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Originally Posted by
Bolivar
And together with Kazushige Nojima, Hironobu Sakaguchi, and Nobuo Uematsu, they've revolutionized video games as we know them and took the medium to a new plateau the universe never could have predicted.
Unless you owned an SNES back in the 90s and watched the natural progression of the medium. I'm starting to think you Sega fans were just denied. :D
I kid, but I refuse to recognize Nojima cause the man has never written a decent story by himself.
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Dude, I've played this game for like 10 years now, while I admit the platforming is not great, I don't actually have problems with it cause I gots skillz scallywag! :kakapo:
HAHAHAHA you actually win for this statement,
I felt you would appreciate it. ;)
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Customization System - accessories? Really? Most of the games we've brought up have customization systems and awesome accessory systems, namely FFVI which took it to the next level with all the equipment/acc combinations and quirky hidden side loot to fill it with :)
Actually there is quite a few accessories and armor that grant special skills and abilities much like the Relics (granted they are hidden and acquired through special mini-games and side quests you probably didn't realize were available at the time), but I'll concede its not as good as VI's relic/Esper system or VII's materia in terms of deep customization system, but seeing how you like DQ, I'm surprised this would bother you so much. :p
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Difficulty - to me, the hallmark of difficulty in JRPGs boils down to one question: how quickly can you beat this game without grinding? If the difficulty isn't staying adequate enough just playing straight through, RUN! There's more than one reason the run command was integrated into random encounter systems, obviously it's not just for when yer too weak because you'd obviously die. I ran from every battle in the Sector 1 reactor and FFVII actually maintained a really decent difficulty all the way to the end of the game. It was awesome! FFVII 4 LYFE!!!
Except you had to admit that you had to purposely weaken yer party to get this result by exploiting the running mechanic. While I can't argue against the reasoning, I would argue that this is more counter-intuitive than you would think.
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The problem with the Difficulty is also the Battle System - everything is designed to go down after 1 combo or slightly more. Very few enemies do something unique and usually it's a very cheap way to prolong the battle system, and it's horribly inbalanced so that things drag out for longer than they should in boring stalemates. But the worst part is that yer always engaging in the same EXACT lengthy animations over and over again. That's why FF and DQ are the masters - they know how not to waste yer time. It's also hilarious how Xenogears tries to use camera angles like FFVII but it's always the same camera angle and to boot - i've noticed plenty of times where objects are in between the camera and the sprites, obscuring the action!
Yet this brings me to my point about what FFVI, VII, Chrono Trigger, and early PS1 Square titles, is that Square shifted the series from being a difficult dungeon crawl and instead began to focus more on being about plot and story. Gameplay is not really rewarding in this era cause Square began to nerf combat so its faster so you can get thrown back into the story, which is basically the main contribution that Kitase, a man who has said he wanted to work in films, has brought to the genre. It makes the game more accessible but it detracts from the gameplay. The only way to get a challenge out of some of the games in the mid to late 90s is to purposely nerf yerself by either avoiding combat,and choosing not to use exploitative abilities and items. Basically you have to think counterintuitively from the way the designers wanted you to play the game in order to add in the element that they forgot to program in. In my opinion Xenogears is really no worse than VI/VII in this regard.
Also, DQ is the last game I would mention in terms of not having battles that drag on forever. The battle system is always terribly slow and I about fell asleep in some of the boss fights in DQIV where I simply repeated the same strategy every round. They can also be exploited like having a MP restoring item equipped on a character who has the Lightning spells which are DQs equivalents of Flare and Ultima, with this set-up you can easily waltz through dungeons with just yer main hero nuking everything and getting his MP restored before the next battle ensues. Any RPG (hell games in general) can be easily exploited and made completely void of challenge if you know what you are doing and play around a bit. :D
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Puzzles don't have to be hair pulling or overly creative to be effective. They have to be just difficult and creative enough to make you feel like you've accomplished something. That's how you make great pacing. DQ games are littered with neat little novel puzzles that give you that feeling. And I don't think yer giving FF enough credit.
I find DQ/FF puzzles to be pretty simple and not very satisfying at all. Its why I say that Lufia/Wild Arms/Golden Sun are the kings of this because they are challenging and create that sense of accomplishment you crave. While I feel their are some shining examples of puzzle work in DQ and FF, they are few and far between and often view them as how you view labyrinth dungeon design as being just filler. I give FF/DQ props for using them to break up the monotony of dungeon crawling which is the most I feel the puzzles can offer, but I would hardly say they were challenging let alone create a sense of accomplishment.
Maybe when I was 10, it may have created that sense but games like VI and VII are so old that I can't even remember if I had problems with any of the challenges beyond a bit of a time sink for the clock puzzle in Zozo, and the safe combination at Shin-Ra Manor in VII. The major problem with puzzles is that they are only good the first time, they don't have really good replay value unless you make sure to not touch a game for a decade or two.
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Some of the Dungeon design in FF has been insane, and incorporates puzzles in a lot of meaningful ways. I'm talking specifically about the multi-party dungeon crawls in FFVI, ESPECIALLY the final dungeon which had a lot of great switches, levers, and buttons to make it a great puzzle challenge. I guess I usually don't give VI enough credit because the game actually did a fantastic job at creating compelling dungeons all throughout the game. Then there's FFVIII, whose final dungeon is like a crowning achievement for the series at the time. Tons of great puzzles, a really huge castle.
To me, this is like comparing apples to oranges and personally I felt VIII only had maybe two good dungeons while the rest were simply straightforward slogs. VI/VII was the last of the inventive dungeon design for FF though IX had a few as well but it seems to me it has died within the mainline games. Once again, pointing out the direction towards more story focus and less game design. DQ itself is mostly a series that subscribes to the long winding labyrinth dungeon approach with a puzzle here and there to break up monotony, which once again, I feel Xenogears does as well. While I prefer more creative and interactive dungeons like the ones in VI/CT/VII my problem is that Square really never took off with this as much as they should have, and even when they try, its not as well implemented as these titles.
Looking beyond Square and Enix, BoF/Wild ARMS and several other RPG titles had very creative dungeons inline with the VI/CT/VII and even Monolith Soft eventually got its act together by the third act of Xenosaga. Yet, I feel that the cinematic dungeon that serves only as a backdrop between cutscenes, popularized by FFX is more of the norm nowadays. How else could I be impressed with DQVIII's gameplay design when all it simply did is follow a formula that is as old as the genre? It just kind of shows how much the cinematics of the genre have taken over in terms of importance over well crafted gameplay and design.
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I think making something a labyrinth, like Xenogears, is a cop-out, especially if that labyrinth isn't compelling. The Solaris trek had only 4-5 different room archetypes, many of which were empty, others with novel items, and still more with the "caged experiments" which was such lame side content. There was no reason to explore the labyrinth or even care what was out there. It was the definition of time waster.
I would argue you are simply looking at it from a pure gameplay view and not putting into account the story aspect of what was going on. yer trapped in the belly of the beast, yer on the run, learning Solaris' dirty secrets and now yer trapped in this maze where everything looks the same, and you are moving left and right, and wait... didn't I pass this corridor before? Let['s turn around, wait, I don't remember this...
The dungeon in my opinion is designed to fit the story, while I agree a better approach is to design a dungeon for entertainment, I do feel it has some merit as a storytelling devise, but I would argue moderation should always be uphold for this type of thing and I would concede that Gears fails in this regard.
As for the experiment room, once again, I feel this has more to do with the story than yer gameplay entertainment, it simply exists to tie in the Wels back to Solaris and give you a visual reminder of their importance.
Back to how this is different though, I feel that old style labyrinth type dungeons still have a place in RPGs as a medium as both the MegaTen titles and series like Etrian Odyssey and even DQ itself still hold onto this tradition, where Xenogears falters does come down to the combat being too easy and making Omegasols super cheap... These dungeons only work if the gameplay is built around a item/skill management system. I don't feel the dungeons are at fault but I would agree the easy gameplay is.
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I'm going to tell you now, if you find issues with all those elements in Xenogears, you are not going to like DQVII, if the game wasn't so damn huge, it could have been a 16-bit RPG. Still, I'll never grasp yer love of DQ let alone DQVIII which I felt wasn't as good as its predecessors. To each their own I guess.
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Here's where we get to the heart of the thread. If DQVII has the same, novel challenges, delightful artwork, wonderful music, quirky dialogue, accessible combat, and constant feeling like yer really accomplishing something, whether it's leveling up or completing neat little puzzles or accomplishing major quests, I'm going to absolutely lose myself in a long journey like that.
Probably not on quirky dialogue but that's cause Enix had a pretty lousy translator. Though it easily wins for having the most eccentric and bizarre cast in the series. I blame that for why DQVIII's cast was made to be more sexy and charming. Course, DQVII has the better Demon Lord (and neither game can top Zoma for me) Just be careful cause the game is a time sink like no other, I think only Disgaea can boast more time needed to actually complete everything. Also, the beginning of the game is really really really slow.... it takes an average of two hours before you get into yer first battle. Still, I consider the game to be one of the better titles. It can't top DQIII as my fave title but its definetly my number two.
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The DQ games are the opposite of what so many story-focused JRPGs like Xenogears do wrong. And that's take the time to make a good GAME. Because if yer just focusing in 100% on telling a compelling story, all yer left with is a really great tale inside of a really bad GAME. I could go on for days about the beauty of DQ, but I'll save that for another day and just come to the realization that:
My issue with DQ actually comes from how flat the story and characters are. While I play the series for its charm and sticking to good fundamentals in gameplay, I can't help but feel the stories and characters do nothing for me. Most of the time, the stories are charming like a children's tale, at its best, it is clever which is what I give props for DQIII and DQVII for being, but overall, I can't get caught up in the tales like I can with the FF series, when bad things happen to the cast, I don't bat an eye, but I still haven't forgiven Yuffie for stealing my materia that cheap smurfing whore. I always felt that DQs plot and characters are adequate at best, but they can never stand next to people like Cecil, Fei Fong Wong and Ashley Riot for me in terms of depth and endearment. I feel the DQIII's connection in the Loto Arc is one of the most clever stories in gaming, but its not as gripping and thought provoking as Chrono Cross or BoFIII.
Its why DQ will never be as good as some series for me. Like FF in the later years, I feel that DQ only has the perfect game formula done half right. Still, I find its more simple and charming stories to be refreshing from time to time, cause too many RPGs do try too hard to be pseudo-intellectual nowadays and its nice to play something that doesn't takes itself so serious.
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An online game will have more focus on gameplay. I haven't played IX yet but I can only assume this online-only nature will be good for the title.
Most likely, it will be interesting to see how this is going to pan out cause it seems like a weird combo of DQIX meets FFXI.