About RPGs.
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About RPGs.
Can there be more to an RPG's appeal than just storyline and characters?
Can you ever speak of gameplay as an RPG's greatest feature, or is it really just about how good the characters and storyline are?
*is determined to one day design the gameplay-focused RPG*
Can you ever speak of gameplay as an RPG's greatest feature, or is it really just about how good the characters and storyline are?
*is determined to one day design the gameplay-focused RPG*
- AJ Middleton
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- AJ Middleton
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If you consider the battle system as gameplay, it counts. I like realtime battles, like in Zelda and the Secret series, but I like formatted battle systems too. My favorite has to be in Chrono Cross, which is sorta a mix of both.
The only (console) RPG battle system that I don't like is in games like Lufia 1 and Golden Sun, where you HAVE to target the enemy that you want to hit, or else it's a miss if it has already been defeated. That's annoying.
(I specified console, because most PC RPGs have a realtime battle system, so I suppose gameplay matters a lot more.)
The only (console) RPG battle system that I don't like is in games like Lufia 1 and Golden Sun, where you HAVE to target the enemy that you want to hit, or else it's a miss if it has already been defeated. That's annoying.
(I specified console, because most PC RPGs have a realtime battle system, so I suppose gameplay matters a lot more.)
- AJ Middleton
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What about the stuff you do OUTSIDE of battles?
How about the figuring out how to get at a hard-to-reach treasure? What about exploring side areas, and finding items in cleverly-hidden things (A fire sword in a stove, for instance).
How about racing the clock, or dodging things as you move? How about when a character gives you a riddle about something you have to figure out in your head, which may ultimately lead you to said side-quest or interesting side area.
I loathe RPGs where most of what you do takes place in Battle Mode, or where I have to spend minutes watching those... what do you call those highly-detailed movie-like sequences in which important things happen that you have no control over?
Sometimes, when I play an RPG, it's like I'm watching a movie that constantly gets stopped and I'm forced to press buttons and watch heroes fight highly-detailed enemies.
Are these points in FAVOR of RPGs, or are they the bad things, to you?
How about the figuring out how to get at a hard-to-reach treasure? What about exploring side areas, and finding items in cleverly-hidden things (A fire sword in a stove, for instance).
How about racing the clock, or dodging things as you move? How about when a character gives you a riddle about something you have to figure out in your head, which may ultimately lead you to said side-quest or interesting side area.
I loathe RPGs where most of what you do takes place in Battle Mode, or where I have to spend minutes watching those... what do you call those highly-detailed movie-like sequences in which important things happen that you have no control over?
Sometimes, when I play an RPG, it's like I'm watching a movie that constantly gets stopped and I'm forced to press buttons and watch heroes fight highly-detailed enemies.
Are these points in FAVOR of RPGs, or are they the bad things, to you?
- AJ Middleton
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Necessary!]How about the figuring out how to get at a hard-to-reach treasure? What about exploring side areas, and finding items in cleverly-hidden things (A fire sword in a stove, for instance).
Not a big deal, especially in ATB RPGs. But they are essential to free systems.How about racing the clock, or dodging things as you move?
That's what RPGs are about!How about when a character gives you a riddle about something you have to figure out in your head, which may ultimately lead you to said side-quest or interesting side area.
I agree.I loathe RPGs where most of what you do takes place in Battle Mode, or where I have to spend minutes watching those... what do you call those highly-detailed movie-like sequences in which important things happen that you have no control over?
See, it depends. The ATB has a loophole, in which strategy isn't needed. We all know spells like Stop, Silence, Doom, and Slow. Does anyone ever USE those? No! They are put there for strategic purposes, but they aren't needed at all. The normal player usually goes all offensive and only stops attacking to heal. For this reason, some battles may feel like pressing buttons. Again, that's why I liked CC's, because you have to stay on your toes as well.Sometimes, when I play an RPG, it's like I'm watching a movie that constantly gets stopped and I'm forced to press buttons and watch heroes fight highly-detailed enemies.
What Makes a Good RPG... Is this a potential editorial idea for PS/NGF? What do you guys think?