dtgreene: Except that the flow of the game is interrupted by the CPR mini-game, which is far worse. (The scene in FF5 I was referring to, which happens inside and right by a tree, did not interrupt the game flow in the same way. Also, they tried more than just Phoenix Down; some spells were tried, and I think they may have even tried Elixir. On toe other hand, it at least doesn't use up those items from your inventory.)
Fair enough. I don't have any strong feelings towards that CPR minigame either way. And it's pretty easy to perform; I don't think anyone having accessibility issues would have that much trouble with it.
FF2 and FF4 were also more believable, at least when it comes to major characters. Most of FF2's character deaths that happen on-screen involve situations where the party wouldn't be able to find the party, and Scott's death (very early, so not really a spoiler) comes before the player is likely to obtain the means of revival.
Not quite. If you assume phoenix downs could revive people regardless of state in a reasonable amount of time, everyone in FF2 except the penultimate member dies onscreen where the party is either at their dying side or seconds away. And the only character I remember that dies in FF4 is during that incident where the underground is sealed up with a bomb.
Besides 12 and 15 that I've yet to play, phoenix downs have never cured permadeath. There's no reason to believe that these spells or items would reverse it. And yes, I was one of those grinders who went to Mysidia and had revive and phoenix downs before I talked to Scott. As for that character in FF5, I think it'd be very dehumanizing experience for your main characters to do nothing especially given the other character(s) involved in the scene and their relationship to each other.
Thing is, monotony can be broken up better by introducing new gameplay mechanics while staying in-genre. For example, give the player a new ability that has interesting mechanics.
I mean that's what they did. Aren't you given Shiva after this event? FF7 has no shortage of materia and combinations. I would've preferred another town, but I was already satisfied with Fort Condor's RTS minigame right before Junon.
Also, if the monotony becomes a problem, one can just play a different game, one that does not even pretend to be an RPG. When I sit down to play an RPG, I want to play an RPG, not an action (or other genre) that's inserted in the middle of the game.
I feel like we've had this same conversation before. This game was released in 1997 on console only. Not all kids had a 100+ game library or backlog teens and adults could play like PC gaming has today. Sometimes it was just this game and if your parents loved you, maybe < 5 other games because they were expensive. And even if you rented games, you only had that game to play for that alloted amount of time, so it made no sense to rent multiple games at the same time. If you design a game today, then yes what you're saying should be considered.
I have not played FF13; the only post-FF7 FF I have played is FF9, where I stopped near the end of Disk 3. (FF7 really did turn me off from the later part of the series.)
Yeah, I've never heard this string of characters before. I guess if 7 isn't for you, the rest of the story-immersive FFs aren't for you...
Also, I could describe Super Mario Bros. (and other 2D Mario games) as just linear exploration [...] So, why isn't this a problem for Mario, yet you see that as an issue for Final Fantasy?
Maybe it's because they're different genres with different gameplay and mechanics? By design, platformers are all about shooting and jumping with each handcrafted stage being progressively harder than the last. Every environment is unique so that you're not always fighting the same exact configuration of enemies repeatedly. Even later Mario games like Super Mario World breaks up the monotony of stages with Switch Palaces, Bonus Games, and Coin Heavens. Or even mushroom houses too in other titles. These stages don't involve any enemies or pitfalls, just coins or power-ups only.
(Anyway, I don't even like Mario as much as I do with Mega Man. Precisely because I can choose where I want to go to break up monotony if I get tired of one stage.)
RPG involves adventure and exploration. I want to do various things. Maybe not minigames specifically (depends on the quality and implementation), but I'd like to always have the option to explore different sidequests and take as long as I need before I choose to advance the main story. It's my adventure and I should have some control in determining how that plays out.
When it's the 3rd or 13th time I'm playing the game, the gameplay is what matters; the story is the same as the 1st time, while the gameplay can be different each time. I sometimes discover new things about games I've played through many times. So, in my case, it's the gamplay that stays with me, as it's something I can continue to enjoy on replays, something that can't be said of the story.
With exceptions to roguelikes, roguelites, and other games with NG+, I don't believe the main focus of game designers should be on people replaying the game 3+ times because these people are in a very small demographic of hardcore fans. This is similar to when I retracted my comment about designing a game for speedrunners. To me, that's absolutely insane when there are so many other accessible options and media out there to explore. But to each their own, I suppose. I only play games once except for games I really like and even those are exceptions.
morolf: I also stopped playing Starcraft 2: Legacy of the void pretty late in the campaign (maybe three missions or so from the end). By this time I was already pretty fed up with how they had botched the story with stupid retcons and casually killed off cool characters...then I lost a mission and just had enough. I watched the ending cinematic on Youtube, thought it was terrible and uninstalled the game. Probably won't play it again.
Oh man, if I knew how bad the ending was going to be, I would've stopped before the epilogue too. The only good one mission, story and design, was the first one where you played as Protoss as the vanguard. The second one was another last stand mission with Terran, which was dumb because we already played a last stand mission two missions ago. And killing a bunch of, effectively, floating rocks was the most anticlimatic thing in the trilogy I've ever seen. Really left a poor taste in my mouth.
SC2: Nova Covert Ops is a pretty good redemption arc, though. I really enjoyed that one as it was more down-to-earth.