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Clamps Slayer of the Moon

Joined: 18 Jan 2008 Posts: 35
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Joe Man

Joined: 21 Jan 2004 Posts: 742 Location: S. Latitude 47°9', W. Longitude 123°43'
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Posted: Sun Mar 16, 2008 8:25 pm Post subject: |
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Love Escapist, probably just about the best game journalism yer gonna find.
Unfortunately, the message of this article doesn't apply well to this community. It's simply the nature of Japanese-style RPGs, which are built upon the sort of tradition that this article is all about avoiding. To be fair, I spent a lot of time on Final Fantasy Legend II when I was little, so obviously it must have gotten something right, but in general what makes a Japanese-style RPG good isn't what makes a six-year-old have fun. _________________ "Everyone has 200,000 bad drawings in them, the sooner you get them out the better."
~Charles Martin Jones
Last edited by Joe Man on Fri Dec 13, 1957 1:21 am; edited 2,892 time in total |
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Sun Mar 16, 2008 11:57 pm Post subject: |
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^ That's why I complain and say that JRPGs need to change. _________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
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Inferior Minion Metric Ruler

Joined: 03 Jan 2003 Posts: 741 Location: Santa Barbara, CA
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Posted: Mon Mar 17, 2008 12:01 am Post subject: |
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Joe Man wrote: | Love Escapist, probably just about the best game journalism yer gonna find.
Unfortunately, the message of this article doesn't apply well to this community. It's simply the nature of Japanese-style RPGs, which are built upon the sort of tradition that this article is all about avoiding. To be fair, I spent a lot of time on Final Fantasy Legend II when I was little, so obviously it must have gotten something right, but in general what makes a Japanese-style RPG good isn't what makes a six-year-old have fun. |
Joe, I think you are taking the title of the article too literally. I was getting very frustrated with the various replies in the comments section of the article, and even more so given the last comment dated back to the beginning of February which makes adding my own input feel outdated and rather uncalled for. I thoroughly enjoyed the article and really liked the way Wendy used the eyes of a 3-year-old to expose several design flaws and a general willingness to ignore these flaws as minor hindrances and acceptable quirks.
I do not feel Wendy is saying games should be made with children in mind, nor is she saying cinematics are bad, repetitive gameplay is shoddy, or controls can't be complex. In my opinion, Wendy is saying that we, as long-time gameplayers, have grown accustomed to, and learned to accept, aspects of modern game design that could (and should) be improved.
While I'm certainly not the person to head a debate in this subject, as the breadth of my gaming knowledge is far less extensive than most of our userbase, your response really resonated with what I feel Wendy is getting at.
To me, she isn't saying "make the JRPG fun for a six-year-old", she's asking you to question the validity of all the "defining aspects" you claim create the JRPG genre when creating your game. Does your game really benefit from each of these factors?
To "play like a 3-year-old" really means to take a fresh look at the games you play and develop. Don't include a feature simply because some other game had something similar and "it worked for them." How did it work for them? Why was it a good addition? How will it work for you? _________________
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Joe Man

Joined: 21 Jan 2004 Posts: 742 Location: S. Latitude 47°9', W. Longitude 123°43'
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Posted: Mon Mar 17, 2008 1:48 am Post subject: |
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I feel the need to defend my honor, so to say the least, I didn't mean to be using my reaction to JRPGs when I was eight or so as a measure of quality. More of an indicator of funitude, a word I just now coined.
What I was trying to say, though, is that JRPGs are heavily designed off of what other people do. Basically, and this is especially true for O.H.R.RPG.C.E., you start with an RPG template and you add what you want. This is the given accepted standard, and our RPGers are so fond of this they refuse to admit that it is or could be flawed (for example, the battle system does little to sensibly reflect any real-world sense of strength or fighting ability, instead opting for silly numbers of little symbolic relevance, and the overworld is often almost completely lacking in interaction) because that's simply the way it is and always has been. That's not to say that there aren't good JRPGs. Though I hate to admit it, Nintendo's done a great job at getting the whole Fun thing in those, even if they usually are lacking in the plot and character departments, which is definitely a lamentable deficiency. Another common problem in RPGs is the insane amount of dialogue they often guilt you into reading or listening to, or in extremely pissy cases they even force you to read each individual text box or even wander around the village searching for some random pedestrian's important 'rumor' that is invariably a vital clue required for progressing in the game. You get the idea.
But don't think I hate JRPGs, I actually enjoy them, and it never ceases to amaze me that I do. _________________ "Everyone has 200,000 bad drawings in them, the sooner you get them out the better."
~Charles Martin Jones
Last edited by Joe Man on Fri Dec 13, 1957 1:21 am; edited 2,892 time in total |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Mon Mar 17, 2008 2:35 am Post subject: |
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@Joe Man
We need to avoid saying, "we have a problem borrowing from other games".
We need to start saying, "if we are going to borrow from our favorite games, we need to do it right and not half-arse it like most people do". _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Mon Mar 17, 2008 6:32 am Post subject: |
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New good game ideas are always better than copied good game ideas, though.
On the other hand "It's better if you copy a good game idea properly than making up a really bad one".
Whether you should copy or make up gameplay ideas depends a lot on how much faith you have in your skill. _________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Mon Mar 17, 2008 7:46 am Post subject: |
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Quote: | New good game ideas are always better than copied good game ideas, though.
On the other hand "It's better if you copy a good game idea properly than making up a really bad one".
Whether you should copy or make up gameplay ideas depends a lot on how much faith you have in your skill. | Let's ignore philosophy and concentrate on making things work for the best. Even a copied game idea could be implemented uniquely with its own quirks and flow well with a game.
Does good implementation happen always? Of course not, just like some attempts to innovate can be gimmicky, while true innovation can give amazing gameplay and fresh air at the same time. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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