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LostInWonderland Otaku
Joined: 22 Jun 2006 Posts: 395 Location: Denver, CO
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Posted: Wed Jan 17, 2007 8:21 pm Post subject: |
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I wasn't a big fan of this watching my sister and her boyfriend playing it... but once I actually started my own game I found myself kind of liking it. The gambit system really saves a lot of X button mashing. I mean, it's not as great as some of the previous games, but it's a lot better than I expected.
Also, I love FF3, if only because I can take it with me everywhere. Playing Final Fantasy at work=awesome. |
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Sorra Otaku
Joined: 12 May 2006 Posts: 440 Location: San Jose
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Posted: Thu Jan 18, 2007 12:24 am Post subject: |
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I sort of miss the old turn based system though lol. |
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swollenlymphnodes Janitor
Joined: 24 Mar 2006 Posts: 1540 Location: Cybertron
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Posted: Wed Jul 18, 2007 11:02 pm Post subject: |
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I'm sure that it's a wonderful experience the way role-playing games are now online worlds. What better AI to run characters in a game than have them be real people? But... I just don't have the time to live another life online. It is slowly rendering the AI based RPG archaic. Which makes me sad. I miss the old FF games.
_________________ nodes aka GTBaka
eh?
*Eternally Lurking* |
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GrinfilledCelt Jeet Kun Do Kung Fu Master
Joined: 25 Mar 2006 Posts: 2681 Location: I wish I were in Ocqueoc.
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jjjynx Jeet Kun Do Kung Fu Master
Joined: 25 Mar 2006 Posts: 1462 Location: Singapore
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Posted: Fri Jul 20, 2007 10:44 am Post subject: |
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I'll try to create something that'll make walking 3D images part of our everyday life, so everyone, live to see it someday.
I love "The World", it's a great concept, can be alot better. |
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Hungry Mongoose Space Cowboy
Joined: 05 May 2006 Posts: 932 Location: Dunners, New Zealand
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Posted: Mon Jul 23, 2007 8:47 am Post subject: |
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swollenlymphnodes wrote: | I'm sure that it's a wonderful experience the way role-playing games are now online worlds. What better AI to run characters in a game than have them be real people? But... I just don't have the time to live another life online. It is slowly rendering the AI based RPG archaic. Which makes me sad. I miss the old FF games. |
Well, there's not a total lack of games for the old-school rpg fan. The main FF series certainly seems to have become more casual though. As for MMORPGs... it's a neat idea, but most people who play them just aren't very interesting. Either nobody really plays according to character, which breaks the feel of the world, or people do, and you have to explore a world full of mary sues. I can get social interaction elsewhere without paying every month. Having to relay everything over a server for millions of people means you can't have a very complicated combat system either.
That said, I do think rpgs are pretty stale. It's weird. I like rpgs in concept, but I just don't like most of them in execution. The whole idea of leveling just so you can fight stronger enemies, and leveling further to fight even bigger ones seems pointless to me. Especially today, most of them are too easy. I prefer games that require me to get better, rather than spend hours just making my characters better. Riviera: The Promised Land is an example of the sort of rpg I prefer. No random battles, you choose which characters to bring into each one, and you start each battle on full life. It means they can make every fight involve some strategy, and make every enemy strong enough to potentially kill you. Baiten Kaitos' card combo system was fun too, but the game did end up being too easy. _________________ PARTY TIME. |
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jjjynx Jeet Kun Do Kung Fu Master
Joined: 25 Mar 2006 Posts: 1462 Location: Singapore
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Posted: Mon Jul 23, 2007 12:03 pm Post subject: |
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So what about if you do not gain level at all, and just depend on points that boss kills grants you to enable you to learn better skills, or maybe passive skills that boosts your stats? |
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Hungry Mongoose Space Cowboy
Joined: 05 May 2006 Posts: 932 Location: Dunners, New Zealand
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Posted: Mon Jul 23, 2007 4:54 pm Post subject: |
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I've thought about that. Putting the focus on gaining abilities instead of stats make advancing more about accessing new options rather than plain old stat progression. As for the points coming from bosses, I'm less sure about that. If anything I see defeating bosses as needing less of a reward than average mooks. You have to fight the bosses anyway for plot progression, while I feel short of denying the ability to flee battles there would be less incentive to fight underlings. Money is one reward, but it'd only feel worth it if gaining cash was also important to further progression, something I'm not too keen on. Still, I suppose bosses being harder means you'd want something good out of it. It could be defeating bosses opens up new paths for abilities. But yeah, these are just random ideas.
Of course, as much as I dislike simple stat progression, I could see a need to increase stats over time. There's always this good feeling that comes from having a bit more HP or doing a bit more damage. The game just shouldn't be focused around it. Linking stat increases to abilities gained could be a way. Learning offensive abilities boosts your attack strength, and you could give players control of which abilities they learn, so if they focus entirely on offensive skills they'll end up with a defensively weak character, meaning they can't have a defensive powerhouse who can also dish out wild damage. The key is to keep it to small growths so that the stat progression isn't the main motivation for progression and there's less need to grind, while still being able to determine the growth of the character's raw traits.
Anyone who thinks this is bollocks can tell me so. _________________ PARTY TIME. |
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swollenlymphnodes Janitor
Joined: 24 Mar 2006 Posts: 1540 Location: Cybertron
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Posted: Mon Jul 23, 2007 7:57 pm Post subject: |
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I guess it never bothered me too much. I've always played RPG's for the story lines. Something that the FF series was good at, and has since completely abandoned for the MMORPGs (what does that stand for by the way?).
That is a good point about having too many bland people, hopefully that will create some backlash to my more favored type of RPG.
I do think that is a great idea though, to use a point system to acquire skills instead of leveling up. jjjynx's idea is to root out the camping around waiting for easy kills to pad your levels. I do however want a reward for killing a boss.
I can't see anyway around stat progression either. I guess it's a matter of implementing it without the open endedness to get carried away with level boosting. _________________ nodes aka GTBaka
eh?
*Eternally Lurking* |
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GrinfilledCelt Jeet Kun Do Kung Fu Master
Joined: 25 Mar 2006 Posts: 2681 Location: I wish I were in Ocqueoc.
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Posted: Tue Jul 24, 2007 1:00 am Post subject: |
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MMORPG = massively multiplayer online role-playing game
I remember: "Look! A new Final Fantasy game. Squeel! FFXI. Buy it! Crap! It's $50! Oh well, it's Final Fantasy, it's gotta be good." Later at home skimming the directions, "What? It's @#$% MMORPG! You mean I have to pay to play a game I just paid $50 for? I don't think so."
The store wouldn't take it back of course since I had opened the box, so it sits on my shelf never having had the disk inserted into any drive.
...grumble bitch grumble... _________________
Songs for the flash frozen. |
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Hungry Mongoose Space Cowboy
Joined: 05 May 2006 Posts: 932 Location: Dunners, New Zealand
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Posted: Wed Jul 25, 2007 12:52 pm Post subject: |
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Yeah, that was stupid. I don't blame Square Enix for making a MMORPG, but they really should've given it an alternate name. What's so wrong with "Final Fantasy Online?" And the tactics games already show that not every Final Fantasy game needs a number when they go for a different style of gameplay.
swollenlymphnodes wrote: | jjjynx's idea is to root out the camping around waiting for easy kills to pad your levels. |
I can understand that. I just feel that if you only get exp from bosses, it feels too prescribed. Maybe I'm just too much of a sucker for choice in rpgs.
swollenlymphnodes wrote: | I can't see anyway around stat progression either. I guess it's a matter of implementing it without the open endedness to get carried away with level boosting. |
Well, it's really linear stat progression and grinding that gets to me. Giving the player some control of stat progression, avoiding stat progression being too effective and controlling grinding should be enough. _________________ PARTY TIME. |
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