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I'm curious, is this a voice chat free for all or is there some kind of control over who talks and listens and all that? It seems hard to imagine a way for this to be tolerable if everybody is talking over each other.

Winterruption

author=Liberty
@Link_1221: I'm pretty sure they were just trying to help, dude. No need to be snappy like that. Let's all be friendly!
I should be allowed to ask for clarification without someone trying to dismiss everything I'm saying. (which btw, is an issue with the idea we are currently working on. I wasn't trying to be nitpicky towards the rules and making up scenarios that won't even happen)Someone who isn't even running the event after I said I was only interested in your opinion. Yeah, no thanks. That was me trying to stay civil. I erased other more aggressive things I wanted to say.

And it's slightly insulting that you put 1221, cause 2112 isn't just random numbers xD But I'll let it slide in the interesting of staying friendly, Laberty. For the record, 2112(twentyone-twelve, not two one one two) is an important milestone in Canadian Rock history.

Hmm, that comes of as serious. I'm not being serious.

jRPG Essentials

It sounds like you think I'm talking about memorizing everything from battle formulas, to elemental attributes of enemies, and names of towns.

I'm talking about rudimentary understanding of a games mechanics. Like the fact that combo skills exist. A person will read about combo skills and they will see a basic description followed by a full list of skills with numbers. They don't need to remember anything other than the fact that 2 characters can combine skills to make new ones. It doesn't take much brain power to retain that much. You don't need to remember how much skill x costs, or that this one is unlocked by a quest, and that this one ends up being OP because it deals tons of dmg with low skill point usage.

Now let's say you don't want to read about it and you want to play it. It will take X amount of time just to unlock combo skills in the game. Then many more hours to unlock all the skills and use them, which really won't teach you anything new about them beyond the initial "oh that's neat, I'd like to try that in my game" feeling when you first learn about them.

A person reading about CT should come away with something like "A solid RPG that doesn't stray too far from the usual formula. It offers a few unique elements like traveling to the same areas in different time periods, combined skills, and the option to face the last boss early" (I think that's all it really offers)

What else could one possibly learn from CT by playing it all the way through? The answer would be all fluff things, like the experience and good character interactions/storylines and lush maps. Things a person doesn't need to remember about CT to learn from it to become a better dev. The reason being, these things exist in all games, good and bad. Also what one person calls good story, another person might call mundane or average. Experience and enjoyment of story related stuff is so objective that it's not as helpful as raw game mechanic concepts. Those are the things that actually get placed in your own games.

It might be marginally helpful to see a game be so well done and balanced, but every new game comes with it's own elements that need to be balanced. So playing a balanced game won't actually help you balance your own games because all the variables are different.

That's an example of a simple type of game but that's how I see it. It's very easy to read a basic tutorial type thing for any game and understand it's battle mechanics. There's one game, maybe The Last Story?, where you have multiple parties and each battle is like a war between multiple groups. You could read about the nuances of how that works and if it's involved you might not remember every single detail, but you become aware of the concept. Rather than a single party vs enemy party, you have multiple parties on each side. That's all you really need to take away from that game. If you play it for a while you will get a sense for how that plays out in practice, which is why you watch it. A few times if that's what it takes. You might learn how they decided to structure it, but if you are going to try that in your game I would assume you're not just going to flat out copy it. You will put your own spin on it. So knowing all the nuances from how that game did it, are meaningless. And the emotion from the heart wrenching scene before the final battle in that game has no bearing on anything, outside of being a positive memory.

All concepts and ideas learned from these games SHOULD be rudimentary. Because you will be taking them and molding them into something different in your game. So there is no need to memorize all the specific minor details, from reading or playing the game for 100+ hours.

There are plenty of games I've played back in the day and I don't remember anything other than what kind of gameplay it had. Those ideas are with me while nothing specific about the game is.

It almost seems like you are assuming I'm talking about spending hours reading battle formulas and raw data on boring wiki pages with no images or visual references. Compared with leisurely playing a fun game over the course of weeks/months :P Also, there are some games you can play all the way through and then you read about them and there are things you would never even notice in the game because it's not explained or obvious. Exploits may exist that change how the concept is perceived or show a better way to execute it.

When researching you can choose what kinds of data you read. When you are playing a game you are stuck with it's own pacing and slowly learning a bit here and a bit there, and hopefully by the time you finish the game you can remember what happened at the start. Especially if a person has a long list of games to play. They would need that eidetic memory more for playing the games because they have to filter out all the fluff to get to the bedrock concept they can take away and apply to their own games.

Phew. And here I thought I was done discussing this heh

jRPG Essentials

author=pianotm
We are such distracted creatures. Focusing is literally against our nature. I wonder how much most people could actually absorb from just reading about/watching a game? If they really could understand everything they needed to know from it.
If you are making a sandwich and playing guitar and talking to a friend on skype while you are watching these videos, then sure. But if you are just watching someone walk through a level or walking through it yourself, you see literally the same exact things. It's not different. Why does the focus have to be different between watching/reading something and playing it yourself? Does not compute.

Winterruption

author=Versalia
author=Link_2112
a ton of over-analysis
if you're that worried about the 'main story' crossing the line maybe you should re-think your approach to a gam that is literally about avoiding the main story?? it says you don't even need to include one

Why are you even replying to me? I'm working on something and have questions, not analyzing what I might do. I'm not interested in snarky opinions about changing my plans. Piss off.

author=Liberty
Again, it's an event, not a competition, so we're not going to worry too much about definitions and the like. Just include at least 10 list-inspired sidequests in your game. If you're worried that they're too main-questy, then add more sidequests!

Do keep in mind that you can create your own sidequests that aren't based off the list, just that 10 of your total sidequests have to be.


Full game means that it's completed - I mean, if you want to go back after the event and build more into it, I can't stop you, but we're not allowing demos. It has to have a clear cut ending! No "To Be Continued~" or loose ends to whatever the main story (if you have one) is used.

Ok thanks. I think we'll go with dual endings, or something like that. It will certainly have the 10 sidequests but probably much more in there somewhere heh

Winterruption

author=Versalia
author=Link_2112
Does the game have to consist only of gameplay related to doing the side quests? Where you might see mention of a main story but the game never gets around to that.
In this event you can structure the game to follow only sidequests, or have a short story as an aside to the quests


I'm still uncertain because the description also says

Your game can have no main quest, or something short. The main component must be the quests, though.


So is there a point where if too much of the game deals with a main quest that the side quests no longer become the main component, then it fails the spirit of the event? (but really, nothing will change if it does fail the spirit? since there's no actual judging or prizes)

Using my previous example, if running the side quest errands takes about 20 minutes and you have the choice of either ending the game there or continuing on to save the world, and then saving the world takes 1 hour, does that mean the game strayed too far from the rules because the main quest becomes the biggest component? Or is it still ok because the player could end after doing the side quests, and finishing the main quest itself becomes an optional quest?

I would prefer an answer from Libery since she's the one in charge. I'm not asking hypotheticals here. Based on initial talks, this will directly affect our game :P

Winterruption

Does the game have to consist only of gameplay related to doing the side quests? Where you might see mention of a main story but the game never gets around to that. (The world is doomed and you need to get a sword of death from this town, but you end up running errands for the townspeople until sundown, the end)

Or

Can it present the side quests, finish them for the sake of satisfying the event idea, then continue on to follow a main story to an ending? (We run the errands, then get the sword, then go on to save the world, the end)

jRPG Essentials

I don't think you guys are wrong in what you are saying, but I do think it's not as important as you make it seem when the goal is strictly to learn what older games have to offer. Especially with most of these old classic games that are very linear and don't have a ton of battle options. Being in control and making the limited decisions yourself shouldn't change how you learn what is in a game.

Using Chrono Trigger as an example again. You can read about the things that make it unique and understand why it's a solid classic. If you play the game all the way through, you aren't learning anything MORE about the specific elements that are unique to CT. Such as the combo skill system or time travel or choose when to fight the last boss. Reading that 2 characters can combine skills is all you need to know. Then your own brain should be thinking of new ways to apply that to a game. Doing the combo skills yourself for hours will only show how the CT designers decided to balance it and such. In your own game you would need to balance them yourself along with many other things, so more experience with the way CT handled combo skills won't do much for your game.

And one thing I should make clear here. I'm not talking about reading about the fact that combo skills exist and maybe watch a handful of battles to see it in practice. I'm talking about watching about an hour of gameplay. Enough to see the numbers and how it balances out. How MP management occurs over the course of a map compared to it's damage output.

"The experience", pacing, dungeon design, boss fights, these are all common things between all games which CT does well. Just because you subconsciously soak in the overall balance and polish on the game doesn't mean you will understand the unique elements any better. Also watching someone go through the game should, in my mind, still reveal all these things. Unless you are not paying as much attention to things as you would be if you were playing it yourself. The benefits of taking the time to play all these games yourself to the end are not going to equal the effort it takes to do that. Which is why I think it's best to only consume parts of the game, the important parts, and move onto the next one. Not play each one all the way through for the marginal benefits of getting the whole experience.

Also, if you are watching a video of someone play a game and they need to grind, you can fast forward.

So perhaps one person can learn more from reading and watching then someone else and this doesn't apply to people who need to learn by doing but I've said everything I want to on the subject.

Is Reporting now Lethal?

author=Liberty
It's so people can remember it exists. Often people tend to resort to being all grumpy back instead of reporting posts that should be reported. Making the report button stand out a little more will hopefully more reports and less fights.

Now you just need to make the ignore function more radioactive.

jRPG Essentials

Disagree. Watching someone fight a battle in Chrono Trigger will tell them everything they need to know about using combo skills. Doing it themselves won't unlock any hidden knowledge. The only difference between doing it yourself is damage management. Like, make the strong character hit one enemy while the 2 weaker ones focus on the second enemy.

There may be some games that are slightly different, but not likely many of the ones mentioned here. Especially RPGs since they are menu based and everything that happens is visible on the screen. Damage numbers, status effects. I can only see your argument working for action oriented games. And even then...

If you can actually explain why it's different pressing the buttons yourself on these most basic of games, then I'm all ears.