evil with a mentor (who has probably fought the evil in question before and who is inevitably killed) and a cast of allies. He fights the evil and is defeated and his mentor is probably killed in the process. He wallows in self pity for a moment but then overcomes his angst. He symbolically "dies" and is reborn, in the process going through an apotheosis (which is to say, he transcends normal humanity and ascends to symbolic divinity) and defeats the evil. It's such an old story that it forms the basis for the Major Arcana in the classic tarot deck. But even though you could probably name sixteen thousand stories that have that exact plot, they're different stories. Harry Potter, for all his similarities, is not Luke Skywalker.

And it's a really bad idea to not plan things out before hand. You need to at least have an outline of what's going to take place or else you're going to forget about plot arcs and end up with inconsistencies that really screw up the narrative.