Re: Why don't we...
Posted: Mon Jan 18, 2010 11:56 am
If I can relate to some of thoseTaehl wrote:Unless it somehow avoids ALL the following "features", I'm not going to like it:
- A nonsensical, overly dramatic story (especially if it involves some kind of world-destroying ancient evil which can only be stopped by a few teenage prettyboys with ridiculous hair)
- Bad dialogue which is only half voiceacted
- A heavy reliance on number-crunching
- The best items can only be found by going to GameFAQs
- A separate overworld travel, normal wandering around, and battle screen
- Grinding (this includes "Hey Mr. Endgame Godkiller, you need to use my boat to get to the Mountain of Ancient Evil? Well then you'll have to find me the 25 Magic Medallions, which have been hidden all over the world!")
- Showing concept art or prerendered cutscenes and claiming they're in-game graphics
And most importantly:
- The Famicom-era "HAY GUYS LETS STAND IN TWO LINES AND TAKE TURNS HITTING EACH OTHER!" mechanic (adding timers, counter-attacks, troop positioning, combos, "limit breaks", or /any other gimmick/ isn't going to make this any less retarded and unfun to me)
- I definitely vote for more deep and realistic story, but that dwells inside setting, so I would aim for relative realism so don't worry about 5 people saving world. Though they can save some people or some city in the large during process, but it's too early to talk about story I think.
- About dialogues, well I think "bad dialogue" and "half voice acted" is two separate things. We surely would aim for good dialogues, who doesn't? But about vice acting it's either all or nothing for me, so because of limited resources of community project I'd say no voice acting at all, it's better to add good background music that adds to atmosphere, than to ruin it with bad, forced voice acting.
- A heavy reliance on number-crunching - don't know what to say here, every rpg that have at least single fight or simulation of other kind must rely on number-crunching. There needs to be probability and skills description involved. It can be well hidden, or presented in full potential, but it's still here. So what exactly you meant by that - to remove simulation parts and create deterministic adventure game instead? I guess not
- about GameFAQs, as said - not much can be done about this, though it still should require quite amount of skills from player to get them. But you cannot do a thing about someone posting hints how he got it.
- A separate overworld travel, normal wandering around, and battle screen, well - battle and "normal wandering" can be easily connected today, but about overworld travel - it is other thing. Using same view as for city is not feasible unless you want only small world without much wilderness exploration - we just wouldn't be able to draw all needed stuff here and make it interesting - so better to not make it at all and limit to fast-travel with map like many games did, Baldurs Gate to name one. On other side, that already fits for your view of different view for travel the world. I'd say different view for in-between-city transportation is useful and not related to JRPG anyhow, one cannot name Fallout an JRPG and it had map with random encounters so same thing, just character was marked symbolically - and this is detail. So what alternative you propose? Only thing where we could use same view for city and world travel is such that leaving border of one city makes you appear in another.
- Grinding - I agree, there are better ways to make team progress together with story
- Showing concept art or prerendered cutscenes and claiming they're in-game graphics... well, I think premade cutscene is nothing bad, if integrated well - also you mean in promotional materials? If yes it's nothing game related, if you mean that cutscenes are bad in general, I say introduction and in between chapters it's ok to have some - especially for introduction and background that cannot be well told and well drawn cutscene can add to atmosphere
- about fights, I like turn based fights, but dynamic ones - you probably seen my post where I said I'm against ATB or clones? To name one, there are many games that have turns but hidden, actually all 2d rpg's I know have turns - hidden or not. And some 3D have hidden turns. It's just good way to determine which character is faster
Anyway even if you eventually wouldn't cooperate on it, your ideas how to solve those in other ways can be useful