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#1036 Orithan

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Posted 04 October 2012 - 01:17 AM

I can't believe that Nintendo would even let Gamefreak do this stuff. Ever. This is one of the most stupid design choices I have heard about in a Nintendo game ever, even rivaling the Green Stars in SMG2. Sounds like Gamefreak should be pulled up on this, even if it means releasing a free DLC patch on release to give both versions both difficulty modes (see EA and the Mass Effect 3 ending blowout).
It seems that every big 3rd party publisher nowadays are pulling out extremely idiotic design choices so they rake in more money. What's next? Square Enix taking over Pokemon? Activision taking over Halo?

Edited by Orin XD, 04 October 2012 - 01:21 AM.


#1037 HylianGlaceon

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Posted 04 October 2012 - 02:04 AM

QUOTE(Orin XD @ Oct 4 2012, 01:17 AM) View Post

I can't believe that Nintendo would even let Gamefreak do this stuff. Ever. This is one of the most stupid design choices I have heard about in a Nintendo game ever, even rivaling the Green Stars in SMG2. Sounds like Gamefreak should be pulled up on this, even if it means releasing a free DLC patch on release to give both versions both difficulty modes (see EA and the Mass Effect 3 ending blowout).


Have you played Pokemon Conquest? The "bonus" content there after completing the Main Story there I think nearly rivals this horrible decision. If not, I can include the bad decision there in a spoiler tag.

With that said, I don't really have much interest in getting either Black2 and White2, so the whole Easy or Hard mode thing doesn't really concern me anyway... icon_sigh.gif It does seem like a pointless addition however..

#1038 Orithan

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Posted 04 October 2012 - 02:25 AM

If it is after you beat the game, then it really is pointless. I thought it was from the start. Still, Pokemon White 2 may be the last Pokemon game I will be getting (other than the next PMD) until either Gen VI comes along or Gamefreak puts their act together and stop making stupid decisions like this (which have been happening a lot recently). If this keeps up, I am going to drop the console Pokemon games altogether and stay with the competitive metagame (see Pokemon Online). I wonder if Nintendo are at all concerned with Gamefreak's idiotic design choices (then again, Nintendo has made some pretty bad ones fairly recently too. See SMG2 Green Stars, making it impossible to die in Kirby's Epic Yarn, etc...).
Edit: By the way, I haven't played Pokemon Conquest yet and have no intention of playing it in the near future because I will have White 2 to play soon.

Edited by Orin XD, 04 October 2012 - 02:31 AM.


#1039 kurt91

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Posted 04 October 2012 - 03:18 AM

You want pointless, look at MegaMan Legends. Beat the game once, and you unlock hard mode. Beat the game on hard mode, and you unlock easy mode. If you're capable enough to beat the game on hard mode, why would you need easy mode by that point, anyways?

#1040 Giggidy

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Posted 04 October 2012 - 03:34 AM

QUOTE(Orin XD @ Oct 4 2012, 12:17 AM) View Post

I can't believe that Nintendo would even let Gamefreak do this stuff. Ever. This is one of the most stupid design choices I have heard about in a Nintendo game ever, even rivaling the Green Stars in SMG2. Sounds like Gamefreak should be pulled up on this, even if it means releasing a free DLC patch on release to give both versions both difficulty modes (see EA and the Mass Effect 3 ending blowout).


For some reason I'm reminded of this:

IPB Image


QUOTE
It seems that every big 3rd party publisher nowadays are pulling out extremely idiotic design choices so they rake in more money. What's next? Square Enix taking over Pokemon?


It's called Final Fantasy 13-2.

#1041 HylianGlaceon

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Posted 04 October 2012 - 11:33 AM

QUOTE(Orin XD @ Oct 4 2012, 02:25 AM) View Post

If it is after you beat the game, then it really is pointless. I thought it was from the start. Still, Pokemon White 2 may be the last Pokemon game I will be getting (other than the next PMD) until either Gen VI comes along or Gamefreak puts their act together and stop making stupid decisions like this (which have been happening a lot recently). If this keeps up, I am going to drop the console Pokemon games altogether and stay with the competitive metagame (see Pokemon Online). I wonder if Nintendo are at all concerned with Gamefreak's idiotic design choices (then again, Nintendo has made some pretty bad ones fairly recently too. See SMG2 Green Stars, making it impossible to die in Kirby's Epic Yarn, etc...).
Edit: By the way, I haven't played Pokemon Conquest yet and have no intention of playing it in the near future because I will have White 2 to play soon.


You forgot Metroid: Other M and Super Paper Mario in the list of problems. I never thought the Green Stars were that bad of a problem, they just probably could've hidden some slightly better.

For those interested in Pokemon Conquest's problems:
Spoiler



#1042 DashSim

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Posted 04 October 2012 - 01:24 PM

QUOTE(Orin XD @ Oct 4 2012, 03:25 AM) View Post
(then again, Nintendo has made some pretty bad ones fairly recently too. See SMG2 Green Stars, making it impossible to die in Kirby's Epic Yarn, etc...).
The green stars were an optional, additional objective after the main game had been completed that encouraged the player to look at levels they'd already played in a new and interesting way, and I feel very strongly that they accomplished this well. It was a pretty brilliant idea, honestly: Development time probably wouldn't have allowed for any other post-game content, but the idea of finding and collecting additional stars around levels in an almost Mario 64 style could be fun and interesting for the player, added relatively easily and quickly by the developers and not suffer despite that. It's practically ideal post-game content, really.

I would also argue that the entire game of Epic Yarn was based around the absence of death, and that it wouldn't have worked as well if death was a feature. If you took the game as it is and added death, that would make the game worse. Because it was designed around it not being there. Could it work if the game was (rather extensively) redesigned with death in mind? It totally could! But... I'm not convinced that would be a better game. Wario Land is another series that generally excludes any sort of death mechanic, and that series wouldn't work if it did include it.

Having a death mechanic isn't inherently better than not having one, nor vise versa; it all depends on what works for each game, and I hold to the opinion that what works for Epic Yarn and the Wario Land games is not having it.

QUOTE(Dawnlight @ Oct 2 2012, 11:32 PM) View Post
I think a game like Valkyria Chronicles (similar to Fire Emblem) fixes that. There are permanent deaths in Valkyria Chronicles as well but it only happens if an enemy kills you and confirms kill (stands right next to you) or if an enemy kills you and you don't call in a medic within 3 turns.
I've never played a Valkyria Chornicles game, but wow does that ever sound like a vastly superior implementation of permanent death. In that, like, it doesn't sound endlessly frustrating and terrible! Amazing.

QUOTE(Giggidy @ Oct 3 2012, 12:18 AM) View Post
That's not even the beginning of FE's problems. The entire system is rigged to trap beginners and make it very easy to accidentally make your game unwinnable without restarting from the beginning. Thankfully Sacred Stones lets you grind in the optional stuff if you do this to yourself accidentally.
Its problems are definitely becoming more blatant to me as I continue playing. It feels like some of its features contradict others and it all comes together into a really frustrating experience. The game somehow feels both polished and poorly thought out at once.



Alright, so here's my best articulation of my issues with Sacred Stones so far. This is the only way I can think to express it.

Consider what makes chess enjoyable. It's carefully planning ahead and anticipating your opponent's moves, made possible by a consistent and reliable set of rules for you both to play by. You can see all your pieces, all the enemy pieces, and there's no uncertainty except for how your opponent will play.

Think about the satisfaction you get from planning ahead many turns, getting your opponent right where you want them through your careful and very specific planning. The thrill of thinking of what you need to do for the next 10 turns, and then succeeding in doing it.

If chess were Sacred Stones, part way through those 10 carefully planned out turns, additional enemy pieces would land on the board at complete random with no absolutely no warning, for which you of course had no chance to account for in your planning. But maybe you'd keep playing, trying to recover from that abrupt change, and you form a new plan that hinges on trying to take out a pawn with your queen. You try that, but by pure, unmitigated chance, your queen misses, and the enemy pawn takes her out on the next turn. Oh, and you'd better restart the game then, because that means your queen will be missing next time you play a game of chess!

Also, between the chess matches you have to suffer a dreadfully boring story with some of the most forgettable characters you've ever seen.

It's not that random chance and unexpected things or a permanent death mechanic are inherently bad, it's that, in their implementation in this game, they doesn't work together and it brings the whole thing down. And that doesn't even go into the issue Giggidy mentioned about new players screwing themselves and having to restart. So I guess there's two ways to play it: Keep going if some of your characters die on a chapter and potentially screw yourself in the later parts of the game, or restart every time a character dies (which is what I do!) and tediously replay chapters over and over until you get through without any deaths.

Nothing about that works.

QUOTE(Scootaloo @ Oct 2 2012, 11:38 PM) View Post
Like I've said before, Sacred Stones is probably my least favorite of what I've played... Well, maybe except for Radiant Dawn. It's still fun, but definitely pales in comparison to Path of Radiance or Blazing Sword (which was the first FE localized in the USA).
Despite everything, I still have some interest in trying out other games of the series. I'm definitely going to be a bit more cautious approaching them than I was with this game, though.

#1043 Orithan

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Posted 04 October 2012 - 06:01 PM

QUOTE(HylianGlaceon @ Oct 5 2012, 02:33 AM) View Post

You forgot Metroid: Other M and Super Paper Mario in the list of problems. I never thought the Green Stars were that bad of a problem, they just probably could've hidden some slightly better.

I haven't played MOM yet and I don't plan on playing it in the near future. SPM isn't that bad. The Flipside Pit of 100 Trials wasn't that bad while the treasure sidequest was complete filler and the Flopside Pit of 100 Trials was nowhere near as interesting as Flipside. The all it has over Flipside is stronger enemies (and it is WAY too easy to grind in because almost everything gives 1000 experience each down there), but I guess it is for people who want a more difficult version of Flipside's pit. At least, none of these are required to access extra levels (other than beating Flipside's Pit of 100 Trials to unlock Flopside's), unlike the SMG2 Green Stars where they are required to access one final level.

For those interested in Pokemon Conquest's problems:
Spoiler


Wow, I have now lost a lot more trust in Gamefreak having now read this. This will be why I will never be getting Pokemon Conquest. Call this optional the all you want, but this is complete and utter filler designed to keep you playing.

QUOTE(DashSim @ Oct 5 2012, 04:24 AM) View Post

The green stars were an optional, additional objective after the main game had been completed that encouraged the player to look at levels they'd already played in a new and interesting way, and I feel very strongly that they accomplished this well. It was a pretty brilliant idea, honestly: Development time probably wouldn't have allowed for any other post-game content, but the idea of finding and collecting additional stars around levels in an almost Mario 64 style could be fun and interesting for the player, added relatively easily and quickly by the developers and not suffer despite that. It's practically ideal post-game content, really.

I bet Giggidy would say exactly the opposite thing. Because these Green Stars are nothing but filler. If you want to include post-game content at a scale like this, then put enough effort to make it interesting. Your exploration argument is pretty weak, because the levels in both SMG games are very linear (and offered little prospect of exploration) and that only a handful of the 120+ Green Stars were well hidden. Super Mario Sunshine was a game that got this right and it wasn't even post-game content. The Blue coins encouraged exploration of the levels, but each level offers lots of opportunity to explore and that they don't amount to an awful lot in the end. They amount to only 24/120 Shine Sprites in the end.

Its problems are definitely becoming more blatant to me as I continue playing. It feels like some of its features contradict others and it all comes together into a really frustrating experience. The game somehow feels both polished and poorly thought out at once.
Alright, so here's my best articulation of my issues with Sacred Stones so far. This is the only way I can think to express it.

I agree that it is really frustrating. But frankly I have reason to believe that you are supposed to restart the game after someone dies. In Radiant Dawn, it is hard enough to beat the game even with all of your good characters alive. For example, the third last boss (I can't remember his name) is very overpowered because you will have to be reliant on luck if you don't want a unit that isn't carrying the Nilhili (spelling?) skill to get killed because his Ire skill activates (which, by the way, has a 33% chance of happening whenever he attacks). To make matters worse, he is difficult to hit with most characters and his attacks will always hit for heavy damage. Also, did I mention that he restores about 30 out of 100 HP every turn? (Note that this is all in Normal mode)

Replies are in bold.

Edited by Orin XD, 04 October 2012 - 06:02 PM.


#1044 DashSim

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Posted 04 October 2012 - 07:45 PM

QUOTE(Orin XD @ Oct 4 2012, 07:01 PM) View Post
Because these Green Stars are nothing but filler.
Doesn't filler have to... fill something? The green stars are optional post-game content. You can go through the entire game without going after a single green star and get a full, satisfying experience with a fairly long length. It's not padding out a short game to make it longer, it's adding additional and optional content after the end an already very full game. I... don't really see how it's filling anything.

There's also, like, issues of whether we consider filler inherently bad (I don't, but it may be because I'm working under a different understanding of what 'filler' means), or what we consider the 'end' of a game and what's optional...

QUOTE(Orin XD @ Oct 4 2012, 07:01 PM) View Post
Your exploration argument is pretty weak, because the levels in both SMG games are very linear (and offered little prospect of exploration) and that only a handful of the 120+ Green Stars were well hidden.
I didn't use the word exploration. My argument is that the green stars allow the player to look at levels and approach them in a new and interesting way. There's certainly an element of exploration, but it's not just that. Sometimes finding green stars involves literally viewing the level from a different perspective (changing the camera angle in a way that you'd probably never have done if not to find the star), sometimes doing some tricky jumps to reach a platform that you'd have assumed impossible if not for the green star being there. It was interesting for reasons like these, and it was a clever feature because it could be interesting while also being relatively easy to add, and it was perfectly topped off by being purely optional post-game content. I wish I could name more specific examples of green stars, but I haven't played the game in a while... I'm sort of tempted to go back to it just to help me better illustrate this point!

Also, from my completionist perspective I really disliked the implementation of the blue coins in Sunshine, which is one of maybe only a few issues I have with the game (I really liked it otherwise), buuut, that's a totally different argument.

QUOTE(Orin XD @ Oct 4 2012, 07:01 PM) View Post
I agree that it is really frustrating. But frankly I have reason to believe that you are supposed to restart the game after someone dies. In Radiant Dawn, it is hard enough to beat the game even with all of your good characters alive. For example, the third last boss (I can't remember his name) is very overpowered because you will have to be reliant on luck if you don't want a unit that isn't carrying the Nilhili (spelling?) skill to get killed because his Ire skill activates (which, by the way, has a 33% chance of happening whenever he attacks). To make matters worse, he is difficult to hit with most characters and his attacks will always hit for heavy damage. Also, did I mention that he restores about 30 out of 100 HP every turn? (Note that this is all in Normal mode)
I could understand the decision to make replaying levels if a character dies a purposeful part of the game a lot more if replaying the levels after one enemy gets lucky and kills just one of your characters was enjoyable.

Maybe I'm missing something, though...? I mean, I know there's people who actively enjoy level grinding, while I find it very tedious. Maybe there's reasons that some would specifically enjoy this aspect of the game...? It's... not for me, though. For me, if I have to replay so much, particularly in a strategy/tactics game, I want it to not be based on chance.

So, chance works better for me when 1: there's not a lot at stake, 2: playing the game doesn't involve extensive thinking and planning and 3: when there's a certain extent to which you can turn the luck in your favor or have some degree of control over it. So... that's what works for me, and what doesn't. And Sacred Stones really hits on what doesn't work for me.

#1045 The Satellite

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Posted 04 October 2012 - 08:25 PM

So yeah, finished case three in Phoenix Wright, Turnabout Samurai. That thing... was so annoying. I even had to quote Falco at one point and shout "Geez, quit moving around!" So much talking, so much drawn-out dialogue, so much moving and complexity of moving (move here to move here to move there), it's just... ugh. The court cases can be fun but they virtually can't make up for how irritating this part of the game is, good story or not. >_<

#1046 Nicholas Steel

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Posted 05 October 2012 - 12:52 AM

QUOTE(DashSim @ Oct 5 2012, 10:45 AM) View Post
I bet Giggidy would say exactly the opposite thing. Because these Green Stars are nothing but filler. If you want to include post-game content at a scale like this, then put enough effort to make it interesting. Your exploration argument is pretty weak, because the levels in both SMG games are very linear (and offered little prospect of exploration) and that only a handful of the 120+ Green Stars were well hidden. Super Mario Sunshine was a game that got this right and it wasn't even post-game content. The Blue coins encouraged exploration of the levels, but each level offers lots of opportunity to explore and that they don't amount to an awful lot in the end. They amount to only 24/120 Shine Sprites in the end.
It comes down to preference, 240 blue coins Vs. 120 green stars. I also prefer Sunshines level designs, layouts and skill sets.

QUOTE(DashSim @ Oct 5 2012, 10:45 AM) View Post
Doesn't filler have to... fill something? The green stars are optional post-game content. You can go through the entire game without going after a single green star and get a full, satisfying experience with a fairly long length. It's not padding out a short game to make it longer, it's adding additional and optional content after the end an already very full game. I... don't really see how it's filling anything.
It is filling the gap between Bowser and the final level (iirc the final level has a more powerful form of bowser? My memory is a bit fuzzy regarding it) so... yeah it is filler. If there was no special stage after getting all 120 green stars then it would indeed be optional end game content!

Edited by franpa, 05 October 2012 - 12:52 AM.


#1047 DashSim

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Posted 05 October 2012 - 01:26 AM

QUOTE(franpa @ Oct 5 2012, 01:52 AM) View Post
It is filling the gap between Bowser and the final level (iirc the final level has a more powerful form of bowser? My memory is a bit fuzzy regarding it) so... yeah it is filler. If there was no special stage after getting all 120 green stars then it would indeed be optional end game content!
Ahh, yeah, that one hard level. I do feel like it's not... really much of anything. Again, there's the entire game, with final boss and credits and everything... with an additional level and green star challenge afterwards, if you want it.

#1048 Giggidy

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Posted 05 October 2012 - 02:03 AM

QUOTE(DashSim @ Oct 4 2012, 12:24 PM) View Post
I would also argue that the entire game of Epic Yarn was based around the absence of death, and that it wouldn't have worked as well if death was a feature. If you took the game as it is and added death, that would make the game worse. Because it was designed around it not being there. Could it work if the game was (rather extensively) redesigned with death in mind? It totally could! But... I'm not convinced that would be a better game. Wario Land is another series that generally excludes any sort of death mechanic, and that series wouldn't work if it did include it.

Having a death mechanic isn't inherently better than not having one, nor vise versa; it all depends on what works for each game, and I hold to the opinion that what works for Epic Yarn and the Wario Land games is not having it.


Eh... the problem with the no-death mechanic in Epic Yarn is, well, like everything else in epic yarn, it's not a kirby mechanic. This is why Kirby fans feel so betrayed by it; Imagine Skyward Sword was a class-based MMO that required organizing 40-man raid parties to get through the story. Even if it were good, it'd leave Zelda fans dissatisfied because that's not what you buy Zelda games for. It scratches a very different itch, as it were.

And really I don't even think your argument about no death mechanic holds: Epic Yarn DOES have a failure mechanic, and it's whether you get a gold medal for the level or not, and getting hit too many times does screw you over and make that goal impossible, forcing you to restart the level. A much better example of how to make a game without a failure state is Fez.

QUOTE
Consider what makes chess enjoyable. It's carefully planning ahead and anticipating your opponent's moves, made possible by a consistent and reliable set of rules for you both to play by. You can see all your pieces, all the enemy pieces, and there's no uncertainty except for how your opponent will play.

Think about the satisfaction you get from planning ahead many turns, getting your opponent right where you want them through your careful and very specific planning. The thrill of thinking of what you need to do for the next 10 turns, and then succeeding in doing it.

If chess were Sacred Stones, part way through those 10 carefully planned out turns, additional enemy pieces would land on the board at complete random with no absolutely no warning, for which you of course had no chance to account for in your planning. But maybe you'd keep playing, trying to recover from that abrupt change, and you form a new plan that hinges on trying to take out a pawn with your queen. You try that, but by pure, unmitigated chance, your queen misses, and the enemy pawn takes her out on the next turn. Oh, and you'd better restart the game then, because that means your queen will be missing next time you play a game of chess!

Also, between the chess matches you have to suffer a dreadfully boring story with some of the most forgettable characters you've ever seen.

It's not that random chance and unexpected things or a permanent death mechanic are inherently bad, it's that, in their implementation in this game, they doesn't work together and it brings the whole thing down. And that doesn't even go into the issue Giggidy mentioned about new players screwing themselves and having to restart. So I guess there's two ways to play it: Keep going if some of your characters die on a chapter and potentially screw yourself in the later parts of the game, or restart every time a character dies (which is what I do!) and tediously replay chapters over and over until you get through without any deaths.

Nothing about that works.

Despite everything, I still have some interest in trying out other games of the series. I'm definitely going to be a bit more cautious approaching them than I was with this game, though.


To understand Fire Emblem, you need to understand where Fire Emblem originally came from. The original FE was based very much on the style of early roleplaying and tactical skirmish games, namely the original D&D. In OD&D:

- Your characters were not heroes as in modern RPGs. Death was always only a single saving throw away, often not even that. Charging in and trying to slaughter a group of enemies through the power of just being that badass would get you killed, period. Every dungeoncrawler's M.O. was to be insanely careful and use as many dirty tricks as you possibly can to get ahead.

- You had no control over your stats, they were rolled randomly. You had to make due with whatever it was you got. Sometimes you got great rolls and the game was made much easier, most of the time you didn't. With this, combined with the above extreme random lethality factor, it was customary to not even bother to name characters until they got up to level 4.

- Raise Dead was only available to very high level characters, and it was intended that most groups would never get that far. A character died, you started over with a new one at level 1.


Fire Emblem isn't unique in having started out with these tropes (the heavy inspiration from D&D can be seen in more or less all early non-tabletop RPGs, the Final Fantasy series included), but it is unique in having kept them while other RPG series have abandoned them, for better or worse. You shouldn't go in to Fire Emblem expecting Advance Wars or Final Fantasy Tactics. That's not the kind of game we're dealing with here, and FE's style is definitely very much an acquired taste.

QUOTE("Orin XD")
I bet Giggidy would say exactly the opposite thing. Because these Green Stars are nothing but filler. If you want to include post-game content at a scale like this, then put enough effort to make it interesting. Your exploration argument is pretty weak, because the levels in both SMG games are very linear (and offered little prospect of exploration) and that only a handful of the 120+ Green Stars were well hidden. Super Mario Sunshine was a game that got this right and it wasn't even post-game content. The Blue coins encouraged exploration of the levels, but each level offers lots of opportunity to explore and that they don't amount to an awful lot in the end. They amount to only 24/120 Shine Sprites in the end.


If my name hadn't been specifically mentioned, I probably would have left this topic alone, so I'll just leave my actual opinion here real quick: The green stars is the point of SMG2 where I just said "Eh, I think I've seen enough, I don't really care about the Grandmaster Galaxy." My problem is not so much that the green stars exist, my problem is the green stars are magically hidden until you get far enough into the game (did you have to get all 120 normal stars? I don't remember), at which point they suddenly reappear and you have to re-go over each area to get them. I had already pretty much thoroughly explored those areas the first time around when I was gathering the normal stars and the thought of going through them again because I have no possible way of knowing where the green stars are without a walkthrough is bullshit.

I wouldn't have minded them nearly as much if, like the blue coins, they're just sitting there in the level and you can get them whenever you happen to find them. I also, in theory, have bigger problems with the similar mechanic in Galaxy 1 where you have to re-play all the levels as Luigi, but in practice I had much less of a problem with that: Going through the normal levels again was actually fun; just dicking around to find these green stars that have magically appeared everywhere was not.

EDIT: Actually, while we're on the subject, the idea of post-game content, where there's content that's sealed off and impossible to even attempt until you've finished the story, has never really made much in the way of sense to me. The best game to do this, IMO, as Super Meat Boy, though in that game more due to narrative reasons than the content itself.

Edited by Giggidy, 05 October 2012 - 04:03 AM.


#1049 DashSim

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Posted 05 October 2012 - 11:57 AM

QUOTE(Giggidy @ Oct 5 2012, 03:03 AM) View Post
Eh... the problem with the no-death mechanic in Epic Yarn is, well, like everything else in epic yarn, it's not a kirby mechanic. This is why Kirby fans feel so betrayed by it; Imagine Skyward Sword was a class-based MMO that required organizing 40-man raid parties to get through the story. Even if it were good, it'd leave Zelda fans dissatisfied because that's not what you buy Zelda games for. It scratches a very different itch, as it were.
The funny thing is that I often like game series making radical changes and would be totally okay with the Zelda you described. Well... except for the part where I don't really play MMO games! I can totally see someone playing Epic Yarn and not getting the sort of thing they're looking for from Kirby... but, for me, what I always look for is how games work (or don't!) in and of themselves. (A view which actually allows me to equally enjoy games that are big departures from their established series - like Epic Yarn - and are very conservative and similar to a lot of other games in their series - like the 8-bit Mega Man games.)
QUOTE(Giggidy @ Oct 5 2012, 03:03 AM) View Post
And really I don't even think your argument about no death mechanic holds: Epic Yarn DOES have a failure mechanic, and it's whether you get a gold medal for the level or not, and getting hit too many times does screw you over and make that goal impossible, forcing you to restart the level. A much better example of how to make a game without a failure state is Fez.
Actually... I submit to you the opinion that the medal/score mechanic is what makes the no death aspect work. It gives certain stakes to the player, keeping them alert and careful (should they be trying to go for medals) without any of the punishment of death.

Actually, on a related note, something I thought was really well done about the medal/no death system in Epic Yarn was how well it accomplished a 'choose your own difficulty' system without having an actual difficulty selection switch (which I usually consider a somewhat inelegant solution). You can play a very relaxing game without worrying about the score, or you can try to 100% complete it and get something quite challenging... All accomplished in the same exact levels.

QUOTE(Giggidy @ Oct 5 2012, 03:03 AM) View Post
If my name hadn't been specifically mentioned, I probably would have left this topic alone, so I'll just leave my actual opinion here real quick: The green stars is the point of SMG2 where I just said "Eh, I think I've seen enough, I don't really care about the Grandmaster Galaxy." My problem is not so much that the green stars exist, my problem is the green stars are magically hidden until you get far enough into the game (did you have to get all 120 normal stars? I don't remember), at which point they suddenly reappear and you have to re-go over each area to get them. I had already pretty much thoroughly explored those areas the first time around when I was gathering the normal stars and the thought of going through them again because I have no possible way of knowing where the green stars are without a walkthrough is bullshit.

I wouldn't have minded them nearly as much if, like the blue coins, they're just sitting there in the level and you can get them whenever you happen to find them. I also, in theory, have bigger problems with the similar mechanic in Galaxy 1 where you have to re-play all the levels as Luigi, but in practice I had much less of a problem with that: Going through the normal levels again was actually fun; just dicking around to find these green stars that have magically appeared everywhere was not.
Hahh. I actually have the exact opposite opinion of the green stars/blue coins; I collected every green star without loading up GameFAQs. The blue coins, meanwhile, I had to print out a walk-through to fully collect.

The difference between them for me is... In Galaxy 2, when you select a green star, you're guaranteed that you can actually find it if you look around. You know there's one there, it's just an issue of finding/getting it.

To collect all the blue coins, you have to enter a level and select which Shine to go after and hope the coins you need are even available in it. Many were only available on specific Shines... And to even get them to appear was generally something like spraying some arbitrary piece of wall. Finding these things without a walk-through meant playing every version of every level... and spraying everywhere around the level each time. I would never have done this without that blue coin walk-through.

(The green stars, if I remember correctly, also had the Metroid Prime item feature of making a sound when you're near them, giving the player another way to find them.)

QUOTE(Giggidy @ Oct 5 2012, 03:03 AM) View Post
To understand Fire Emblem, you need to understand where Fire Emblem originally came from. The original FE was based very much on the style of early roleplaying and tactical skirmish games, namely the original D&D. In OD&D:

- Your characters were not heroes as in modern RPGs. Death was always only a single saving throw away, often not even that. Charging in and trying to slaughter a group of enemies through the power of just being that badass would get you killed, period. Every dungeoncrawler's M.O. was to be insanely careful and use as many dirty tricks as you possibly can to get ahead.

- You had no control over your stats, they were rolled randomly. You had to make due with whatever it was you got. Sometimes you got great rolls and the game was made much easier, most of the time you didn't. With this, combined with the above extreme random lethality factor, it was customary to not even bother to name characters until they got up to level 4.

- Raise Dead was only available to very high level characters, and it was intended that most groups would never get that far. A character died, you started over with a new one at level 1.

Fire Emblem isn't unique in having started out with these tropes (the heavy inspiration from D&D can be seen in more or less all early non-tabletop RPGs, the Final Fantasy series included), but it is unique in having kept them while other RPG series have abandoned them, for better or worse. You shouldn't go in to Fire Emblem expecting Advance Wars or Final Fantasy Tactics. That's not the kind of game we're dealing with here, and FE's style is definitely very much an acquired taste.
I'm not at all familiar with any tabletop games like that, so that's all pretty interesting! I'm not sure if it makes me feel differently about how FE works, but... I'm still playing through Sacred Stones (just finished what I've been told is one of the hardest levels, in fact), so I'm still giving it a chance to change my mind.

Also, yeah, Advance Wars is actually exactly what I had in mind for a fairly similar game that I think works so much better. It's by the same developer, in the same genre (arguably, I guess), released around the same time. But undying love of AW only makes FE's mechanics all the more frustrating!

#1050 Bayta

Bayta

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Posted 05 October 2012 - 06:58 PM

Well, it's official. From this point forward, I no longer have a life. A year late, I've finally bought Skyrim, and it's installing as I type. If nobody ever hears from me again, it's probably because I felt that food was no longer important.

So yeah, Imma play Skyrim.


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