Matsuno Ball

  • Reading time:6 mins read

Final Fantasy XII tries so hard not to be dumb — indeed, to actively address almost everything wrong with Japanese RPGs. The result of this effort (and of the general inspiration behind the package) is one of the most engrossing, sincere “big” games I’ve played in a while. I mean, I really, really enjoy this thing. Seriously! It’s a damned ballsy game, that I’d recommend to anyone. On the surface the only significant problems are thus:

  • The license board
  • That the gambit system isn’t more advanced
  • That the game still has these weird “turns” grafted in

The license board isn’t a bad idea in principle; it’s just in execution that it comes off as one more bizarre affectation. The idea is that any character can, in theory, learn to do anything so long as he or she has the training or experience to do so. Learning how to do one thing (say, to cast some simple white magic) makes it possible to learn similar skills, with just a little more investment. Learning to properly use a mace, on the other hand, won’t do much for your ability to cast Fire.

The way it’s implemented, though — urgh. Why can’t I wear a hat that I just picked off the ground, without first “purchasing” the ability to do so? If I know how to use one kind of sword, why am I wholly unable to use another unless I purchase the ability? And in typical RPG style, why am I all at once magically able to do these things, once I buy the ability? The way this should have been done is as follows:

  1. Call the damned things “proficiencies” instead of “licenses”. That makes it clearer what we’re getting into.
  2. For practical abilities (weapons, armor, use of items and accessories), allow anyone to equip and use those items to some percentage of skill. Those with no training in a bladed weapon would barely be able to do anything useful with a bastard sword, though they’d be able to swing it around and maybe, by chance, hit something for some amount of damage. Those with some training in swords would have a higher chance of using the thing well. Those with specific training in that type of sword would be able to use it perfectly. Likewise, there are some items (like a freakin’ hat) that anyone could wear to full, or almost full, ability — though maybe mastering the use would provide a subtle nuance. If there were any special bonus or benefit, maybe you’d only get that if you had the proficiency. For more intangible abilities — spells, techniques — allow anyone to at least attempt those to which your party has access, though there’s an extremely low chance of success unless they’ve mastered those categories. Anyone who has put in the effort to learn the abilities can do them flawlessly, every time.
  3. Choose the direction in which you’re going to study, rather than the licenses on which to spend your accrued points. If you want to learn how to cast “Cure”, peg it as your current goal; all points would go toward learning “cure”. Once you’ve learned the ability, an unobtrusive message pops up (much like a “level up” message) informing you of your success and reminding you to pick a new goal. (You can turn off the reminders in the option menu.)

There’s no real problem with gambits; this system is the main stroke of genius here. I just wish they were more nuanced. For instance, I’d like to be able to say “if [any enemy] is [within striking range], then [equip] [X melee weapon].” Then attack. Otherwise if they’re not in striking range, equip your range weapon and attack. Also, I don’t know why it’s not giving me the option to target enemies equal to or lower than X health; only greater than. You always want to beat the weakest enemies first, so you clear them away! Again, not a big problem; it’s just that I’m frustrated that I can’t always program my companions to act as I would act — which in theory is the point to the gambit system; to keep me from having to choose the same options over and over from a menu.

Finally, it’s a little strange that the game basically takes place in real time, yet everyone waits his turn to act. There’s no reason for this; it should instead be based on a sort of an initiative system (and retaining the ability to “pause” and issue new orders). Characters and monsters would act the moment they have the opening, and those actions would take a certain amount of time to execute. (Likewise, placement would matter a lot more; you can only hit someone if you’re rudimentarily within range.) The effect would be real-time battles to match the real-time maneuvering.

And on that note, I’d like direct control over my party leader. I want to be able to assign actions to my face buttons, and only have to call up a menu for my less common actions (or to send a command to my companions). This again can be an option — much as there is an option now to leave time running (instead of pausing) when you’ve the menu open. It would not significantly change the way the game played (at least, with the above initiative system), it would make me feel far more involved, and it would simply make more sense.

While we’re here, I wish the overworld would seamlessly stream instead of being broken into hunks of map. I realize this is due to the PS2’s famous memory limitations. Still, hey. Crystal Dynamics figured it out. Also: if it’s going to be forty-five minutes between save points, I’d like a quicksave option. That sounds reasonable to me.

I’d say that all of these alterations would be natural for any sequel to FFXII (especially now that Square is hot on sequels to individual FF games) — except Squenix (and millions of Square fans, and Penny-Arcade) seem to consider this game a failure best forgotten. Ah well. Grace wouldn’t be grace if it were self-evident.

It’s fun that the game pretty much sidelines the Nomura-chic protagonist (who I call Corey) and his “girl chum”, in favor of the more interesting supporting cast and their political drama. This might just be the first game I’ve ever admired for its spoken dialog.

NextGen’s Top Ten Years In Gaming History

  • Reading time:30 mins read

by [name redacted]

Originally published in some form by Next Generation. I was asked not to include 1999 or 2000, because the Dreamcast was perceived as a low mark in the industry rather than a high one. I was also asked to include the previous year, to suggest that we were in the middle of an upswing. So… that explains some of the selections.

In videogames, as in life, we tend to get things right about a third of the time. There’s one decent Sonic game for every two disasters; one out of every three consoles can be considered an unqualified success; the Game Boy remake of Mother 1 + 2 was released in one out of three major territories. With the same level of scientific accuracy, one can easily say that, out of the thirty years that videogames have acted as a consumer product, there are maybe ten really excellent milestones, spaced out by your 1984s and your 1994s – years maybe we were all better off doing something out-of-doors.

It kind of makes sense, intuitively: you’ve got the new-hardware years and the innovative-software years, spaced out by years of futzing around with the new hardware introduced a few months back, or copying that amazing new game that was released last summer. We grow enthusiastic, we get bored. Just as we’re about to write off videogames forever, we get slapped in the face with a Wii, or a Sega Genesis – and then the magic starts up all over again, allowing us to coast until the next checkpoint.

This Week’s Releases (April 17-21, 2006)

  • Reading time:6 mins read

by [name redacted]

Week thirty-six of my ongoing, irreverent news column; originally posted at Next Generation

Game of the Week:

Brain Age: Train Your Brain in Minutes a Day
Nintendo
Nintendo DS
Monday

Times sure are a-changin’. Even given that this game is the biggest sleeper hit in perhaps all of Japanese history (or at least since Godzilla), I dare you to imagine it getting released over here even five years ago. No, wait; Seaman came out in 2000. Let’s say seven years ago, then.

Not so much a game as a utility for daily life and health, Brain Age is essentially a set of mental exercises – math, especially – that you’re meant to run through once a day to keep your brain limber. Even for math dumbos like me, it’s nothing hard or frustrating; that would go against the whole point. The idea is just to see how quickly and how well you process information – then to flex that, gently, over an extended period. The “younger” your brain is, by the game’s measurement, the further you are from senior onset dementia.

With a population aging as rapidly as Japan, you can see where the appeal lies. Over here, the trick is in unconventional marketing. Nintendo’s trying to play up how much fun the product’s quizzes are. They’re… kind of not, for their own sake. Sure, the overall package is charming as hell. It’s not really a videogame, though. Try to get it on Oprah, guys. That’s the real test.

On the role of role

  • Reading time:5 mins read

See. The big advance in FFX, as far as the series goes, is in narrative and all that it relates to. The game system underneath is just the same as always — one that leads you to dissect it in such a way as you do; to think about its characters and overall world in Pokemon terms. Some of the relative sophistication is dulled by holding back and masking the player’s involvement with Game, lowering the relationship between player and character to trainer and racing pony.

That ain’t a healthy relationship. It’s akin to the horce-race coverage of local elections that you will see on the news. The point isn’t who’s ahead, and what numbers they can come up with; the point is the issues at stake, that have a broad or specific effect upon us, upon our world.

What is required here is a whole shift of our frame of reference, of our expectations.

The question is, what specifically or generally might illustrate a place to shift it.

As far as the relationship of a character and his world, I like the image of Shenmue, crossed with the likes of Elder Scrolls or Fable. On a level.

How, then — to take that as-is, for the moment — to integrate this with a game system, game world like those in FFXII? What else would be required? To strip away the mask that numbers and statistics and superimposed gimmicks present, and to put yourself in the position of the characters you control and face, what is missing? This is a subtle question; it deals with psychology more than anything. What do we need, to make our lives meaningful, comfortable, believable? What is real, what is false, on an internal level, and why?

The challenge is to come up with some framework which will allow the player to directly channel whatever the answers might be, without the architecture getting in the way, emotionally. This is not a matter of simply taking away the superficial elements that you happen to enjoy, but to be rid of the very reasons why you would want to prop yourself up with them. I’m pretty sure, were such a thing to exist, you would have no reason to lament the loss of the system; rather, when presented with the alternative, you would be wondering why you had been leaning on it for so long.

Me, I don’t have the answers. I’m just watching.

Thing is: if you go back to the origin of these systems, the pen-and-paper RPG, and you play the game correctly, the stats stand in for abstract or complex ideas: how much damage a person can take before dying, and how likely he is to hit a monster; values and properties that would otherwise be difficult to keep track of. The purpose of these statistics is to enable everyone concerned to deal with complex situations and conflicts, which might arise during play. The intended focus is upon the interaction amongst the players: upon picking a role, and thinking within it and within the world presented to you by the narrator — the DM. An RPG is about exploring an alternate life. The rules do not dictate; they empower.

This is, of course, not how people always play it; for many people, the organizational system — a tool which exists to make the experience easier to manage — has become confused with the game itelf, transforming the system into a bureaucratic trap, and the process of playing an unhealthy exercise in tunnel-vision. And that’s the whole problem we’re discussing.

These systems are a convenience; they only exist, in principle, to enhance the core ideals at stake in the experience. If the systems are no longer doing their job correctly, then let’s find a new structure that will work with contemporary technology to address those ideals; that will be a tool instead of a distraction, once more.

The question is raised: “If, however, you remove all of the systems that people have come to associate with the RPG, will a game still be recognizable as such?”

I think so. Again, it all depends on burrowing back down to the essence of what an RPG is trying to illustrate. If it’s there, people will feel it.

A decent comparative model might be our definitions for different genres of fiction: tragedy, comedy, farce. Each of these has a specific definition, which tends to be tied to a certain combination of defined human emotions and certain models of human behavior, desire, and ambition. The colors can be combined in any way you desire, clearly; such is the manner of life.

Nevertheless, there are certain keys to the RPG which are not present in the shooter, in the (closely-related) adventure game, in the platformer. There are certain real human traits that these genres exist to placate, stir, or simply acknowledge. It might be helpful to dig up what these are, if we are to do much of human meaning with this medium. Then we can build with them.

Actually.

I think I have hit upon why videogames remain an immature form of expression: the focus remains generally upon the method of execution rather than the underlying themes.

In other media, genres are generally classified in terms of what they have to say about life. In videogames, genres tend to be broken down by the actual game mechanics — by the process, rather than the goal. This is rather a shortsighted approach, akin to the way one sees life as a child.

I think this is something to revise, someday.

[For more discussion, see this thread.]

Frickin’ Fantasy XII

  • Reading time:7 mins read

It’s one of those laws. If you say anything negative about Final Fantasy, you’re just asking for trouble. To be fair, the complaints I have gotten have generally been civil. I just haven’t had much patience to reply in any helpful manner.

>I see gameplay in an RPG to be a bonus if it is really great gameplay.

If a game is designed well, it is designed well. This genre is developmentally stunted, as a whole. The reason you say this is that you have not seen what greater expressive potential would be possible, were the design philosophy intrinsic to this genre as mature in its development as it could be, at this point in the overall history of game design and in the evolution of game hardware. Pretty much anything is possible now — yet developers have not yet caught up with this potential; increased their ambitions to fit it, and find a new set of limits of expression within the medium; preferring to stay with the same limited design decisions that they have, more or less, been using since the 1980s — decisions which were instituted at the time merely because of the inherent limitations in technology and in design theory at the time.

This is a problem in all genres. It’s just that RPGs are the most prominent example. In a broad sense, they have not grown to fit their bigger shoes. Developers are more or less doing the same dumb things they always have, out of habit — or out of a lack of understanding for what these design concepts originally stood for, or why they were instituted. Or because the audience itself has not matured enough to ask for something more substantial.

You must understand that videogames are not what they could be, artistically. There are few developers at present who are actively trying to explore the expressive power of the medium; the rest are content with absentmindedly churning out reiterations of games which have already been made dozens of times in the past — games which worked, once, in a specific context. They might have even been clever for their time, for the solutions to contemporary hardware and design problems that they happened to find. What so many people fail to understand, however, is that those solutions are relevant within a specific context — timeframe, developer, hardware — alone.  The solutions that Shigeru Miyamoto found and applied within Super Mario Bros. were ingenious for that moment, for that game, for that history. They were an evolution of ideas that Miyamoto nurtured through several previous games: Donkey Kong, Donkey Kong Junior, Mario Bros. Although some of the principles that he developed in that game — such as his general concept of level design, whereby the game implicitly teaches you how to play it without ever telling you what to do, as such — will probably always be applicable in one sense or another. Others are inherent to that game, to that one man. They are his ideas. Anyone else who uses them as-such — who just takes them and sticks them into his own project, without understanding why the ideas existed to begin with — is making a big mistake. Those parts of that project will be false, because they do not come from the subject at hand. They do not grow out of what this second person is attempting to accomplish. They are an easy and proven solution, yes — yet within their context. This new person, with this new project, has created a new context. And that new context, especially with knowledge of what has come before, demands a new series of questions and demands a new series of solutions which evolve from the demands at hand.

Here. Take a look at what Toru Iwatani has to say. It’s interesting.

http://www.insertcredit.com/features/gdc2004/iwatani.html

The techniques that Yuji Horii created for Dragon Quest are great for Horii and for Dragon Quest. They are his own ideas, which suit what he is personally trying to accomplish. The gameplay choices he makes are perfect for his games. Outside Horii, the situation is different. The question has to rise: what are we trying to accomplish here, and what is the best way to realize that, given current technology and what we understand so far about the potential of game design? If, in the case of, say, a Final Fantasy game, our goal is to tell a story, then how rich a story can we tell? What kind of a story? What manner of game design would lend itself most well to what we wish to accomplish within that story? Ideally, the game design would be invisible. You would not distinguish between it and the ultimate goal of the project — because the design itself would come from that goal. It would be designed in order to facilitate that goal. The game design itself, the game play itself, would be part of that story, and the story would come from the gameplay.

It’s not like this is hard, today. Take a game like, oh, Metroid Prime. The goal in that game, really, is exploration: communication with the environment. To facilitate this, the game is set in a first-person perspective. That way, you’re left looking at the game world rather than Samus’s ass. The game has a rather profound story to tell, yet to do this it draws from the main goal of the game, and from the established gameplay decisions. It is in the process of playing the game, and of inspecting the environment, learning about the game world, that the story unfolds.

Although story is secondary or tertiary in this particular framework, and it evolves organically out of the more primary elements of design, without interfering with them, you see the structure. There is no reason why it cannot be turned on its head, such that the gameplay, the overall design, evolves from the story. If that is the primary goal. Of course, that means that the game design would depend on just what the story is; what its own focus is; what the writers hope to get across.

If a gameplay decision does not lend itself to the ultimate goal of the project, directly or indirectly, then it probably doesn’t belong there. It’s the whole deal about too many strokes spoiling the painting. Even more so when the strokes are misjudged to begin with. Or when they are put in place just because that’s the way it’s always been done, or that’s what people expect, rather than because that’s what the painting calls for.

As long as developers continue to cram their ideas into existing, prefabricated molds — which describes most of the persistent mechanical facets that people have a tendency to associate with the RPG genre, in favor of the more integral goal of the genre (mainly, showing the personal growth of one or more people through a set of difficult trials, and what effect their actions along the way might or might not have on the world around them — thereby, with luck, expressing something meaningful about the nature of life) — they will be stuck in a creative rut. They will not grow as artists. The genre will not grow. The medium as a whole will fail to mature.

What I was trying to say, in that preview, is that Final Fantasy XII seems like it might be one big step toward pulling the genre as a whole out of its current rut. Toward making people /think/ about what constitutes an RPG — or just a videogame, in general — and what what they’re really trying to accomplish.

The rest was just a bit of passing commentary, to help explain why I said that.

E3 Errata

  • Reading time:1 mins read

by [name redacted]

I really wanted Nanobreaker to be a step toward something excellent — or at least something compelling and odd. Or for it to show that Igarashi knows what he’s doing with 3D games. I don’t think it accomplishes any of this, in the state in which I saw it. I mean. It’s… sort of interesting in the sense that it’s just so damned bloody. Or. I guess Igarashi insists that this isn’t really blood, but oil or something. Whatever it is, it’s red and it’s goopy and it’s everywhere.

( Continue reading at Insert Credit )

Final Fantasy XII

  • Reading time:1 mins read

by [name redacted]

I have never been all that hot on Final Fantasy. A few games in the series have managed to amuse me, on one level or another. In general, I am bored by what Square has continually tried to accomplish with this series. I feel often that they have gone in the wrong directions, for the wrong reasons, and have as a result — given how much political influence they have within the design community, and how misdirected and conservative their design philosophy has been — been largely responsible for the lack of substantial evolution in the Japanese console RPG genre which they helped to popularize. They just set a bad popular precedent, for the rest of the industry to follow. And follow, you know the industry will. Biohazard was another problem; Mikami is now on his way toward fixing it. Now, though, I think Square might be on its way to joining Capcom in this trend toward repairing a whole genre.

( Continue reading at Insert Credit )