flyingjohn
Arcane
- Joined
- May 14, 2012
- Messages
- 3,199
I'm wondering how, if even possible, Chrono Cross could incentivize making greater use of the roster of characters. It already makes it easy to allocate elements, but I find myself limited by the number of good elements and accessories. These can of course be traded between members, but keeping a roster of say, a dozen active characters while only having good gear for half as many would quickly get tedious. The most limiting aspect are the stat ups from battles - every additional character you try to maintain means those will be spread increasingly thin. Now the game is not difficult enough as to where those stat ups would be the difference between beating a boss and losing to it, but most RPG fans would hate to see valuable stats be spread inefficiently and the game would certainly benefit from extra challenge. I've found myself focusing on 4-5 characters at a time, so a whopping 10% of the cast. I wouldn't necessarily cut this number down a lot, but the mascot characters would definitely go. Besides that, having a fourth party member and/or non mandatory MC could work, but I know permanent character models on the screen have a big impact on performance for a PSX game, and the battles already run at a low framerate as it is.
I wonder how Suikoden handled this.
They could have done a couple of things:
-Make 4 party system instead of 3
-Make each character have unique bonuses
-Have 10 times the amount of dual/triple techs(this one is so confusing since chrono trigger already solved that problem)
-Have characters have uses beyond combat.This is already present with zappa,i don't know why they didn't build upon it.
-Have temporary characters connected to your current objective and worlds. Again,Harle is already a thing,so...
-Have characters have different element grids entirely,not just the amount.They could have easily created a random system to do this.
The biggest problem is that stamina recovery as a stat dictates if the character is good or not.Couple that with serge/lynx being unremovable and your choice of characters if you want to experiment goes down even more.
Also originally they were going for 60+ characters,just great.
Edit:Here is a Kato interview to explain the problem:
"Where did inspiration for such over-the-top characters as Pierre, Mojo, Macha, Turnip, and Van come from?
Take Pierre, for example: we started off by saying we wanted a wacko fake hero like Tata from Trigger. We also said things like "we need at least one powerful mom," "no way we're gonna go without a twisted brat," and so on so forth. Basically a bunch of selfish wishes (laugh). Also, the staff as a whole came up with many ideas of what types of characters we wanted to put in the party. Mojo was actually a test 3D model of a doll made by one of our staff early in development. I decided, based on personal taste, "This guy's cool. Let's make him join the party!" Everyone probably thought I was just making a joke, though (laugh)."
So basically they thought of wacky/interesting characters to put in a a gme and then later though how to actually implement them properly,it didn't work.