SLASH'S PROFILE

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APATHY IS FOR COWARDS
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I make video games that'll make you cry.
BOSSGAME
The final boss is your heart.

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Whats the worst thing you ever saw in high school?

A guy we knew had night terrors and freaked out one day. He started growling at everyone nearby and biting at them, then rolled on the floor for a while. He lashed out at anyone who got close, until our Dean of Discipline (ex-army) came and pinned him. My headmaster saw him and told him to let the kid go before the school got sued, but when he did, the kid jumped for my headmaster and bit him, and he started yelling NEVERMIND NEVERMIND DAMN

Good times. Also my friend and I stuck some copper in an electrical socket once, knocking out power in half the building and setting fire to the carpeted floor. We never got caught :P

Controversy: Which FF game ruined the series?

Damn you Craze, not another link. Damn you. The part about the design of FFVIII is the funniest thing I've read in a long time.

Eventually, Sakaguchi was fed up. He had Kitase, Nojima, Hiroyuki, Nomura, and Uematsu all dragged into a conference room, supplied them with a week's worth of bottled oolong tea, Oronamin C, shrink-wrapped convenience mart sandwiches, and cigarettes, then locked them in, telling them they had three days to either come up with a plan for Final Fantasy VIII or tender their letters of resignation.

What nobody knew at the time, however, was that there was a gas leak in this particular conference room.

DAY ONE, HOUR THREE: Nomura sits in corner, surrounded by a pile of crumpled-up character sketches. No matter how much he tries, he can't come up with a hero who doesn't look like Cloud or Ramza. Nojima has just spent an hour plotting a story together, only to realize that he's just rewriting Final Fantasy V with more robots. Uematsu has been playing chopsticks on his Casio keyboard since Sakaguchi locked the doors.

DAY ONE, HOUR FIVE: Uematsu and Hiroyuki claw at the door, screaming to be let out. Kitase has already eaten half the sandwiches himself out of self-pity. Nojima is pacing and chain-smoking.

DAY ONE, HOUR TEN: Nomura has drawn a quick doodle in his notebook of Mickey Mouse dressed in a trench coat. For some reason, he can't stop staring at it. Hiroyuki asks Uematsu if he smells something funny. Uematsu says no, but then bursts into laughter and can't quite say why.

DAY ONE, HOUR FOURTEEN: Nojima announces that he's starting to feel kind of funky. Kitase can't stop staring at his own hands. Nomura has gone back to one of his discarded sketches and added a few extra straps and belts to the character's outfit. He decides he's definitely on to something now.

DAY ONE, HOUR TWENTY: Kitase, for reasons he cannot articulate, is feeling intensely nostaglic for his old college days. The only way they could have possibly been better, he muses, is if his campus floated through the sky.

DAY TWO, HOUR TWO: "I got it," Nojima tells everyone. "Final Fantasy VIII's story is going to be about a pair of fiercely-competing rivals."

DAY TWO, HOUR SIX: "It's like a sword...but it's also a gun," Nomura explains to Uematsu. "A blade that uses bullets! This is the best idea I've ever had. Don't you think?" Uematsu nods, only pretending to listen. He is secretly gawking at the enormous size of Nomura's dilated pupils.

DAY TWO, HOUR EIGHT: Kitase recalls the time his nephew showed him his collection of Magic: the Gathering cards. He now strongly believes that Final Fantasy VIII should be about collecting cards and dueling other players.

DAY TWO, HOUR TWELVE: Nojima has reconsidered. "Okay. This game should be about an evil witch. The fiercely-competing rivals will still be around, but the focus is really going to be on the witch."

DAY TWO, HOUR SIXTEEN: Hiroyuki, who has been in a near-catatonic state for the past few hours, begins speaking to Uematsu.

"I got an idea. What if your characters could, like, equip spells?"

"Huh. You mean like buying spell books in Final Fantasy III?"

"Nah. I'm saying they'd literally equip spells."

"I'm not following."

"Okay, okay, listen. Say that like, instead of having armor and accessories, your guys just used magic. For example: you know how in the past, you had your dudes putting on, for example, Mythril Armor? What if we had them, equipping - I dunno - Quake instead? They'd be wearing spells instead of armor. What do you think?"

"That doesn't make an ounce of sense, but for some reason it seems like the best idea I've ever heard in my life."

"Thanks. I am so fucking high right now."

DAY TWO, HOUR TWENTY: "No, wait. Now I'm sure," Nojima tells everyone. "Now I am certain this game needs to be about a magical girl with the power to send people's minds through time itself. How trippy is that, right? But I mean, there's still gonna be those competing rivals and evil witch around, and...no, wait! That's two witches. There will be two evil witches in this game!"

DAY TWO, HOUR TWENTY-THREE: "I never wanted to be a video game character artist," Nomura confides to Hiroyuki. "I wanted to be a fashion designer." Then he sits back down to draw some extra pockets on Selphie's dress and wonder if Seifer might look better in a black mallcore beanie and belly shirt.

DAY THREE, HOUR FOUR: Okay! Right! New and even better idea!" Nojima shouts. "So you got this high-tech isolationist civilization, yeah? And the moon, see - the moon is where all the monsters in the world come from. They just get together in a big bunch and just like, fall down from the moon. Get what I'm saying? Anyway, but these guys from this futuristic city build this giant floating monolith - you know, real Space Odyssey - that they can use trigger this effect. So its evil ruler - who's one of our two witches - is gonna use this thing to...to...guys, sorry, guys. Hold on. I am blasted." Then Nojima begins ceaselessly guffawing for five solid hours.

DAY THREE, HOUR SEVEN: Uematsu steals one of Nomura's pens and scribbles gibberish in Roman characters all over the walls. He realizes that a small part of it, reading "CESONIV SOCEW CESUL SOHTFI," spells out words in Latin when he looks at it backwards. Astonished by this coincidence (and the fact that he suddenly knows Latin), Uematsu has found his inspiration for Final Fantasy VIII's signature theme.

DAY THREE, HOUR NINE: "So I got it figured out guys," Nojima says, having collected himself. "There's a girl who sends people into the past and there's these two - fuck it - three witches out to get her. And there's also this high-tech country that builds a machine to make monsters fall from the Moon, And the main character is this guy from a flying school who has to battle his hated rival while playing card games - okay, Kitase? - and stopping the three witches and all the moon monsters and rescuing the time girl, who's also his sister. But I think what we got here - at its heart - is a love story. The greatest love story ever told."

DAY THREE, HOUR TWELVE: Nomura has been hording the remaining Oronamin C bottles for himself. Hiroyuki approaches him and demands he stop being such a miser and fork some over. Nomura tosses one over to him, which he promptly chugs down. Moments later, Hiroyuki asks for more. Nomura tosses him three bottles. Hiroyuki decides to hold on to them, thus increasing his Oronamin C stock by three. This exchange becomes the basis of Final Fantasy VIII's Draw mechanic.

DAY THREE, HOUR SIXTEEN: For the last hour, Kitase has been raving about how video games are the new cinema of the 21st Century. "Cutscenes are the new boss battles! FMVs are the new dungeons! Conversations are the new enemy encounters! Less random battles - more five-minute exchanges between party members talking about their feelings! THE OLD WAYS ARE DEAD! VIVA LA REVOLUCION!"

DAY THREE, HOUR NINETEEN: Nojima sits supine and motionless, gazing into the fluorescent lights and watching them spool and unspool in spiraling prayerbeads of pure spiritual essence. He is on the very threshold of revelation about the nature of time and space, and humanity's place in both. He vows to incorporate this epiphany into Final Fantasy VIII's story. Months later, when it comes time for him to introduce Ultimecia into the game and explain her ultimate goal of Time Compression, it will all somehow seem a whole lot less obvious.

DAY THREE, HOUR TWENTY-THREE: Circle jerk.

When it's finally been three days and Sakaguchi unlocks the doors, they all descend on him at once, babbling and screaming about all the amazing new ideas they have and how eager they are to get to work. Sakaguchi wonders how he ever became such a brilliant leader.

Let's Try!

It's a good idea, although I don't think many will watch it if it's not funny :/

Lay Bare Your Numbers

It seems like a pretty solid system, and it's easy to understand. It's definitely the kind of system you either have to explain to your players at least a little bit, or not show them any of the non-main numbers at all.

So a guy wakes up in a deadly computer game...

The puppy is central to the plot.

Controversy: Which FF game ruined the series?

post=153039
I'm going to save this topic by posting this link:

http://socksmakepeoplesexy.net/index.php?a=patff


craze, this managed to consume my entire day at work, and for that I thank you and may have to kill you later when I get fired.

Lay Bare Your Numbers

I love roleplaying, but removing dialogue options based on your Wisdom score is forcing the player to make a decision he might not want to make, which is the opposite of roleplaying... I guess you could argue that his character's too dumb to think of that decision, but that's realistic to the pita degree.
And you didn't help with the derailing :P

I agree that you should stick with either hard values or soft values, depending on their importance in the game. For combat-based games like dungeon-crawlers or real-time strategies, showing the numbers is likely important because it means life and death. For most typical JRPGs, I've rarely found a use for numbers. The best equipment is almost always completely obviously the best equipment. I remember when I played FF7; the game doesn't tell you much about the power of any stat, so I didn't give two damns when I got a level-up. However, when I got a new level of Fire or Haste, I'd pump my fist in the air and shout.

Lay Bare Your Numbers

Fair enough, but telling me that I can "recall memories" is one of the vaguest things I've ever heard. I'm glad it says I'm heroic though, that's pretty sweet.

Lay Bare Your Numbers

It's an idea that could be amazing, if it was perfectly implemented. However...

1) Because of the typical stereotypes of the purpose of statistics in RPGs, not telling a player that the Wisdom stat changes the plot or increases your EXP gain is completely dangerous. This sounds like a blatant mistake on Planetscape's part than a problem with the system, though.

2) Gaining EXP based on a stat is difficult to balance correctly and also strangely redundant and self-defeating - spending stat points to gain levels faster to get... more stat points. Even if this was well done, you would start off very weak for your level but be extremely overleveled by the later parts of the game, stabbing the heart of the difficulty curve and destroying the morale of the player in the early-game, possibly ruining his desire to play.

3) A diplomacy skill makes sense, assuming you're choosing from a list of non-combat stats such as "Thievery, Diplomacy, Survival, Seduction, etc." But while assigning the same statistics to both combat and non-combat skills may make realistic sense, it's actually reducing the "open customization" of the character. What if you wanted to play a hulking, muscly fighter, but wanted to debate politics with the king, not just threaten him with your sword? What if you wanted to play a wizard, but you couldn't break into the enemy's dungeon because you were too weak and girly to kick down the door?

I trust the player, but that sort of stat system would actually limit available choices, not increase them, and it would limit them in a way that the player would never really know what he was missing or what he did wrong. Even if he did, it would be a choice that would be unrecoverable (assuming stat points are at least semi-permanent) and while I'm willing to accept that the guy who spent the first 20 levels as a Mage will never deal great Attack damage, I'm not ready to sit in a dungeon handcuffed to a wall because my STR is too low to break the chains.

Custom rm2k3 fonts?

You could just include an installer and and a folder for the game (as seperate downloads) so people could pick what they liked...

Back on topic though - Are those fonts the same size as the default RM 2k3 fonts? Using a custom font would be awesome, but re-sizing and respacing every piece of dialogue in the game sounds like more trouble than its worth.