ZEPHYR'S PROFILE
Zephyr
1241
Likes gaming and drawing.
I got lots of interesting ideas and concepts, so I also like to create games.
I started out with RPG Maker and have now moved on working with Game Maker.
I got lots of interesting ideas and concepts, so I also like to create games.
I started out with RPG Maker and have now moved on working with Game Maker.
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Permanent Character Death in Your Story?
I recall Tales of Symphonia having a case. Spoilers below!
Zelos joins in about 1/4 of the game's progression I think. Depending on a choice late in the game, he may switch sides and become a boss, followed by his permanent death for the rest of the story. However, as I said, this is all optional. Choose correctly and he will stay alive and never switch side.
Though, he's only lost as a character considering he gets replaced by Kratos, an earlier party member from the first 1/4 of the story which had the same fighter class as Zelos. In battle, they are pretty interchangeable.
Um, and also, according to canon, Zelos never betrayed you and thus lives, so there's that...
Though, he's only lost as a character considering he gets replaced by Kratos, an earlier party member from the first 1/4 of the story which had the same fighter class as Zelos. In battle, they are pretty interchangeable.
Um, and also, according to canon, Zelos never betrayed you and thus lives, so there's that...
Level of exploration: Examine everything!
>Roy examined the box. But nothing was found inside.
>Roy examined the drawer. It contains clothing.
>Roy examined the stove. A lovely steak is being roasted.
>Roy examined the window. You can see all the way to the town square from here.
>Roy examined the mattress. It contained someone's secret savings! Obtained 100G!
>Roy examined the tree. It's a large oak. It was likely planted here during the second era when...
>Roy examined the ground...
Uhm, yeah, we can see where this is going. Depending on the type of game, you're allowed to examine your surroundings in some form. Some games will only give you messages when you examine something of importance, or when you actually find something, giving you a bare-bones message such as "You found 10G!".
Then there are other games where almost everything you examine will give you a descriptive box. And it that case, it can vary even more. Worst case would be close to giving you the whole back-story of an object, but that is not common.
Some people like that extra step, but most times what you see is what you need in terms of the game scope.
Most gamers love to explore and loot. In that regard, most people will dig through whole houses to find hidden trinkets. Descriptions will be at times appreciated, but when there's an allure to checking everything, it will grow tiresome pretty fast.
Some games will counter this by adding small hints on the object, or use utility-items or magic that show or give a hint of hidden items to avoid mindlessly examining everything.
What level of examine do you put in your game, or how much do you prefer when playing the game yourself?
Secondary question: What are your thoughts on hiding items in an environment that requires such form of exploration?
---
For myself, I prefer minimal descriptions. Seeing lengthy dialogue boxes is enough. Examining everything can be such a repetition. All I want to know in the end is if there's anything hidden. It's also comforting to know that not every tree needs to be examined, or else I'd hate every forest segment...
>Roy examined the drawer. It contains clothing.
>Roy examined the stove. A lovely steak is being roasted.
>Roy examined the window. You can see all the way to the town square from here.
>Roy examined the mattress. It contained someone's secret savings! Obtained 100G!
>Roy examined the tree. It's a large oak. It was likely planted here during the second era when...
>Roy examined the ground...
Uhm, yeah, we can see where this is going. Depending on the type of game, you're allowed to examine your surroundings in some form. Some games will only give you messages when you examine something of importance, or when you actually find something, giving you a bare-bones message such as "You found 10G!".
Then there are other games where almost everything you examine will give you a descriptive box. And it that case, it can vary even more. Worst case would be close to giving you the whole back-story of an object, but that is not common.
Some people like that extra step, but most times what you see is what you need in terms of the game scope.
Most gamers love to explore and loot. In that regard, most people will dig through whole houses to find hidden trinkets. Descriptions will be at times appreciated, but when there's an allure to checking everything, it will grow tiresome pretty fast.
Some games will counter this by adding small hints on the object, or use utility-items or magic that show or give a hint of hidden items to avoid mindlessly examining everything.
What level of examine do you put in your game, or how much do you prefer when playing the game yourself?
Secondary question: What are your thoughts on hiding items in an environment that requires such form of exploration?
---
For myself, I prefer minimal descriptions. Seeing lengthy dialogue boxes is enough. Examining everything can be such a repetition. All I want to know in the end is if there's anything hidden. It's also comforting to know that not every tree needs to be examined, or else I'd hate every forest segment...
El_WaKa plays games
I'd appreciate if you give Metal Gear Solid: Lunacy of Legion a try. This is an action-RPG with stealth mechanics.
I suppose you've heard of Metal Gear. Oh, and yeah, it's like The Legend of Zelda.
It may be finished, but valuable lessons for the future may always come in handy.
I suppose you've heard of Metal Gear. Oh, and yeah, it's like The Legend of Zelda.
It may be finished, but valuable lessons for the future may always come in handy.
Square-Enix Decides To Give All Of Its Fans The Middle Finger By Re-Releasing The PC Port Of FF7 For The PS4
author=Feldschlacht IV
That assumes that the remake would actually be good enough. I doubt that it would be able to live up to the hype. Square-Enix lives on the hype. If the game is released and it would be able to match the hype, that's good for them and the fans - everyone happy. But if it flops, they'll prove their fans that it might've not been worth it. You can't please them all.
Lots of people will probably get it regardless and some will be happy with it, but once that is done, the hook is gone. I think Square-Enix fears that day.
Square-Enix Decides To Give All Of Its Fans The Middle Finger By Re-Releasing The PC Port Of FF7 For The PS4
This port is gonna cost $16 on PS4.
I think I'll stick to my PS1-version if I ever feel like replaying the game.
I think I'll stick to my PS1-version if I ever feel like replaying the game.
Fuck Christmas
Not fond of Christmas. Media inflates it and makes it more about buying gifts than anything and it's very annoying. I like having a few Christmas-themed things out at home to change the monotony of this dark, boring season, such as candles, ornaments and such. There's usually the typical Christmas tree as well.
But let me repeat myself: I hate everything media makes it out to be.
At home we've been stepping down gifts more and more every year. Hopefully we can stop it altogether this year. Just having a nice holiday with the family, eating Christmas food, etc is plentiful.
Oh, and I'm really tired of all the damn music. There's no escaping it...
But let me repeat myself: I hate everything media makes it out to be.
At home we've been stepping down gifts more and more every year. Hopefully we can stop it altogether this year. Just having a nice holiday with the family, eating Christmas food, etc is plentiful.
Oh, and I'm really tired of all the damn music. There's no escaping it...
The "Pitch Your Game" Game
Most tripping features on an RPG?
Just for the sake of being wacky without a proper reason needed:
- Make the player load the current save when at a specific point reached, thus starting in a different scenario to proceed.
- The same way you came through a maze is the proper way to proceed.
- Take a "fourth option".
- Use morse code.
- Do nothing.
- Make the player load the current save when at a specific point reached, thus starting in a different scenario to proceed.
- The same way you came through a maze is the proper way to proceed.
- Take a "fourth option".
- Use morse code.
- Do nothing.
Ludonarrative Dissonance In Simulationist Logic 01: Teleporting Items In RPGs
The Golden Sun-series handles this problem quite well with each character in your party having it's own respective inventory. It also pushes you to priorities items in your inventory, cause it's limited.
The issue of prioritizing your items also rises as you obtain more key-items(like Psynergy-skill trinkets). You're bound to have all slots filled out sooner or later unless you sell your old crap.
-
Then there's another game where the same inventory is shared, although the two groups NEVER join forces. The explanation is that the PLAYER themselves use some bending of "space and time"-shenanigans to access it when you switch between groups. This becomes a whole PLOT POINT later in the game where you need to get a key item from one group to the other although they separated and meeting up is impossible by that point.
The issue of prioritizing your items also rises as you obtain more key-items(like Psynergy-skill trinkets). You're bound to have all slots filled out sooner or later unless you sell your old crap.
-
Then there's another game where the same inventory is shared, although the two groups NEVER join forces. The explanation is that the PLAYER themselves use some bending of "space and time"-shenanigans to access it when you switch between groups. This becomes a whole PLOT POINT later in the game where you need to get a key item from one group to the other although they separated and meeting up is impossible by that point.













