- Dec 27, 2020
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Dating mechanics. No, thank you.
In any game other than FE, I fully agree with you. In Fire Emblem, I maybe 70% agree with you, I don't know why.Oh, I forgot about this thread! Leaving an obligatory "I hate RNG-based stat growths" here.
I still don't know why Dragon Quest seems to be the only jrpgs I see that let you die without losing everything. DQ3 in particular has this really cool thing; One boss in the game is through a pretty long and arduous dungeon, but the dungeon curves around into the basement of a building in the nearby town. And there's a fairly long cutscene before the boss. If you die to the boss, you get sent back to church (like usual). The door to the building you couldn't enter before is now open, letting you go straight to the boss. And the boss says two sentences instead of the full scene!lose an hour of progress and leveling
That just seems like doing save points bad. They can totally work if they're frequent enough and strategically placed before difficult sections.Going to throw in save points here. I can't progress in CrisTales because I keep being thrown a battle every two seconds, can't heal after, keep dying, and then lose an hour of progress and leveling because I can't just save from the menu. Menu saves + autosave are your best bet for any game.
The theories I've heard for Dragon Quest in particular is each slot machine actually has a Slime working the process inside the machine or that the gods love luck so much they bless people into making gambling technology without knowledge of how to apply it elsewhere.Why - and how - does a world that has next to no technology aside from lights...have slot machines?
I am entirely certain that a food source powers you, so just feeds slimes to everything!So what you're saying is, we should use slime slavery to power everything?
Jeesh, and here I am, using slimes as a food source! I've got it all wrong!
I mean, technically, yes?I am entirely certain that a food source powers you, so just feeds slimes to everything!
Fire Emblem Fates I feel did it best; There's enough voice acting to get a sense of tone and character with any given text box without them fully speaking the line. Plenty of games do this and generally speaking I can't think of one that does it poorly. This still needs a lot of VA work in a game with a lot of choices, but the VAs aren't doing the full script so the character leader can work them through hitting all the right emotional beats and key phrases.Side note to that, partial VA.
Even ignoring the money cost of VAs (something that AAA companies don't really have to worry about because they will make it happen), the time really matters. In a game with multitudes of choices that can affect each other, it could take maybe the entire development time to work it all out and make sure none of it has any issues and all the choices affect things properly. With VA, you have make sure of all that, make sure there's no script changes that need to be made (say, because this word changes the tone of the sentence or quest and thus needs to change), and still have enough time for the VA to do all the work before release. While also taking into account of the VA's schedule, which itself can be a giant can of worms. If anything, I feel bigger companies have more issues with VA than smaller ones because of hard release dates, having to deal with top tier VAs with cramped schedules of their own, having to juggle hundreds or even thousands of developers all at once, etc.I've never really thought about what voice acting would do to a game's writing and script, but your points sound solid. Voice acting takes time, and! It's not cheap.
This is very subjective, of course (and really so is much of the thread), but I don't know if I agree. Even really good voice acting doesn't always help my experience when playing a game. VA is necessary in something like an FPS where every line is happening while you are in combat, it's necessary in action heavy games where the line between cutscene and action scene blur to nothing, and we couldn't get golden conversations over bullets in Metal Gear Solid without them.Of course, if you have the resources to do so, VA is a great addition to most games.
Of course, there is always an exception. Octopath Traveler basically throws darts at a wall to decide which scenes get VA or not (sometimes scenes that lead into one another!), and it being much more of a traditional rpg goes into my point of not needing it. But despite all that, I thought they did really good and really brought out the characters in a way the text boxes wouldn't. That, and the fact they didn't voice a particular late game scene really speaks volumes about that scene and how "seriously" the game takes it.Where main scenes have VA, but that's all.
I still don't know why Dragon Quest seems to be the only jrpgs I see that let you die without losing everything.
Octopath taking a further step in making fast-travel completely free was so mind-blowing. At least in something like, say, FF7 you do unlock the airship once the game asks you to backtrack.I still don't know why Dragon Quest seems to be one of the only JRPGs that can figure out fast-travel.
And it's not great about it, asking you to backtrack immediately in the first game and not giving you Fly until maybe halfway through the game. Fast travel should be unlocked either before or at latest when the game asks you to backtrack*.Somehow Pokemon is one of the only RPGs that figured out how to copy that with the Fly HM.
at this point, I am willing to actually defend Pokemon. While I agree that you get fly relatively late for a fast-travel feature, it doesn't feel like its much of an issue in the first generation games. The little backtrack at the beginning is kind of unnecessary, especially because you can't even catch pokemon at that point, but at least it's a very short backtrack so I can look past that. After that, until the point where you get to use Fly, you are mostly walking down a straight path. There IS some backtracking but the game actually gives you tools to circumvent that (dig and/or teleport) - although it doesn't do so very transparently. And at the time when you eventually get access to fly, it is roughly at the time where the game starts opening up so it's roughly when you start actually benefitting from fly.And it's not great about it, asking you to backtrack immediately in the first game and not giving you Fly until maybe halfway through the game. Fast travel should be unlocked either before or at latest when the game asks you to backtrack*.
Bolded what matters. I'm talking from the point of the former in this thread, but I don't hold games to doing everything optimally. But the initial backtrack does seem entirely unnecessary and that irks me.So I think, the implementation of fly - while certainly not optimal - actually works decently fine given the context of the game.
And this really matters. Gen 1 did it "fine". But because the developers didn't really seem to question it or even really consider it, it only seemed to get worse as the series went on. Even gen 2 gives flight in a really weird place that forces you to either double back or play things wildly out of order.It's a very different story with ruby/sapphire/emerald though ....
Looking back seems like a weird thing honestly. Why put the requirement and the HM in different places, sometimes chapters (gyms) apart from each other?You know, the Badge Requirement.
The Route to the Rock Tunnel is "one way", so giving you fly before this point invalidates the point of having the "One Way" path.
You get get the HM before the third gym, it only needs Cut. Celadon is technically where the fourth gym is, though. I instantly used Fly once I could get it because it shortens the trip to the pokecenter, which unlike later games the game expects you to go to for healing up.If I recall, you need the third Gym Badge to even utilize Fly, but you can obtain the HM after the fifth gym.
You get the voucher in the same city as the 3rd gym. And you have to return to the second gym city to get the bike, so it's an optional immediate backtrack that's about the same length as the beginning of the game. To compare with the second gen, you get the bike near the 3rd gym without any backtracking.You know, the bike you can only obtain after saving Mr. Fuji from the top of the Pokemon Tower in Lavender Town.
At the path split in the north of the map, the game expects you to go right, deal with a whole of stuff over there, then come back and head left, then gives you the Fly HM. It's a much longer backtrack to the point that most players I see either intentionally or accidentally do it "wrong" by going left instead (which I did as a kid because the map implied that was the dead end and thus I should go that way).I think Gold/Silver does something similar with Fly. Gives it to you only when you actually need it, otherwise it's basically a straight line through the whole game.
Being able to get back to a pokecenter, and especially the one of your choice, is a huge thing. It's a large part of using Return and Outside in Dragon Quest because maybe I got in over my head. You can get Abra earlier, but that requires putting a pokemon that can't do anything in your party to only go to the most recent pokecenter, unlike using any of the very useful flying pokemon in the game (outside charizard not learning it for some reason, which, I guess I should put HM as a mechanic I dislike, but more for implementation than concept).Pokemon Red/Blue gives you Fly long before you ever need it and would ever use it.
I find party size really matters for this. Three person parties means you are barely changing the party around, which sucks in Chrono Cross (40+ members) but is barely notices in Super Mario RPG (5 members). While a game with a five person party can allow for a lot of change even with one member being locked, no matter the roster size.Not being able to switch out the main hero guy for another party member.
Honestly, having the party not all get experience just doesn't seem to play well in practice from what I've seen. It's at best slightly inconvenient and at worst pushes the player away from trying out new configurations or members. More and more I like (as a developer) to just have everyone the same level as a function of the game. (I won't go into huge detail here, I think I already did this thread about my tons of issues with exp).makes the hero hog most of the exp. As someone who likes having all their party members at equal levels, its real annoying to have the whole party at level 30 while the main character is at level 40.