Author Topic: Life bars  (Read 17192 times)

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Offline NinGurl69 *huggles

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RE: Life bars
« Reply #25 on: January 30, 2007, 09:46:41 AM »
As the business shows, millions of people are more than willing to pay up for cheap input, high glitz output software.
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Offline Smash_Brother

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RE: Life bars
« Reply #26 on: January 30, 2007, 12:09:04 PM »
Yeah, and I hate that fact about the industry more than anything else.
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Offline Djunknown

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RE:Life bars
« Reply #27 on: January 30, 2007, 03:17:28 PM »
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The only thing separating you from having the highest level in a turn-based RPG is time. Not skill, time. Ergo, it's not a "game" at all. It's a time-release story which may or may not suck with a thin veil of player interaction thrown in so they could put it on a gaming console instead of having to release it in another format where it would have to compete with REAL story-driven media.


I dunno, the original Dragon Quest wouldn't have translated well into a epic movie...

Obviously there's a difference of skill sets between beating Viewtiful Joe on Ultra V-Rated and beating Golden Sun:The lost Age. But both games require you to master the rules of the games to your advantage. Viewtiful Joe requires some quick thumbs. You wouldn't make to Ultra V-rated without some knowledge of the rules. Golden Sun requires patience and a thick noggin. If you can't solve the puzzles of the Wind cave, you're stuck. I'd compare VJ as a Soldier's game, whereas TBRPG's are a General's game.

Think about playing chess and running 10k. The chess player is brilliant which takes time, but may not have the  physical skill to run 10 kilometers. Would you say they're worthless and full of phail? The person running 10k could do it in his sleep, since he/she is in good condition, but doesn't know a bishop from a rook. Is he/she just as worthless as the chess player who can't run 10k?

If TBRG's didn't require any skill, you could just attack and pay no heed to tactics like defending, running, using x spell on y monster, etc. Chances are you wouldn't get very far.

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Turn-based RPGs are a poorly-implemented combat simulation with a (usually) weak storyline tacked on.


TBRPG's ultimately have their roots in Table top games like Dungeons and Dragons. That's been around since the mid 70's and to this day, hordes of nerds still spend their time rolling initiative and what have you. Are you going to tell them go read a book?

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TBRPGs are the gaming equivalent of hunting quail with their wings clipped in fenced-in areas: even the most stubborn of participants are forced to admit that there's no challenge in what they're doing.


I'm sure the quail aren't just standing there waiting to get shot. If your aim's bad, then there's challenge which you'll have to overcome with skill.  

Sorry KDR for derailing this thread
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Offline NinGurl69 *huggles

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RE: Life bars
« Reply #28 on: January 30, 2007, 04:22:22 PM »
I am a Super Soldier.

And a Super Field Commander (Battalion Wars ftw).
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Offline KDR_11k

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RE: Life bars
« Reply #29 on: January 31, 2007, 03:52:46 AM »
I'd compare VJ as a Soldier's game, whereas TBRPG's are a General's game.

Bullhonkey. The average RPG requires only enough brains to occassionally select elemental attacks and basic ability in Sokoban. TBRPGs are a head of state's game, turn based strategy games are for generals.

If TBRG's didn't require any skill, you could just attack and pay no heed to tactics like defending, running, using x spell on y monster, etc. Chances are you wouldn't get very far.

Kingdom Hearts 2 was criticised for being that easy but even hard RPGs don't require deviating from the fight! fight! fight! pattern very often.

Of course the above only applies to japanese Rail Playing Games and those that mimic them. Proper RPGs give you a lot of freedom to decide your own actions. Computer RPGs can't offer full freedom for understandable reasons but at least 2-3 approaches to each problem should be available. Do I try to talk with the super mutant or do I just pull out my minigun and see what happens?

TBRPG's ultimately have their roots in Table top games like Dungeons and Dragons. That's been around since the mid 70's and to this day, hordes of nerds still spend their time rolling initiative and what have you. Are you going to tell them go read a book?

A critical difference between a pen&paper (D&D isn't a tabletop normally) and, say, Final Fantasy is that in FF you react to the plot while in a p&p the plot reacts to you.

I'm sure the quail aren't just standing there waiting to get shot. If your aim's bad, then there's challenge which you'll have to overcome with skill.

Or high explosives.

Offline Ian Sane

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RE: Life bars
« Reply #30 on: January 31, 2007, 04:01:09 AM »
If you want a general's game RPGs aren't the way to go, strategy RPGs are.  Games like Fire Emblem, Shining Force, Tactics Ogre, and Final Fantasy Tactics go beyond just level grinding.  You can't keep all your characters in Fire Emblem alive just by grinding them.

Offline Ceric

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RE:Life bars
« Reply #31 on: January 31, 2007, 04:51:25 AM »
Quote

Originally posted by: Djunknown

...

TBRPG's ultimately have their roots in Table top games like Dungeons and Dragons. That's been around since the mid 70's and to this day, hordes of nerds still spend their time rolling initiative and what have you. Are you going to tell them go read a book?

...



I just found that really funny.  Excluding the books you have to read for the game itself to keep up with invloved players.  The group that tends to play around my area read tons of books from mostly fictional genres.
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Offline KDR_11k

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RE: Life bars
« Reply #32 on: January 31, 2007, 06:29:46 AM »
If you want a general's game RPGs aren't the way to go, strategy RPGs are.

SRPGs aren't even close to the complexity of a proper TBS and still put a lot of emphasis on levels. Advance Wars is simple but still more strategy heavy than most SRPGs.

Offline Smash_Brother

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RE:Life bars
« Reply #33 on: January 31, 2007, 07:22:31 AM »
Quote

Originally posted by: Djunknown
I dunno, the original Dragon Quest wouldn't have translated well into a epic movie...


Maybe. Too long to be a movie, too afraid to compete on the anime front as a series?

Quote

Obviously there's a difference of skill sets between beating Viewtiful Joe on Ultra V-Rated and beating Golden Sun:The lost Age. But both games require you to master the rules of the games to your advantage. Viewtiful Joe requires some quick thumbs. You wouldn't make to Ultra V-rated without some knowledge of the rules. Golden Sun requires patience and a thick noggin. If you can't solve the puzzles of the Wind cave, you're stuck. I'd compare VJ as a Soldier's game, whereas TBRPG's are a General's game.


First of all, the puzzles in every RPG I've ever played have all felt like tacked-on crap designed to extend the play time marginally. Second, it's not "skill" if you have all the time in the world to complete it anyway.

Quote

Think about playing chess and running 10k. The chess player is brilliant which takes time, but may not have the  physical skill to run 10 kilometers. Would you say they're worthless and full of phail? The person running 10k could do it in his sleep, since he/she is in good condition, but doesn't know a bishop from a rook. Is he/she just as worthless as the chess player who can't run 10k?


The comparison is inaccurate. TBRPGs typically require NO skill, let alone the foresight required to win at chess. Name me a TBRPG which had so many decisions, choices and tactics that doing well at it required you to stop and intricately plan how your characters are going to level and which enemy was the best choice for each character to attack, so much so that using the wrong character on the wrong enemy could cost you the entire battle?

And even if the aforementioned was found in any TBRPG, you could certainly go wander around in a field somewhere encountering random monsters until your level was high enough that the above didn't matter.

Quote

If TBRG's didn't require any skill, you could just attack and pay no heed to tactics like defending, running, using x spell on y monster, etc. Chances are you wouldn't get very far.


Tactics are not skill. It doesn't take skill to utilize the tactic of a lightning attack against a water based monster. It's just knowledge of how the game works. It's no different from a rat trained to push a red button when it lights up to receive food as a reward. All you're demonstrating is that you understand the cause and effect. Understanding /= skill.

In a shoot 'em up/beat 'em up, knowing how a certain enemy will attack you does not equate skill: timing your attack so you can strike when the enemy is vulnerable without being hit yourself is what takes skill.

Quote

TBRPG's ultimately have their roots in Table top games like Dungeons and Dragons. That's been around since the mid 70's and to this day, hordes of nerds still spend their time rolling initiative and what have you. Are you going to tell them go read a book?


Like KDR said, those games change their story depending on your actions, not wait until you push the button enough times that you get to see the inevitable story anyway.

Quote

I'm sure the quail aren't just standing there waiting to get shot. If your aim's bad, then there's challenge which you'll have to overcome with skill.


With unlimited ammo (which they'll sell you), since the quail cannot fly and cannot escape, there is a 100% chance that you will be able to shoot one, given enough time, just like TBRPGs have a 100% that you'll get through them if you simply put in enough time.  
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Offline Djunknown

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RE:Life bars
« Reply #34 on: January 31, 2007, 03:08:33 PM »
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Name me a TBRPG which had so many decisions, choices and tactics that doing well at it required you to stop and intricately plan how your characters are going to level and which enemy was the best choice for each character to attack, so much so that using the wrong character on the wrong enemy could cost you the entire battle?


I can name one (and a half). Its called Valkyrie Profile (by Enix,), which came for the PS1 back in 2000, and was re-made for the PSP in 2006. Read all about it for the PS1. Here's a second opinion

Here's the remake.

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And even if the aforementioned was found in any TBRPG, you could certainly go wander around in a field somewhere encountering random monsters until your level was high enough that the above didn't matter.


Not so here. Here's the hook:

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Third, you rarely have downtime in which to freely explore the towns or world. If you fall behind in levels or power, it is unlikely enough free periods will be available to catch up to where you need to be. If you hope to succeed, you must spend every available moment completing quests, fighting every possible battle, recruiting new characters, and improving current ones - Ragnarok waits for no woman.


Bolding mine.
The battle system is largely turn-based, but with some 'real time' elements.

Quote

Battles begin when the party intersects an enemy visible onscreen, and they unfold via one of Tri-Ace's customary "active" battle systems. Each of the four members of the party is assigned to one of the PlayStation's four buttons. Pressing a character's button directs them to attack, and some characters can attack multiple times per turn via multiple presses. The system gets far more interesting with the introduction of combos. Correctly timed button presses give simultaneous strikes, air juggles, and feints against defensive enemies. For example, a low-striking character could attack an enemy, who then guards low. However, a high-striking character simultaneously attacks the enemy, who is unable to simultaneously block high. Another character runs in for two more juggle hits, and the enemy is finished off by a powerful blast from a magic user. Combo-savvy players are rewarded with additional experience and items, providing strong incentive to progress beyond simple button-mashing.


Bolding mine again. I believe that's a good example of skill with a measure of tactics? And you can't lollygag/power level, but still have turn-based roots? High replayability? Wowsers!

To be fair, this is an exceptional, not-run-of the mill TBRPG. In double fairness, Its sequel does away with the time-limit, but keeps the  battle system intact.

Now to go completely off topic, I'd like to know where you can shoot quail with their wings clipped. I'm in the midwest region where hunters aren't uncommon; deer is particularly popular when the season comes.  

EDIT: Some spelling errors and bolding on the fritz.
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Offline KDR_11k

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RE: Life bars
« Reply #35 on: January 31, 2007, 06:48:31 PM »
He said turn based, comboing in realtime isn't really turnbased anymore. Something like Mario & Luigi Superstar Saga is highly skill and action based despite using turns to decide who gets to strike when.

A big problem with calling RPGs skill based is that levels are more important than skill in battle, even your description there mentions having to do as much as possible to keep your level high.

Offline Smash_Brother

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RE:Life bars
« Reply #36 on: January 31, 2007, 11:47:18 PM »
Quote

Originally posted by: Djunknown
Quote

Battles begin when the party intersects an enemy visible onscreen, and they unfold via one of Tri-Ace's customary "active" battle systems. Each of the four members of the party is assigned to one of the PlayStation's four buttons. Pressing a character's button directs them to attack, and some characters can attack multiple times per turn via multiple presses. The system gets far more interesting with the introduction of combos. Correctly timed button presses give simultaneous strikes, air juggles, and feints against defensive enemies. For example, a low-striking character could attack an enemy, who then guards low. However, a high-striking character simultaneously attacks the enemy, who is unable to simultaneously block high. Another character runs in for two more juggle hits, and the enemy is finished off by a powerful blast from a magic user. Combo-savvy players are rewarded with additional experience and items, providing strong incentive to progress beyond simple button-mashing.


Bolding mine again. I believe that's a good example of skill with a measure of tactics? And you can't lollygag/power level, but still have turn-based roots? High replayability? Wowsers!


What you're talking about is not a TBRPG, though, it's a mutation of one with timing elements thrown in so that skill is not forgotten.

I'm not addressing games like Mario and Luigi where timing and button combos are essential to success because that DOES require skill. I'm just talking about games like DQ8 and your average FF where pushing the X button or whatever enough times in any battle will result in victory if your HP was high enough at the start.

Quote

Now to go completely off topic, I'd like to know where you can shoot quail with their wings clipped. I'm in the midwest region where hunters aren't uncommon; deer is particularly popular when the season comes.


I only know of such a place because this is where Dick Cheney shot his lawyer friend, from what I heard.
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Offline Mysticspike

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RE:Life bars
« Reply #37 on: February 01, 2007, 11:56:42 AM »
why the hell is there a forum on life bars? not insulting u guys, but it is very random. i wanted to be in on the randomness. haha.
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Offline Djunknown

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RE:Life bars
« Reply #38 on: February 01, 2007, 04:05:41 PM »
You'd have to go the beginning to find out, though I think I've derailed the thread...

Quote

He said turn based, comboing in realtime isn't really turnbased anymore. Something like Mario & Luigi Superstar Saga is highly skill and action based despite using turns to decide who gets to strike when.


Italics mine.I don't like putting words in peoples' mouths, but you just contradicted yourself. That's why I said it has turn-based roots. The monsters don't strike back when its your turn and vice versa. The game I mentioned gives you the opportunity to do more with your turn than just press a single button. But you won't be interrupted when get going so to speak.

As I mentioned earlier, the upcoming Blue Dragon is going to have the traditional turn based combat, but with some twists. The passage I mentioned earlier involved when you're casting spells. Here's an other excerpt continued from the last one. "...We were weighing the costs and benefits of charging every time a spell was cast- sometimes taking risks, other times playing it safe. For the Monk class, this same deciscion needs to be made every time you perform a regular physical attack..." The monster isn't going to punish you mid-stream when you're charging.  It will however, attack you afterwards, where you'll hopefully deal more damage than they did.

Take the classic exercise, catch for example. You simply toss the ball to the person away from you, usually a softball/baseball. You throw it back and forth, but usually you don't interfere with the person throwing. That's a turn based activity. But if you decide to wind your arm so that the ball does something different, so be it, but as long as you're not interrupted, its still your turn.

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A big problem with calling RPGs skill based is that levels are more important than skill in battle, even your description there mentions having to do as much as possible to keep your level high.


That's the crux of the discussion/debate. I believe skill as intrinsic and extrinsic, where as Smash_Brother believes its only extrinsic. A skill is anything you learn and can apply.

KDR, judging from posts involving technical things, I can assume you know a lot about computers than the average poster. We usually say something like "That person has computer skills." That is, you have a better understanding of computers than normal people. That doesn't mean you do something completely physically different than other people (Unless you spend days and days coding something without sleep, that's a consequence of learning programming), but we can say that you're skillful with technology. But you didn't have to do something extrinsic like running laps, do push-ups to do it.

Now to bring this thing somewhat on-topic about life bars, lets take Contra. Now if they made a Contra in 2d with the same frantic pacing and explosive mayhem, but decided to tweak the formula a little bit where you level up after getting so many millions of points, would it be any less skillful? Would that challenge you to get more multipliers, choose the weapon that allows this to happen? Or would you go in the opposite direction, get as few points as possible so you don't level up, and tough it out for bragging rights?  Think about it...
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Offline NinGurl69 *huggles

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RE: Life bars
« Reply #39 on: February 01, 2007, 05:28:11 PM »
"Now to bring this thing somewhat on-topic about life bars, lets take Contra. Now if they made a Contra in 2d with the same frantic pacing and explosive mayhem, but decided to tweak the formula a little bit where you level up after getting so many millions of points, would it be any less skillful? Would that challenge you to get more multipliers, choose the weapon that allows this to happen? Or would you go in the opposite direction, get as few points as possible so you don't level up, and tough it out for bragging rights? Think about it..."

This sorta worked with the 99 Luck code for Symphony of the Night, which made you piss weak in the beginning of the game (i thought it was much more fun this way, cuz you know, it had challenge).  It fell apart about halfway thru the game when you've basically used all the extra luck to find the neatest of items and become the unstoppable GOD OF TIME AND SPACE, at which point the game turned into a actiony treasure hunt for more rare items, where pretty much every boss knelt before you and asked to get spanked with a cactus.
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Offline KDR_11k

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RE: Life bars
« Reply #40 on: February 01, 2007, 07:54:39 PM »
I'm not contradicting myself, I don't think turns make it turn based if each turn involves a lot of action, it's turn based when you rarely do more than input the plan for your attacks at your own pace. Turn based RPG refers to games like Dragon Quest and Final Fantasy. Yes, I know some special attacks may result in action but those aren't really necessary. Often the decisions necessary to perform well in combat are trivial, things like "match spell to monster". FFX had such awful combat because all you'd do is match attacks to monsters' weaknesses. Of course, the tactical options possible when PCs and enemies just line up opposite to each other are rather slim.

We usually say something like "That person has computer skills." That is, you have a better understanding of computers than normal people.

I find that in practice it only means actually reading the messages the system gives you (and often even the manual) and actually trying to understand it instead of pushing random buttons hoping you accidentally hit the right one.

Now to bring this thing somewhat on-topic about life bars, lets take Contra. Now if they made a Contra in 2d with the same frantic pacing and explosive mayhem, but decided to tweak the formula a little bit where you level up after getting so many millions of points, would it be any less skillful? Would that challenge you to get more multipliers, choose the weapon that allows this to happen? Or would you go in the opposite direction, get as few points as possible so you don't level up, and tough it out for bragging rights? Think about it...

In a game with stats you would spend half an hour hitting each boss if you don't level up enough. Watch speedruns of such heavily level based games, the boss fights often get VERY long. It's pretty much imperative to level up in the Metrovanias because the enemies are designed to get stronger in places where you're supposed to be stronger and at some point may be impossible to hurt.

Offline Ceric

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RE:Life bars
« Reply #41 on: February 02, 2007, 03:35:36 AM »
Quote

Originally posted by: KDR_11k
I'm not contradicting myself, I don't think turns make it turn based if each turn involves a lot of action, it's turn based when you rarely do more than input the plan for your attacks at your own pace. Turn based RPG refers to games like Dragon Quest and Final Fantasy. Yes, I know some special attacks may result in action but those aren't really necessary. Often the decisions necessary to perform well in combat are trivial, things like "match spell to monster". FFX had such awful combat because all you'd do is match attacks to monsters' weaknesses. Of course, the tactical options possible when PCs and enemies just line up opposite to each other are rather slim.

We usually say something like "That person has computer skills." That is, you have a better understanding of computers than normal people.

I find that in practice it only means actually reading the messages the system gives you (and often even the manual) and actually trying to understand it instead of pushing random buttons hoping you accidentally hit the right one.

Now to bring this thing somewhat on-topic about life bars, lets take Contra. Now if they made a Contra in 2d with the same frantic pacing and explosive mayhem, but decided to tweak the formula a little bit where you level up after getting so many millions of points, would it be any less skillful? Would that challenge you to get more multipliers, choose the weapon that allows this to happen? Or would you go in the opposite direction, get as few points as possible so you don't level up, and tough it out for bragging rights? Think about it...

In a game with stats you would spend half an hour hitting each boss if you don't level up enough. Watch speedruns of such heavily level based games, the boss fights often get VERY long. It's pretty much imperative to level up in the Metrovanias because the enemies are designed to get stronger in places where you're supposed to be stronger and at some point may be impossible to hurt.


I always hate when you can't hurt something.  I think you should always do at least a little damage.  If you can get the million or so hits in without dieing to kill it more power to you.
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Offline JonLeung

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RE:Life bars
« Reply #42 on: February 02, 2007, 04:19:05 AM »
Quote

Originally posted by: Ceric
I always hate when you can't hurt something.  I think you should always do at least a little damage.  If you can get the million or so hits in without dieing to kill it more power to you.


So what you're saying is that if a fly was hitting you with its wings and tiny little feet, that eventually you'd die as a result?  o_0

Offline vudu

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RE:Life bars
« Reply #43 on: February 02, 2007, 05:35:01 AM »
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Originally posted by: JonLeung
So what you're saying is that if a fly was hitting you with its wings and tiny little feet, that eventually you'd die as a result?  o_0
Exactly.  A million flies hitting you a million times each will eventually produce Hamlet.  Or something like that.  
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Offline KDR_11k

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RE: Life bars
« Reply #44 on: February 02, 2007, 06:10:13 AM »
A problem with RPGs is that you start out physically as a human and end physically as a human (or whatever else you were at the start) but you somehow went from falling over dead if a fly lands on your head to killing 30m monstrosities if you poke them with your finger.

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RE:Life bars
« Reply #45 on: February 02, 2007, 06:19:34 AM »
Quote

Originally posted by: KDR_11k
A problem with RPGs is that you start out physically as a human and end physically as a human (or whatever else you were at the start) but you somehow went from falling over dead if a fly lands on your head to killing 30m monstrosities if you poke them with your finger.


They could explain that by saying that the party members are "The Chosen Ones" and therefore their aptitude in battle and resistance to damage grow exponentially.  You know, whatever cliched device makes them heroes to begin with.

But do we need to nitpick about why characters get stronger (relatively) "quickly" (ironic considering the time it takes) in RPGs?  I think many genres have a lot of things that are curious.  Like why big baddies in fighting games still insist on fighting a best-out-of-three round to determine the fate of the universe, why no one else bothers to collect the collectibles strewn about in platformers except the hero(es), why the heroes in first-person shooters never get fatigue from holding guns and other weapons for hours, etc.

I think there's just a lot of RPG cynicism here...

Offline Mysticspike

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RE:Life bars
« Reply #46 on: February 02, 2007, 09:47:35 AM »
i think i posted here before, but it's not here. some of my posts are being deleted, or something. does someone know what's going on?

if someone is somehow deleting my posts, please stop. i haven't done anything to anyone here.
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Offline KDR_11k

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RE: Life bars
« Reply #47 on: February 02, 2007, 07:01:08 PM »
Your post is still there, lay off the crack.

Offline Smash_Brother

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RE:Life bars
« Reply #48 on: February 03, 2007, 02:02:10 AM »
Quote

Originally posted by: Djunknown That's the crux of the discussion/debate. I believe skill as intrinsic and extrinsic, where as Smash_Brother believes its only extrinsic. A skill is anything you learn and can apply.


I'm addressing gaming skill as an improvement in the ability of the player to react to, time and dodge attacks, something basic TBRPGs just don't have.

Like I said, when the only thing separating you from victory is the amount of time you put in, then there is no skill involved in the game.
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Offline KDR_11k

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RE: Life bars
« Reply #49 on: February 03, 2007, 06:00:33 AM »
Skill is more than just reflexes, strategy is also a big skill but I don't see RPGs use much of that.