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Old 05-30-2005, 06:05 PM   #1
 
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http://www.pointlesswasteoftime.com/...manifesto.html

Quite funny, in a grumpy-old-man kind of way.
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Old 05-30-2005, 07:37 PM   #2
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I have to admit--on a lot of those points, I agree.


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Old 05-30-2005, 08:53 PM   #3
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He lost me at the end. Umm, save points in certain places have nothing to do with limitations--it's about difficulty. As for "arbitrary" triggers in RPGs? Yeah, so that's what makes the genre what it is.
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Old 05-30-2005, 09:05 PM   #4
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I agree with almost all of those.
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Old 05-30-2005, 10:39 PM   #5
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^^ What he's saying though isn't precisely what you're talking about. Take Link to the Past. You could save "anywhere" by pressing SELECT and hitting "Save and Quit". Dandy. However, the moment you brought it up, you started at one of a preselected set of points (just like the save-point mentality). Same thing happened when you died; you warped back to a certain location. You could have been three inches from the boss (or even have died to the boss), and now you have to go all the way back to the boss (since he's hardly closeby the entrance of a dungeon), which takes time, especially when you're experimenting with a new dungeon boss.

He wants to be able to be like Doom III and all of the PC games where you could F12, immediately dump your location, status, enemy configuration and motives, etc. to disk and continue on, being able to load back to that precise point in the game.

Memory-wise, there is a HUGE difference. In RPGs, typically, they cheated with the save-point philosophy by saving only the minimal set of variables needed to run; the random-number seed, which enemies had already been killed, precise geocoordinates, etc. needn't be stored and could be shuffled into a tabular index of a very small number of bytes. To do a quick-save that you can immediately warp back to nearly requires a selective memory dump of the core variable set (which can easily range into a good couple hundred K upwards depending upon the complexity). What he's suggesting is a different save system entirely; this happens to use more memory and more resources than the save-point strategy, but considering that back in the day when "64K should be enough for everyone", the save-point strategy worked well. However, now it's much easier to dump a lot of data on disc and call it a save file.

I'd also gamble to disagree with you about random triggers being a definitive quality in an RPG. In fact, I agree completely with his point; it does break the roleplaying element of the game.


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Old 05-31-2005, 12:28 AM   #6
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$465?!

Screw that.
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Old 05-31-2005, 06:23 AM   #7
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The Revo and 360 will be able to be laid flat. Not sure about the PS3.
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Old 05-31-2005, 08:39 AM   #8
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TML, I see what you mean. However, I still think there's a difficulty issue involved. Ok, yes, Zelda is really annoying with how they have to start you at a certain place regardless of the fact that you can save anywhere. But having gone through the emulation portion of my life, quick saves on some games just make them way too easy and almost feel like cheating. I think it's a designers issue more than a technological one.

Ok, triggers aren't THE defining element in an RPG. But since I tend to call them "events," and because events are how the story in an RPG progresses, I'd say they're pretty important. Is he calling for more realistic events? Most RPGs have those too. I think he's just being too picky here (The same goes for the whole crates rant.)
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Old 05-31-2005, 09:09 AM   #9
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Wow. This guy is my new hero.

I am brining up about 100% of his arguments when my friends start making fun of me because I like Nintendo.

"WTFWTF CAN GAMECUEB PLAY DEEVEEDEES?"

"Are VIDEO GAME consoles supposed to?"
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Old 05-31-2005, 02:08 PM   #10
 
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Whether or not a system can play extra media makes no difference to me. Sure, I use the dvd-playing feature of the PS2. I never play games on it, though. There aren't enough good ones in the sea of **** for me to wade through and pick something to play. What I'm saying is that despite the fact that they may want to include all of these extra features as something to entice, I can't see myself using it too much unless it's just for that feature. I already have 2 dvd players in my house. They're freaking cheap, and they work better. CD's? Sorry, but the sound quality on most tv speakers scare me away from that. I want to listen to music, not be frustrated because there's no beat or bassline, and I can only hear one channel of the mix..

Basically, I might be totally ****ing insane, but I'm buying a system based on what the games released for it are like. Now Nintendo is scaring me by acting like Donky Konga or some other gimmick **** is a big release... Obviously, it's not going to entice a lot of people. They should have something up front that people seriously want to play. They should have 3rd parties making games.. not just EA. There's nothing to get excited about, but the future... and that's just looking down right boring.

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Old 05-31-2005, 05:18 PM   #11
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^ Well, on one hand, we'll have to see how it plays out. M'soft and Sony have tipped their hands as to which direction they're going, which is a "more of the same" strategy. Nintendo hasn't yet; I'm really curious to see what they have, and not just because I'm an avid supporter either; they claim to be doing something different, and I think, depending upon what that is, will be cause to take notice.

Quote:
Originally posted by Sir Bolt:
TML, I see what you mean. However, I still think there's a difficulty issue involved. Ok, yes, Zelda is really annoying with how they have to start you at a certain place regardless of the fact that you can save anywhere. But having gone through the emulation portion of my life, quick saves on some games just make them way too easy and almost feel like cheating. I think it's a designers issue more than a technological one.
And I agree with you to some level. Quick-saves aren't exactly ideal. But at the same time, you can do more than they are currently doing. Let's say I just died to a boss within a dungeon that took a hell of a long time to get through. Okay, sure, the doors may be unlocked, but they're going to start me at the beginning, respawning all monsters between me and my destination. What they need is a way to circumvent that. I'm not saying save states as save states are the answer. I do think that being able to save more often than twenty minutes of gameplay is a necessity, as well as being able to respawn relatively close to where you saved. You might still be able to do that with save points (and if so, then the article is perhaps overzealous), but at least the ability to not have to do things over and over (especially if it's a difficult segment leading up to an even more difficult segment) is a bloody fine idea.

Quote:
But since I tend to call them "events," and because events are how the story in an RPG progresses, I'd say they're pretty important. Is he calling for more realistic events? Most RPGs have those too. I think he's just being too picky here (The same goes for the whole crates rant.)
I don't think that's what he's saying at all, or at least you're making it sound more cynical than he is trying to be. Let's face it: plot happens. Something must happen for me to progress onward to a new area. The problem is when you create this non sequitur action that must be completed before you can proceed with the plot. For example, let's have an example of Good Idea, Bad Idea.

Good Idea
The evil enemy base has been set and all of the blast doors have been activated, shutting immediately. Enemies, trapped like you, are swarming around you, and your friend, mechanical genius that she is, has to hack the computer to find the code to unlock the doors. The rest of the party has to fend off the baddies for a certain amount of time in order to allow friend to find the key in order to save your ass.

Bad Idea
The good guy base is crumbling down because of a massive bomb that just exploded. You're running for your lives because there are more bombs in other sections of the building waiting to go off. As you get into the fourth area, a little girl is blocking the doorway. The little girl cannot find her kitten, and she will not move until she saves her kitten. The hero, in a completely unrelated move, must head backwards into the base to find the kitten (who could not be found before now since talking to the girl is a trigger for the cat's appearance), and then run back to the girl, return the kitten (which is a trigger to be able to go on into the fifth area), all in order to leave the building.

Good idea: coming up with a plot-related way of heightening drama in a scene. Bad idea: making a completely stupid "sidequest" part of the main plot, all the while destroying the realistic feel of the game.


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Old 05-31-2005, 05:44 PM   #12
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Ok, great, but that still has nothing to do with technology; it all depends on how much of a pain the designer wants to be.

Again, how the events are planned is up to the designer and has nothing to do with the technology (OMG...Ymir Forest in ToS. Why can't we just jump into the freakin water to get the Ymir fruit? WTF is up with the whole obnoxious animal business? Sooo unnecessary.)

The flaw with the article is that he starts out making really good points about technology and society, but then starts ranting about details in games that he personally doesn't like. It kinds ruins the mood for me. I agree: graphics are overrrated, difficulty is declining, and originality is lacking. Those are all valid points. But then he starts ranting about invisible barriers, text on the screen, and CRATES! I think those just weaken his piece.
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Old 05-31-2005, 07:17 PM   #13
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Yes, he leads into the article with a deal about the FLOP-count and what not, but notice what the article says:

"20 things gamers want from the seventh generation of game consoles"

The article isn't mainly about technological advances, although it loosely pretends to be. The article is about the changes that he thinks would be cool in the gaming realm and, to a lesser extent, that which he things gamers in general want.

As far as the crates go, he does make a good point. You hardly ever see half a dozen of them in any one spot unless you're at a dock.


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Old 06-01-2005, 10:38 AM   #14
 
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^Or unless they're little CD crates.

And remember, "I'm-a Luigi, number one!"
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Old 06-01-2005, 02:46 PM   #15
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With the whole DVD playing thing, I have heard that playing DVD's burns out the light for a PS2.
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Old 06-02-2005, 01:21 AM   #16
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I always thought that in OoT they did a great job at making the boss room very close to the entry, but you could not get there without going through the rest of the dungeon first. If you have done so, and die at the boss it's only a very short trip to the boss.

I hate it when a game doesn't let you save between fights. I remember the first Mega Man Battle Network where you first had to fight Elec Man (not that difficult, but annoying) and immediately afterwards Proto Man, who was really difficult and had some one-hit KO moves.
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