Black Cat said:
Mrowak said:
Nevertheless, most of the time, even when one accounts to your approach, it all comes down to exploiting the game's flaws on meta-level.
Welcome to the wonderful world of videogaming, i guess. If you aren't exploiting the game's flaws on meta level what are you doing, again? Maybe it's because of my bias for puzzle games, action games, and dungeon crawlers but i don't really understand the point of
not exploiting the flaws on a meta level. Since when are we suposed to exploit the game's flaws on a meta level for first person shooters, bullet hell shmups, and space combat simulators but not for role playing games?
I think we somehow misunderstand each other. In the context of video gaming taking advantage of a given ruleset in order to achieve victory over your opponents is a requirement, not an exploit. Otherwise, how can you complete the game? Exploiting the game flaws is using flawed game design to take an upper hand against your foes - the fact that they won't use certain spells, items, won't exhibit certain behaviours though they should is an example of such design flaw.
Such behaviour is widely considered as "cheese" or "powergaming." Although undoubtedly fun (I've done it plenty of times!) it is not the way the game is supposed to be played. This approach is more for exposing the silliness of the adopted system. As a matter of fact it is used to highlight idiocy of certain design concepts, or just point out bugs. In other words they break the game. If you enjoyed, that's great for you but you don't prove by it that the game was awesome, unique or worth a dime - you prove the exact opposite - that it is buggy mess designed to be taken advantage of.
Funnily enough wRPGs can be approached in this manner as well. That Red Dragon from BG2 I mentioned in my earlier post can be destroyed by a low level party provided that you prepare yourself accordingly with proper spells, items as well as correct party setup and use the fact that he won't react for your fully buffed party to encircle him, with summoned creatures at disposal (I think this might have been
patched in the expansion, I'm not sure).
To me selecting the spells / items / party balance for that fight because you get the background knowledge from the setting (Firekraag is a dragon - he has high fire and magic resistance. Moreover, he can attack 6 times per turn with each limb, head and tail - his anatomy explains it. Dragons are known for their fire breath so better have some protection against that) is a good and not setting breaking thing. During battle, seeing that he can use wing-attack to hurl you heroes against a wall, and positioning them correctly to minimise the negative effects is consistent. Taking advantage of the fact that you know he won't take an action against you when you come to his lair fully buffed with sharp shining blades to conveniently position your team so that he won't roast them with one attack is cheese.
My point being - the activity you enjoy in jRPGs and other jap games is nothing unique to them. But in wRPGs I just would not consider the sort of puzzle you speak of a bug to be exploited - not tactics proper - not even semi-tactics. This kind of thing used to be shunned at, patched if possible, modded if original studio went under. Knights of the Chalice for instance forbids you from pre-buffing your party with short-term spells if your characters don't know what's ahead of them (which unfortunately is the case all of the time). Modded BG2 will allow enemy mages to start combat with full coat of spells on them + a couple of buffs on their warrior allies + the allies will have oils of speed, potions of healing and invisibility they will use - all in the name of greater realism. But you won't be seeing anything like that in any jRPG. And you know why? No, not because consoles don't have the capacity to patch/mod them. If the
had not happened we wouldn't need to mod our game to see quality and consistency in any mainstream RPG, asian or otherwise. Rather because in terms of game design the puzzles you are talking about are their only redeeming feature. In the face of clunky combat and ubiquitous random encounters and enemies whose behaviour is inconsistent with the background provided to them, you need to have some challenge other than GRINDAN and it is perfectly human behaviour to make it yourself. But it doesn't mean the game is awesum. It means that you are awesum player that can "break" the game.
And that brings us to the next point of our debate:
Mrowak said:
Let me ask you this: Do you really think this kind of gameplay is very sophisticated? In your opinion, does one require exceptional wits to crack the game in this manner? And above all, in your view, must game puzzles and credible settings / character behaviour be mutually exclusive?
First, I never said every single one was such. It depends on the game. Second, you should really inform yourself about the games we have mentioned before going on and on about how you imagine all JRPGs to be. Third, and about your example, of course he has certain programmed behaviour patterns that simply prevent him of doing things you can do, just as they allow him to do things you can't do. Because, you see, he's not a lord of the seven hells. He's a boss in a game. He doesn't exists, you see, and thus his only reason to be is to give you a certain type of challenge, then die once you discover how to defeat him. Painfully.
I don't quite follow you here, sorry.
1) Do you mean with that answer that not every jap game employing this type of gameplay is sophisticated? If so, I never said all games must be such - they differ - big deal :shrugs: . This, (and the other queries) was rather general enquiry probing your opinion. However, a truly great specimen must be a little bit more high-brow than average casual western game. This may be the reason why large part of the codex dislikes the games - they think there is nothing in them that could put the best one on par with, say Fallout or Mask of the Betrayer. Therefore, they are not worth the effort. I'm sorry but although I consider myself more knowledgeable about this subject than an average codexer, I'm inclined towards the hivemind's opinion.
2)I'm doing my best. You really don't expect me to throw everything IRL, download all those games, finish them in a week and then proceed to constructive criticism (I doubt I'd be able to form a single human thought after that ordeal - and even playing all codex classics would be and ordeal if conducted in this manner). Or do you think I'm going to read all the gooshing reviews on the net? For one thing - knowing the amount of hype that appears in an average article I could not form an unbiased opinion be it positive or negative. Secondly, that would not supply me with any arguments that couldn't be negated by simple "you haven't played it so stfu". I do investigate a little bit, before commenting on some design though.
3)Yes our demon lord is not really a demon lord but a few lines of code, a string of 0 and 1s. He is to die - his fate is pretty much sealed the moment you load the game for the first time (provided it's good enough). That happens in every game featuring combat and killing stuff. And that's obvious.
However, does the simple fact that he is game character mean the game must remind me about it with some dumbfuck design decision that he is that and only that. If so, than why have storyline, setting, backgrounds, action at all? Wouldn't it be better to keep it simple and limit yourself to minesweeper, scrabble or chess - great gameplay in all of them.
I was jesting here but with the original question "And above all, in your view, must game puzzles and credible settings / character behaviour be mutually exclusive?" I meant to get from you whether the puzzles you enjoy - finding about the boss's weakness and taking adventage of it - by definition excludes believeable behaviour and consistency of the setting? Can't the two ideas be combined together? Would it hurt if the boss in addition to his demigod powers actually had access to the same (maybe better) arsenal of spells and items you have he could use as you can when his arse is being handed over to him? Yes that would mean that the puzzles you enjoy so much would get harder but still solveable - maybe partially through the interaction with the setting itself. How about making raid on the big bad's fortress with the sole purpose to destroy his spellbook. A simple, even trite sub-quest that is supported by the assumed universe. You create the boss's weakness, instead of him doing that himself by being a moron. Can't the setting be the place you find the solution to your problem in, instead something to a be broken apart as a result of "power gaming" or even by the stupid design itself? You illustrated later in your post that this can be possible. Whether it is implemented often and effectively enough, is another issue.
I have nothing against SMT - a game from 1992 - sporting its level of attention to detail. I do have when a story-driven game from 2005-2010 costing shitloads of $$$ to make and hyped to
heaven hell itself does.
What will you people whine about next? Oh, man, Freespace's such a bad game! Once you know how's a given mission scripted you get better at it! Teh Horror!
I'm really really trying to be as clear and comprehensive in my argument as possible. I also think I have never lowered myself to "whining".
Incidentally, Conflict:Freespace is the kind of game extremely difficult to exploit and very consistent with adopted setting. Your enemies and allies alike will use every available way, weapon, space-ship to achieve victory. Even if you play the mission for the n-th time you'll notice how well realitically the combat looks. Every squadron, every corvete has its separate mission objective it will attempt to fulfill. Your task is often to aid in its completion / prevent it. If the objective is to vapourize that huge battle cruiser large battleships will try to locate themselves to deliver massive cannon barrage, unless stopped from this by your/enemy pilots' actions in which case they will try to defend themselves and escape. It is all scripted, but it's scripted for the make believe. Tell me, how being a pilot of a small fighter, can you break a setting like this? Juxtapose that with the demon lord again who won't focus his attacks on your weakest heroe that he sees provides healing for the party. Tell me now that the level of consistency in both games is comperable.
Mrowak said:
As far as I know I'm not mentally impaired in any way. Still I didn't discover the truth about TNO's identity in my first PS:T playthrough.
The keyword was clearing. You don't need to discover TNO's identity to clear (say, win) Torment. You don't even need to discover TNO's identity to clear any particular path. And, again, it's not like discovering TNO's identity is a puzzle (say, compared to puzzles as in Myst or Rhem) but just a possible outcome of a situation. And, again, there's no skill required to get it. You don't have to be good at the game. TNO needs to have certain stat values.
Oh yes TNO needs certain values but he also needs player's guidance, a level of his (hopefully big enough) attention to details. Otherwise none of these events could take place.
I'm not buying into puzzle for the sake of the puzzle thing. Puzzles as in Myst and Risen are awesomely difficult but also frequently out of place - only an extravagant genious or a nitwit would come up with them and insert in such unlikely places as they were. You might enjoy them. I do not. We roll differently. No problem there.
Mrowak said:
All of the above was possible in the respective gameworlds through careful analysis of the events that are transpiring.
Like how using certain demons with mythological connections to other demons score you an automatic success when recruiting, you mean? Using Nike to recruit divines on Persona, for example, or using Orthrus to recruit Kerberos on Nocturne. Or how, again on Nocturne, the only way to get Lilith is to play her mythological connection to another demon, and the same to get Cu Chulain and many others? Or the so called Mythology Fusions, where you must fuse a precise set of demons somehow related to the myth of the one you want to get? Or how on Raidou's games the way some dialogues play may change based on what demons you have and the like?
Are you saying those things aren't done by analysis of the gameworld but showing someone your jumpsuit to bypass a quest is? Oh, my... Only difference is, they are side elements on an already solid game and no one will try to tell you Persona is great because Nike can recruit divines, man! nor Nocturne is such a great game, you can only get Cu Chulain by fusing and evolving Setanta!
All of the things you mentioned above are examples of setting being accounted for in game-play mechanics. And that's great isn't it? That's what I love in my story-driven games, when a analysing the world, its history, its lore can bring me concrete benefits - in this case obtaining a powerful demon. SMT games are awesome in this regard, no conflict here.
Pitty they don't do things like that more often and keep undermining its world in different aspects (e.g. characters' not behaving believeably).
Which is exactly what you are saying about those games. Problem is, also, that the results of many of those examples I gave you (mythology fusions and evolved demons) are unique to that method. You can enter Vault City other way, you can't get Amateratsu or Girimekhala but by means of a mythology fusion, nor get Lilith or Cu Chulain by means other than a demonic evolution. So, again, paying attention to the gameworld is forced here if you want to find such content, while even if you don't pay attention to the gameworld you'll be able to enter Vault City.
But "clearing" the game as you said in SMT, can be achieved also through grinding and let's face it - if you can count to 10 - you can easily find a demon setup that while not as effective as the "secret" monsters, with appropriate levels will still be enough to win the day. (Whether it will be enough to complete that secret battle is a different question altogether).
Moreover, let me remind you that, that it is hivemind's view the more solutions to the same problem with different outcomes the better. C&C. Having the different solution to the same problem with the same outcome, though perfectly valid is nothing impressive and it can hardly persuade a codexer to try a jap game.
Disclaimer: My objective was never to prove that "all jap games are crap by definition lololol ROFL LMAO, u r dumb." Again, some of them are amazing. Some of the could be amazing if they didn't have idiotic shit in them - such as stupid character design or dimwit thematic approach (e.g. Sengoku Rance). And most of them, just like western games are godawful.
The only gripe I personally have with japanese games as a whole which puzzles me to no end is that for some reason exactly the things that are silly and mundane in them, I really hoped to point out in objective, unbiased manner, became widely seen as "deep", "mature" and "artistic". And the result is, because those elements were easy to transplant to mainstream western games, that in 10 years time we're not likely to see any major improvement in any facet - rather we will experience constant systematic
degradation .
Thank you for your game recommendations. Will try them out if time permits.