Wow three VII fanboys jump in, guess IGN got you steamed. ;) Also, some of you need spell check... :argh:
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Originally Posted by
WildRaubtier
It's still not customisation if you're refusing to learn an ability that can be learnt without penalty (time/order not withstanding), it's more like you've simply neglected to maximize that character's abilities.
Dude, seriously, that is customization either way. I mean why should I teach Cyan, who has an abysmal magic stat to begin with something I never intend for him to use? There is no reason to teach every character every magic spell unless you are compelled
by some OCD reasoning to fill up some arbitrary list and likewise, Master Materia baby. I can still do the same thing in VII if I wanted to. :p
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For example, take Cloud's limit breaks in 7. It's quite possible to learn Meteorain before Climhazard, and the former is so much better. Am I customizing Cloud by switching to limit 3 before learning Climhazard? (I feel at this point it's necessary to point out the answer is 'no').
Depends on what you are trying to do, if all you want is a more powerful move, then yes switch to Meteorain, cause it is better. If your goal was to learn Omnislash, then you must stay Put and learn Climhazzard so you can meet the requirement to unlock it. Yet if I wanted to stay using his Level 2 because they fill his limit gauge faster and thus potentially can cause more damage overtime depending on when I learned the Meteorain, I can do that as well because I'm sacrificing power for a more reliable source of gaining extra damage for tough battles, especially if my real goal is to use the 2x charge of the ATB gauge as a means to heal/buff my party in an emergency. So yes, I can customize a character using limit breaks to make a more efficient healer and I get results.
Likewise in VI, I can simply teach Cyan spells that may be useful and disregard the rest cause all he needs from Espers is the stat bonuses they give him.
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Meanwhile, I've also equipped Cloud with a fire materia. As long as that materia is equipped, I can't use that same slot for anything else. Additionally, once I remove that materia, Cloud cannot use Fire. Compare to 6, where you have the same system with magicite, sure, until you earn a maximum of 100 ABP, at which point you can remove your magicite and continue to use whichever spell(s) you just learned at any time without penalty. That's the difference between a system that is customizable and one that is not.
Well no, cause I can choose to teach a character or not, of anything customization in the classic sense(D&D) is suppose to be permanent rather than transient, meaning that teaching fire magic to a character carries consequences since it is permanent, whereas VII allows you to fix mistakes you may make. On the other hand, I can build permanent classes I have to live with. I can teach Setzer to be a Time Mage with the right espers and I must live with that choice, I could also make everyone into time mages but I'm also not stupid and realize that is not a fun way to play a game. Likewise in VII I can make all my character Time mages or I can make one them do it. The difference here is pretty arbitrary sense often in customization it's what you don't teach a character that is more important. The fact VII allows you to go back to zero is a plus but it doesn't make VI's system not a customization system, just something you don't care for.
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Actually, you can't! :p Even 1 forces you to pick only 3 out of 4 spells available for each magic level. You'd only be successful trying to apply it to 4.
Not if it's the original NES version where half the spells don't work. ;)
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Further, your point is entirely invalidated due to the lack of difficulty in 6, where a lack of any difficulty to speak of kind of renders any thought about equipment moot.
While I agree VI is pretty easy, I'd make the same argument in VII and most of the later games barring IX. The series is pretty easy and equipment is often pretty moot. VI did start the turn towards easy street in the series but it also brought back heavy tinkering since you can play with a characters stats and abilities. Yes, it doesn't make much of difference in the long run but those are the RPGs most of us ended up buying since the rest of the series continued the trend of high customization with low challenge.
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As for relics, well, maybe if there were more than half a dozen that did anything unique. The vast majority just do typical accessory stuff.
Peel away V's abundance of stat raising skills, and equip skills and you are not far from having similar results. V still has more but that's largely due to VI making some characters represent V's classes so the skills remain unique (Relm = Tamer Job Class) but I will argue the Gauntlet is not simply a stat booster because it modifies your equipment and options. You are basically disregarding a shield (stat increases, magical defense abilities, evasion, etc...) for increase in damage. It is basically the Knight classes Doublehand ability from FFV.
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You seem to have confused the concepts of optional content and linearity of content here! To be fair, my paragraph wasn't as well articulated as it could have been since I needed to head to work. If any content is optional, then of course it's going to be non-linear. And while 6 certainly gains points for the sheer volume of optional content (yet only at the late game stage), trying to claim that optional content is non-linear is pretty bogus.
Your inability to understand is exasperating. Linear means you have no choice, actions proceed in a certain order, non-linear means you have a choice and it affects the outcome. It's not a difficult concept to figure out. The issue with your argument about it being just optional content is that the options in VI continues the story of the characters whereas most other optional content is simply a non-story related quest like raising chocobos. The player is given the ability to do things in the order they want. Are the events largely linear? Yes, but this is a JRPG, story comes first and if we went with "choose your own adventure to affect the whole plot" the narrative of the first half of the game is made pointless.
To break this down to you, when you get the airship in the WoR, you see the cutscene of the carrier pigeon leading you to the town where you'll get the even that shows you where Cyan is. You now have three options: Choose to follow where the story tells you to go, choose to go somewhere else but come back later, or choose not to do it at all.
Recruiting your party is told to the player in a linear sequence of events, but the player has the ability to go out of sequence to do them, giving them choice on the order of the stories progression choosing to ignore these options completely affects the ending meaning your action has a tangible repercussion when the game ends, you affect the ending, whether you feel it's weak or not really doesn't change the fact you can affect the ending but whether you choose to change the ending or not doesn't mean that recruiting a character is the same as a optional side-quest because all optional sidequests in RPGs don't affect the story or ending.
Not choosing to recruit Locke will change Celes's ending in the game's ending. Whereas beating the WEAPONS in VII doesn't affect anything, whether your party fells them or not the game already makes it clear that they will be killed off-screen by Holy or in-game by you, but either way you'll see the exact same ending so your actions have no effect on the story. A more poignant example is the Zell/Library Girl side-quest in VIII. It's a side-quest cause doing it or not doesn't change anything, he still winds up with her in the game's ending the only purpose for doing it is to learn how Zell got with her and you are rewarded a Combat King's issue earlier than you would normally get. Whereas, recruiting Cyan is something the game tells you to do (whereas neither VII or VIII tell the player to do the quests I mentioned above, hence "optional") but going to Doma and doing the Dream world quest is an optional quest cause it doesn't affect the game's story, whereas not recruiting Cyan will alter the ending by omitting his stories closure.
Optional content is usually for gameplay benefits or for clarity to the player if it decides to be a bit story focused, but doing it doesn't affect the game which is why we call it optional. Regardless of whether you do it, you still get the same sequence of events and see the same ending. Which in VI's case means recruiting the characters isn't something that can be brushed off as "optional sidequests" since it affects the game's story. Could it have been better implemented? Well yes, I'm not going to disagree there but the game was toying with something Square had never done before while also doing a number of other new innovations while pushing the game's technology to what they felt was it's limits. Yet if you look at Chrono Trigger, you'll see VI's design set-up done better.
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Choose to ignore getting Relm back, well looks like Strago is in that cult until Kefka is gone.
Linear content? In YOUR non-linear endgame?????
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Chose to jump ship ASAP at the Floating Continent, well Shadow is now dead and you lose the ability to see the final dream revealing his backstory, but you gain the ability to see Relm's dream.
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Choosing to save Cid even nets you two very different outcomes
I think there's a lot of misconception over Shadow. I don't even know which of "missable" or "optional" is more appropriate, considering to even use him you have to do something entirely unintuitive and unconventional. I'd imagine that his being killed off is the normal option. Regardless, sure, well call these minor details you'd have to slog through 30 hours of gameplay to see a couple of small changes "replay value."
Your choices affect the characters story, is it optional, yes but that also means it's non-linear which means you're conceding my point. The thing about the WoR as I said is that I can choose to finish the character's stories or I can choose to finish the plot or I can do both. It's not Elder Scrolls but its a step up for a genre that makes you dance to the author's strings for 40 hours and give you little say in the matter. The point is, you conceded that the WoR is optional content which means it's non-linear which means I am right and I can always hold that over you VII fans. :p
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We'll be fair, here, and throw in the three or so scenes that change depending on what characters you've reunited with at the end of the game. This is barely even worth replaying the entire game for, as you can simply reload a save form before recruiting the relevant character to make the difference. For most characters, though, the endings simply show a portrait of the character you missed and pans some scenery during their unique scenes. That's not replay, that's missed content.
If you like the game then it's enough of a reason to go back and do things differently, I mean VII has the date scene and VIII has the Missile base quest. It's not much but it's still something to give players another go despite knowing the outcome and I'm not the type to simply brush that off as inconsequential.
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This is what makes VII that much more enjoyable for me. Quick, easy customization. The party is just a group of glorified materia combo slots - the real party begins when you start distributing gems and ending up in various types of party builds (of course, VII also suffers from the lack-of-difficulty problem, so.) In VI, you have a dozen characters and two dozen skill-teaching gems which can be equipped on each of the characters in order to make the skills "stick" over time. It's not long after you get your first handful of Magicite that VI's "customization" starts to feel more like admin work with regards to spells and level-up bonuses.
Honestly it's the fact the characters are mostly materia combo slots that I don't like VII's system, I just feel it diminishes their value as actual characters if I can make any of them anything. I'm no longer compelled to use everyone, I just pick the three I like and build them however I want. At least in V their was some restraint with options so I could build personalities into the characters. It made using them feel impersonal cause there was very little to distinguish them besides how they looked.
VII ultimately will lead you to building a clone army. Outside Cloud and Aerith the rest of the class is pretty much statistically the same with the few differences largely being negligible especially since materia doesn't really modify stats greatly unless you seriously buckle someone down magic/summon materia, and even then I don't feel the stat difference makes up much of difference cause the game is pretty easy. The only Limit Breaks that matter are the ones that hit multiple times as the others don't really do much that materia can't do anyway and the game even gives your whole party ultimate weapons that allow all of them to hit the damage cap regardless of levels and with no customization required. So there is really little to differentiate characters except Tifa and Cait Sith use a slot machine interface, and Aerith is largely defensive/mage based but she dies anyway so there is no point in using her anyway.
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Originally Posted by
Flying Arrow
Yes. The Shadow/Floating Continent issue is just pointlessly obtuse. In a situation with such stakes, why should the player be expected to stand around in a hostile zone (where any step can result in a timer-draining encounter) and wait for an NPC to arrive while the airship is plainly in sight. Especially given the fact that in no other area in the 15-hour game up to this point does the game clue the player into this sort of field-gameplay reactivity.
Not only that, but once the player realizes the secret behind the gimmick, there's never a reason to not wait around. Unless of course the player is making an active effort to throw away a potential party member for good - which is not a meaningful choice but a gameplay 'failure' that the player is subjecting himself to for the chance at some miniscule optional story content buried a mile deep into the game's lore and code.
Well no, you seem to have missed the point, first off, I feel the developers intended for you to lose Shadow on a first playthrough, of which you would unlock the Relm dream and learn of their connection to each other. Then you started to notice that he has weapons available to him in the WoR but can't find him anywhere. At this point the player starts realizing that, holy trout, maybe I did something wrong at the Floating Continent, as so you play the game again replay value and start doing different things at that point to see if something else happens. The secret was keeping him alive and that was a reward a player got for trying new things,[using old man voice] cause you see back in the "good old days", developers designed their RPGs to reward players for trying different things to see different outcomes. Cause back then it was hard to give replay value to to this style of genre, so developers did this type of stuff. Breath of Fire, Lufia, Dragon Quest, all of them have little secrets buried away for the player to explore. This is why people were adamant about their being a way to revive Aerith, cause it was quite common to have these types of secrets in these games back in the 90s. Stuff like this was fun cause players would learn different things about the game and share secrets back and forth. This was before the internet came and made having mystery in a RPG non-existent. I mean it's DQ policy since DQVIII to make guides that tell you absolutely nothing about the story or some of the side content, not even the order of events, just so they can delay GameFaqs from killing all the little mysteries.
The idea of keeping Shadow alive was a cool secret back in the day, much in the same vein as how you get the Best ending in Breath of Fire which involves making several choices the game blatantly tells you you can't make. See this was back when games were games. :cool:
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Originally Posted by
Bolivar
I would hope so, but it worked considering my whole "rhetorical question, you can't" stance :mad2:
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Originally Posted by Wolf Kanno
The problem with DQ1-5 is that their sprites are utterly flat, they are the video game equivalent of a playmobil person with no real arms or ability to express themselves without the aid of some other devices.
You're wrong.
http://img838.imageshack.us/img838/1855/dq5hero.png
Hero can bulge his eyes to look surprised, wipe his brow to look relieved, or assume a fighting stance in precarious situations. Character sprite animations have been important since Final Fantasy II, specifically the scene where Paul breaks the party out of the Palamecia prison. Final Fantasy VI has excellent sprite animations, but its additions weren't sufficiently larger than Final Fantasy V to be surprising.
Okay Bolivar, you place me in a hard position because you failed to do something very trivial and I now must resist rubbing this in your face. Those are not the sprites from DQV, that is from an FFVI Hacking forum and that is a set a fan created sprites so he can be placed into the game without looking out of place. Notice how the tent at the end is from FFVI and try to remember back to if Hiro ever used a tent sprite in DQVHe didn't.
This is the actual sprite Attachment 37613, notice how it doesn't look anything like this :ffvisad:. Notice how Hiro has black dots for eyes, and how Terra actually has animated and expressive eyes. So yes, VI had the most animated sprites for its time.
Now here's Bartz full story mode sprite list with 39 total animations
Attachment 37614
Here's Terra's
Attachment 37615
Even ignoring the actual sprite change ones (Chocobo, Magitech, esper, tent form) she still has 52 total of just her normal sprite. They have roughly the same amount of movement sprite animations but look at the range of emotions Terra can express due to her better sprite animations. Bartz sprite is expressive, but it doesn't tell you much about him, whereas I feel you can get a pretty decent picture of what kind of person Terra is.
This is my point, if you played FFV or DQV in Silent Movie mode, with no text to give you anything to go by. You would have a hard time grasping the plot and who the characters were, if you did it to VI, well you'd probably still have problems following it (it's still limited) but I feel the depth of emotions the sprites show as well as how the game implemented them into the story scenes, I feel you would have a general idea of the mood of the game as well as who the characters are. Krile squatting over Galuf's blinking body, is just not as expressive or as engaging as watching Celes climb up a cliff and then leaping to her "death" with a tear coming out of her eyes as she falls. You really can't argue that the way VI utilized the sprites was more powerful than most games before it utilized it. As well as that it was something that became more prominent after VI due to VI showing how the technology could be used.
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Even if it was, FFVI's importance is irrelevant to the question of whether FFVI has been surpassed, especially in light of the assertion that FFVI was surpassed by a lot of its contemporaries on the SNES, before and after its own release date.
I don't quite know what you are talking about here, there are not any games that meet up with VI's sprite quality brfore 1994 except Secret of Mana and Mana is mostly battle animations. Afterwards, yes, it was surpassed but that's just progress the idea a game can be the "best" at something indefinitely is something only fanboys talk about and they are wrong cause games have gotten better, Crono's animations dwarf anything Terra could do. Technology just allows designers to surpass the old. VI redesigned how sprites were done through technology which allowed people like Kitase to create more expressive story scenes, just as the advent of 3D allowed those games to do a wealth of more expressive animations than the 2D ones of yesteryear. Progress marches on but as you've pointed out in our VII debates, it's how the story utilizes that technology to better itself that sets the games apart from it's predecessors. ;)
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I'm also going to throw in with WildRaubtier that FFVI's nonlinearity is not such an exciting thing. It really does mostly amount to optional content, and in reality there is a logical way to follow a geographical path to re-recruit every character. They really did just take a linear story path and make it all optional. Saying Final Fantasy VI is nonlinear is like saying Mega Man X is nonlinear. Just because you can pick an order to do things doesn't change the character of an overall linear experience.
Well I would consider Mega Man X to be somewhat non-linear because the player chooses how the events unfold and also in some games, the order you go in can affect the stags as well. If the player can change the order of events then its not really a linear game now is it? It's really not too difficult to grasp this simple definition. Whether it's meaningful is more of the issue you two seem to have and that largely depends on the individual but it doesn't change that it is a non-linear game since the player can change the order of events. Yes the narrative is linearbut there is no rule that both have to be in compliance. The game does present the option of following a linear narrative (because this is a story based game after all) but that is largely to help players give them an idea of where to go as opposed to just wandering around until they bump into something important, so it's more for the sake of preventing player frustration. It's also for the players who just want a linear experience and that's an option as well. The irony of all this is that I don't disagree that it could have been done better and I have said before that Chrono Trigger did it better, your denial is the only reason I argue. :D