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Favorite RPG story and why?

author=Deckiller
author=prexus
I like that people are finally willing to admit that the amazing-ness of a game might just be a result of nostalgic attachment.

That being said, two particular RPG Stories that I instantly think of as being of superior quality are Final Fantasy 6 and Chrono Trigger.

Sorry, I laughed out loud!

I'm thinking Xenogears, just for its depth, supernatural elements, and characters.


The difference being is that I have gone back and played those games again, and again, and probably again. Each time I was older, hopefully more wise, and definitely more analytical.

Just because a game is older and not unheard of doesn't mean I can't use it as my example. It would be different if I was just saying "I really liked these games when I was younger so I think they have the best story." For the most part I am actually analysing the aspects of the story that I like, that have still stood the test of time, and forming an opinion based on it.

Favorite RPG story and why?

author=Craze
Um. See, what you're saying about nostalgia applies completely to FFVI. So much of that is based on stuff you've filled in, because it was absent/left out/not actually developed in the least. There is so little dialogue in that game... not nearly enough to develop the, what, twelve PCs? Characters like Umaro and Gogo get basically nothing, and most other characters are pretty blah.

If you have Sabin when you go rescue "Gerad," there is, like, one bonus line of dialogue. That's the crux of my argument, really: FFVI has potential, but the amazingness is not actually there. One more generation and it could have been terrific, but it was overreaching what it could actually fit onto an SNES cartridge.

Did it toy with themes? Yes, absolutely. Did it actually execute them well? In my heretical beliefs, nope. It furthers a thin plot just barely, and people have pretended the rest is there.

One concession: Shadow/the dreams. That's some cool shit.


Part of the reason I like the storyline in FFVI so much is that level of vagueness. I have gone back and played it with an analytical eye. I also played it in the presence of my wife at the same time. You know how sometimes you hear a really awesome song, then you go to show it to someone and the whole time you are listening to it, you are assuring the listener the good part is coming up... Well, I didn't get that when I was playing it with her. I was even surprising myself with some parts that really hit me hard...

The vagueness has a lot to do with the fact most of the heroes in FFVI are already established characters. Their primary story is in the backstory. Locke/Rachel's story is an awesome one, but its takes some major detective work to really figure out what happened. As soon as you do, suddenly Locke's odd behavoir around the female characters becomes really obvious and understandable.

I also like that some characters weren't fleshed out at all. I mean, Umaro and Mog are simple characters. Umaro is helping because Mog made him do it. Mog is helping because he had an experience or vision that taught him the common tongue that also directed him to help you.

Gogo, again, is intentionally left open ended. There is tons of speculation, but s/he is meant to be an enigma. Is it the same Gogo from FFV? Is it Darill? Where did s/he come from, and what (aside from Mimickery) is his/her goals?

Characters like Cyan, Shadow, Strago and such don't get much story fleshed out for them because they're pretty much done, storyline wise, before the game even meets up with them. They are just along for the ride. But if you want to delve deeper into the story, there is enough there to piece together something satisfying.

I am just trying to further my opinion, not try to change yours or anything Craze.

The Screenshot Topic Returns

Maybe it has no battles at all.

How'd you decide on a game title?

I try not to name my games before I have made a fairly long stride into writing their story. If I do, I end up trying to write the game around the name, which is not necessarily the best way to do it. I usually just go with Project * and then change it later.

Inventory hoarding

author=LockeZ
author=Thiamor
Also making items grow based on level. A potion heals for 20. Say you level to 50. It now heals, for, say 250. Not really a good balancing as it's only an example, but that could help.
The primary reason RPGs don't do this is usually because the player earns money about a billion times faster at level 50 than at level 20. So if the items are sold in shops, they want to make sure you are paying an appropriate amount at that stage in the game.

I kinda liked the way Dragon Age 2 handled it though. The potions heal 60% of your HP and cost 60 silver each. At level 15 you earn money about three times as fast as you did at level 5, so you'd think it would have this problem. But groups of enemies also have about three times as many enemies in them, so battles last three times as long and you use up three times as many potions. It's pretty clever actually.


The problem with Dragon Age 2 is that nothing changes.

If the amount that the potions heal, and are worth, scales perfectly with how many you need and how often you need to buy them, then nothing has really changed. You might as well have the price scale and all the damage scale and everything be represented by percentages that never really change.

Enemies always deal 10% damage, you always heal 60% with a potion, you always need 1 potion every 6 hits. It becomes like clockwork and extremely boring. I don't even remember having any feelings towards Dragon Age 2's restorative items one way or another, which shows it didn't make an impression at all.



I particularly like the way it is handled in Chrono Cross. Items and Magic are the same thing. Some are consumable, others aren't. You can equip consumables or non-consumable healing 'Elements'. At the end of Combat, any spells that you could have cast (since you need to earn the ability to use elements in combat) can be used to heal you during the Victory screen. You can also opt to use consumables or not (from your stock, not what is equipped unless its needed) or choose not to heal at all (why you would do that I don't know.)

You eventually end up with stacks of consumable elements, but for the first half of the game at least I will often find myself seeking out easy fights, so I can just attack the mobs to get enough points to use my non-consumable healing abilities at the end of combat, rather that spend the consumable ones.

The Screenshot Topic Returns

author=Tau
That looks fantastic LordBlueRouge, it's.. uncanny :p


Not an actual screenshot from the game, just need opinions on the tile. That is a character from DT though.


The tufts of grass should be slightly darker, or cast some sort of shadow to distinguish them from the mat grass. I'd have no idea it was even there if there wasn't that one piece that overlaps the dirt.

The Screenshot Topic Returns

I'd remove the icons, have the text left justified, but have it move out to make space for the cursor.

Like...

Bag
Skills
->Equipment
Phone
Status
Config

I like the sleek look, but the Money at the bottom should be more visible, or elsewhere. The text is very small currently and I am not sure if money is important in your game, but if the Main menu is where you'd go to see it, it should be more visible.

A Game About Making Games!





I actually started doing this for RMXP shortly after it was released but gave up on it. Someone who knows how to use the software is going to find something like this really tedious to do. I know as I was describing some of the buttons and features I was like "Who wouldn't be able to figure this shit out?" even though its obvious some people don't.

Favorite RPG story and why?

I like that people are finally willing to admit that the amazing-ness of a game might just be a result of nostalgic attachment.

That being said, two particular RPG Stories that I instantly think of as being of superior quality are Final Fantasy 6 and Chrono Trigger.

Final Fantasy 6's story is very dark. Particularly dark for the time. There is a whole host of characters who I felt were all fairly well developed, and they all had interesting stories and interactions with one another. Edgar and Sabin's brotherhood, Relm and Shadow's hidden back story. Gau's mysterious upbringing. I particularly liked how the sides of the characters constantly fluctuated and flexed. There was a blur between good and evil for a large part of the story. Edgar's initial allegiance with the Empire, Ghestalt's change of heart. Celes' defection. And of course, the ultimately troubling initial introduction to the World of Ruin. It toyed with themes that were unheard of for the Final Fantasy series.

Chrono Trigger is also a fond memory for me for some of the same reasons. In short, the bleak future. The futility of their efforts. Chrono's untimely sacrifice and death. The fallen Kingdom of Zeal. These were all themes that are difficult to portray, particularly in a visual entertainment media and for the time (and possibly even still) are exceptional examples of how to do it properly.

So, Kingdoms of Amalur Reckoning

I played the demo and I loved it. It has issues, but it plays like God of War x Skyrim, with Warcraft's graphical style. I haven't had a chance to experience the storyline which should be the main draw, considering it was done by R.A. Salvator, but I definitely can't wait.