Re: What's the worst game you've ever played in your life?
Posted: Mon Oct 18, 2010 4:39 pm
I don't really think it's "rage", I just believe the game has a lot to be said for it... And not just as an FF, but as an RPG and a game in general. It matches better what I'd like to see across the board.
It's a balancing mechanism. I think it puts the game at just the right difficulty. I really think you should play the game, this is kind of like like judging the mainstream gameplay of FFXII based on the most ridiculousest Mob Hunts. In the main story, you really shouldn't need to grind. Sometimes you might be compelled to sneak attack, but there's almost always a strategy that works. And the other good thing about this game is that the strategy is intelligible. It's not esoteric and designed to sell guides, like Xenosaga Episode II bosses with an AABCDEAABBFFF weak point.Ranylyn wrote:I don't consider "game over when main character dies and oh look, main character is doomed so I have a time limit but I want to play defensively so I don't die since I'm underlevelled" rewarding, sorry to say. In other RPGs, you can beat the game at low levels with a plan. In FFXIII, there were times that my sister was forced to grind, due to doom on the main character and simply not having a high enough output to be able to do it in time.
It forces efficiency, yes, but not necessarily offensives. In fact I don't know how you could possibly play this game without taking a defensive/tactical approach to any long-term battle. Anything else is a formula for just running out of health. The entire point is balancing it...Ranylyn wrote:However, back to the issue of doom on the party leader for one moment, this forces all out offensives, since Doom cannot be removed and unless your levels are high enough to overwhelm the enemy in time, game over, end of story.
I actually see this as another way games used to extend playtime. Wtf does the player get out of it? Sure people shouldn't be knocking good games because of it, I agree 100% with that, but that doesn't change the fact it's a flawed mechanism. Throwing you right back into the battle so you can actually master it in some fashion is much more fun in my opinion. And you complain about how retrying is so easy, but also about how dying is so easy (via the leader), so don't they cancel out? You die more, but spend all the time lost fighting and learning rather than being punished for punishment's sake. In the same way you can rewind out of battles that are unwinnable and do something that wasn't dumb instead of just suffering for the sake of suffering.Ranylyn wrote:As an old school RPG gamer, the generation of gamers this kind of thing spawns makes me die inside. Gamers these days are too babied by retry options or savepoints right before evry boss, then they play something a little more old school and can't stop moaning about needing to spend a whopping 5 minutes to get back to the boss. I mean seriously, many perfectly good games, even ones from the last generation, are now considered garbage by modern critics simply since new age games totally pamper and baby the gamers this way.
90% of all RPG battle systems have nothing to do with the actual story, so I really don't think that really justifies it for me. You never even see most of this equipment you're supposedly wearing. Though as a sidenote FFXIII's battle system is actually surprisingly canon, which is another thing I like... Not the leader thing, and if I were them I'd splurge on jetpacks, but overall the power of a l'cie is consistent between the cutscenes and the battle system, and kind of even a plot point...Ranylyn wrote:Actually, I see armor, helmets, and gauntlets as an in-game explanation on "how the heck you survive getting smashed by a behemoth." The Weapon-and-accessory system that was used in FFVII, FFX, and FFXIII (or just weapon at all in FFVIII) simply dumbs down things for those who waste all their money on potions and can't afford armor, personally.
You still have a lot of that thinking going on when equipping your characters in FFXIII, you just don't have to do it five times per person.Ranylyn wrote:Armor is part of a goood strategy. This plate gives +100 def but -30 attack? Well, I could give it to a glass cannon to balance survival vs damage, I could give it as a tank to make him toughr and weaker, I could not use it at all, etc. Games without armor just have a defense stat tied in to levels mostly, which cuts in to the character customizing, and with it, the strategy, immensely.
A common complaint is "there are too many cutscenes." I was trying to respond to that. Anyway even if a game is awesome if it's too short I'll feel ripped off... (MadWorld)Ranylyn wrote:It depends on the content. If you're not enjoying the gameplay, any game can feel too long. You just want to beat it, you just want to see if it gets better, etc etc.
Like armor I don't think this is a story issue so much as a gameplay balance issue. There's no logic behind it. There's no logic behind castling in chess. I have never seen a king move a tower around himself. But it works and helps make the game if you give it a chance.Ranylyn wrote:On the topic of FFXIII and main characters, back to my "game over when leader goes down" comment. If we accept that every character is a main character, then why are the others ncapable of carrying on when one person goes down? If you ask me, that was a poorly thought out mechanic. I could understand it in shooters where you have a squad or something, but the difference is that FF has healing magic, revival magic, and potions galore, there's no reason they can't be healed, right?
I haven't actually explored all of Pulse, but yeah it is a pretty linear game. Again I find that a welcome change of pace from looking for Pete the Bird Guy or waiting five hours for the next cutscene. Being able to move freely around a world seems to come at the expense of being able to move freely forward in time... There are quests on Pulse, I haven't done them all so I can't really vouch for them...Ranylyn wrote:*shrugs* I guess we'll just need to agree to disagree here. If a game is too linear, it just gets boring, with zero exploration. Don't get me wrong, many RPGs are pretty linear, but my sister says it was a bigger issue in FFXIII. FFX was also linear as hell, but at least it had the rare side area, like Yojimbo's cave, that you could explore as you progressed.Apparently the only thing like this FFXIII had was with areas you needed chocobos to reach in the endgame.