Do you ever have those moments when making a trilogy of games (or similar) and then go back to look over them many years/months later and realise something in an early episode contradicts one of the later ones?
monster encounters in RPGs are so unrealistic... you could literally be facing a thousand times more enemies than would really be in the area at any one time, unless you're in a savannah or something...
So I had another super weird dream last night, but it was based around a game. Essentially, there was a world map like in Trauma Center (not enough space to explain in status, google it) and the exploration in-map was traditional rpg fare, but there was a huge focus on characters and gameplay, with one of the action sequences being running from a building and forgetting shoes... o.0
So I bought (rebought ) the FF12 guide - I am shocked at how much lategame content there actually is. I remember there being far less, but it turns out I probably played less than half the game all those years ago, even tho I finished the MQ!
So I was wondering how 12 managed to be so long, and the secret isn't in the (insanely complex) story, as the story is actually rather short, just with lots of cutscenes. The true length is in the gameplay, travelling and sidequests!
Had a very interesting dream... One thing I really liked in it were the aspect of spellbooks that allowed you to cast one spell of either level 1, 2 or 3. These books were hidden about the place (in my case an obstacle course in a building) and there was a bad guy to beat o_o
Playing FF12 again, I can see how some would think it to be quite bland so to speak: it doesn't have much diversity beyond combat in the first few hours, but I loved the combat anyway personally so that never bothered me. The story's also a bit patched together, but I never cared - Basch was originally the main char!