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Bioware Co Founder: JRPG's Lack Evolution


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#26
Monstruo696

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Skellimancer wrote...

Monstruo696 wrote...

Skellimancer wrote...

Fanbois are killing the gaming industry, buying the same product each year with nothing new but a label on the box and an occasional new lick of paint, graphics wise.


>Killing Gaming Industry
>Buying Product

I'm pretty sure that buying a product actually feeds the industry, not kill it. 

If you are speaking metaphorically, then maybe you should go tell that to the several million retards that bought MW2.  Talk about an old game with a lick of new paint.


Because buying the same copy/pasted crap with a new number at the end, really helps evolve games for the better.

Take a look at FIFA.


I have concluded that you are not a troll.

Just extremely stupid.

#27
Skellimancer

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Monstruo696 wrote...

Skellimancer wrote...

Monstruo696 wrote...

Skellimancer wrote...

Fanbois are killing the gaming industry, buying the same product each year with nothing new but a label on the box and an occasional new lick of paint, graphics wise.


>Killing Gaming Industry
>Buying Product

I'm pretty sure that buying a product actually feeds the industry, not kill it. 

If you are speaking metaphorically, then maybe you should go tell that to the several million retards that bought MW2.  Talk about an old game with a lick of new paint.


Because buying the same copy/pasted crap with a new number at the end, really helps evolve games for the better.

Take a look at FIFA.


I have concluded that you are not a troll.

Just extremely stupid.


What does that make you?:lol:

#28
Monstruo696

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Skellimancer wrote...

Monstruo696 wrote...

Skellimancer wrote...

Monstruo696 wrote...

Skellimancer wrote...

Fanbois are killing the gaming industry, buying the same product each year with nothing new but a label on the box and an occasional new lick of paint, graphics wise.


>Killing Gaming Industry
>Buying Product

I'm pretty sure that buying a product actually feeds the industry, not kill it. 

If you are speaking metaphorically, then maybe you should go tell that to the several million retards that bought MW2.  Talk about an old game with a lick of new paint.


Because buying the same copy/pasted crap with a new number at the end, really helps evolve games for the better.

Take a look at FIFA.


I have concluded that you are not a troll.

Just extremely stupid.


What does that make you?:lol:


The guy who's not gonna argue with you past this point.

Half fun comparing ****ty sports games to 30+ hour RPGs.

#29
Skellimancer

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Monstruo696 wrote...

The guy who's not gonna argue with you past this point.

Half fun comparing ****ty sports games to 30+ hour RPGs.


Bah! Well anyway, games like final fantasy deserve to be compared with FIFA, 30+ hours gameplay is only due to copy/pasted combat done 1000+ times, over. Pretty sure that most FIFA games have better plots too.

#30
Taleroth

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Skellimancer wrote...

"The fall of the JRPG in large part is due to a lack of evolution, a
lack of progression," Zeschuk said. "They kept delivering the same
thing over and over. They make the dressing better, they look prettier,
but it's still the same experience.


Much like Bioware games, no?

No, silly billy, Bioware games don't even give you no as an option.

Edit: Dang, my comment isn't half as interesting when I realize you're talking about a different aspect of the OP's quotes than I am.

Modifié par Taleroth, 22 décembre 2009 - 05:55 .


#31
Guest_Capt. Obvious_*

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Monstruo696 wrote...

Skellimancer wrote...

Monstruo696 wrote...

Skellimancer wrote...

Erm, none? i don't like modern games, much.


You are here, because...?


Because i bought the game. Need help with more obvious answers?


Am I getting trolled?

I'm getting trolled, aren't I?

I hope I'm getting trolled.


Please stop trolling. It's getting annoying.

#32
Antiuna

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I have to say I agree with Seagloom. Very well put, by the way.



I think there are some attempts to alter this paradigm, but like ChickenDownUnder said, publishers want to go the safe route, and formula is safe.



Part of what I saw, and liked, about DA that made me feel like they went half way to breaking the mold was that to me it seemed that the PC wasn't the solo spot light character. I mean you're running around with a royal bastard and a daughter of a legendary witch. . .and you're just some skilled warrior (I guess unless you're the dwarf of human noble). Whoo-hooo. I sort of wish they'd take that a bit further by making some of the NPC stand out more.

#33
Skellimancer

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Image IPB

#34
Mordaedil

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I think there's a problem with the definition of "death of gaming industry" here...



I don't think buying the same product from the same producer over and over is killing the gaming industry, it is in fact fueling it. But it's killing artistic expression, because money teaches publishers usually the wrong lesson.



They shouldn't be taught that "this thing works", they should be learning that "thinking in this vein is successful".



There are some people aspiring to become Game Designers that are, frankly, deadly to all manner of artistic survival with the industry. Greg and Ray are correct in that JRPG's tend to fall into the trap of repeating themselves without doing something new, but every since Baldur's Gate, which was a large departure on their part, they've been pretty conformative and the few times they've tried to "split up", they have taken a lot of criticism as well.



See NWN as an example.

#35
Antiuna

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Skellimancer wrote...

Image IPB


That is so much win.

#36
the_one_54321

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fairandbalancedfan wrote...

http://www.destructo...n--155782.phtml

"The fall of the JRPG in large part is due to a lack of evolution, a
lack of progression," Zeschuk said. "They kept delivering the same
thing over and over. They make the dressing better, they look prettier,
but it's still the same experience.


Foolish Greg, all Japanese entertainment medium lacks evolution

"My favorite thing, it's funny when you still see it, but the joke of
some of the dialogue systems where it asks, 'do you wanna do this or
this,' and you say no. 'Do you wanna do this or this?' No. 'Do you
wanna do this or this?' No. Lemme think -- you want me to say 'yes.'
And that, unfortunately, really characterized the JRPG."


I thought male protagonists who spent half a day on their hair with teen angst issues and the fact that you can't tell apart from the males and females characterised JRPG's.


im not sure why you would post this here as well. in any case, this is as much of a response as im going to post here. because... well read the signature. i wrote it for the majority of the regular posters on the site. arguing with inferiors just means you come down to their level.

=]

Modifié par the_one_54321, 22 décembre 2009 - 09:46 .


#37
Skellimancer

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Mordaedil wrote...

I think there's a problem with the definition of "death of gaming industry" here...

I don't think buying the same product from the same producer over and over is killing the gaming industry, it is in fact fueling it. But it's killing artistic expression, because money teaches publishers usually the wrong lesson.

They shouldn't be taught that "this thing works", they should be learning that "thinking in this vein is successful".

There are some people aspiring to become Game Designers that are, frankly, deadly to all manner of artistic survival with the industry. Greg and Ray are correct in that JRPG's tend to fall into the trap of repeating themselves without doing something new, but every since Baldur's Gate, which was a large departure on their part, they've been pretty conformative and the few times they've tried to "split up", they have taken a lot of criticism as well.

See NWN as an example.


Exactly. +1

#38
Bagenholt

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We are talking like the west has seen the majority of what the East puts out. I can tell you now we see next to nothing.



Stories are stories. You say JRPGS reharsh theirs lmfao You seriously think DAO is an original plot? When you get down to the dirt, all there is past the story is the dialogue. The dialogue is good but no where near flawless. Half the time it feels the characters are responding in contrary to what I have just selected.



In all DAO is hands down a excellent game. It's skirt has all the frills but underneath it's still the same old vagina.

#39
Skellimancer

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Bagenholt wrote...

We are talking like the west has seen the majority of what the East puts out. I can tell you now we see next to nothing.


You're telling me!
www.youtube.com/watch

#40
Bagenholt

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-_-

#41
mrofni

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Antiuna wrote...

Skellimancer wrote...

Image IPB


That is so much win.


Yes, that is win.

On the topic, someone interestingly brought up FF6. FF6 is actually an amazing example of a JRPG that went out of the box and evolved. Evolved so much that the next FF was a carbon copy of it with a villian more people could connect with, a male hero, and updated graphics, and it has become the biggest FF hit to date. Now, someone said a similar thing earlier, but I'll say it as well. A company deciding to make a game that is similar to another, its not always a bad choice. Most of the time people are looking for games that are similar to games they already like. People who liked one RPG are more likely to like another RPG then a FPS. They will usually make more money from following this. The problem comes when the developers see a game that did so well, and decide to make a nearly exact copy, with little original value. If all devolopers did that, eventually the industry would die because there wouldn't be anymore new ideas. I don't think the industry is dying. It certainly is falling into a short point, but thats mostly because of the HUGE sequal principles that are being applied. Eventually the gaming industry will go to a point where sequals aren't selling as well because they aren't new anymore. Once that happens, some company will start focusing on originality again, and you'll start to get a spree of games that will the best for a decade or 2.

#42
MerinTB

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Wow, the differences between BG to BG2 to KotOR to Jade Empire to Mass Effect to DAO are insignifigant? There are no changes?



I think your "fanboi love" of the BG games really clouds your judgment, Skellimancer.



I apologize for using the word "fanboi" but I think the point stands. You prefer those older games and therefore the changes or evolution in Bioware's games are not positive changes and therefore the same thing.



But if you want to simplify and generalize things, then no games have changed at all. Are you using some kind of input device with an output device that is a monitor of some sort? Wow, games really haven't changed since Pong!

#43
Skellimancer

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MerinTB wrote...

Wow, the differences between BG to BG2 to KotOR to Jade Empire to Mass Effect to DAO are insignifigant? There are no changes?

I think your "fanboi love" of the BG games really clouds your judgment, Skellimancer.

I apologize for using the word "fanboi" but I think the point stands. You prefer those older games and therefore the changes or evolution in Bioware's games are not positive changes and therefore the same thing.

But if you want to simplify and generalize things, then no games have changed at all. Are you using some kind of input device with an output device that is a monitor of some sort? Wow, games really haven't changed since Pong!


Not played Mass Effect/Jade Empire.:) Was refering to games such as NWN which was 1 step forward 2 steps back, imo. KoToR had many simularities with NWN right down to the core rules. I did enjoy KoToR though, but i never replayed it and I never even touched the NWN expansions.

No offense taken, Merlin. :wizard:

Also your reference to games such as pong, remember back in the old days when driving games were mearly "move left one block, move right one block" on a fixed moving track? look how driving games are today! i remember being blown away at games like F-Zero, years ago. "wow you can turn round and drive backwards in a race!" *dies*

The RPG Genre has not evolved in gameplay much at all.

Modifié par Skellimancer, 23 décembre 2009 - 12:59 .


#44
MerinTB

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Skellimancer wrote...

MerinTB wrote...

Wow, the differences between BG to BG2 to KotOR to Jade Empire to Mass Effect to DAO are insignifigant? There are no changes?

I think your "fanboi love" of the BG games really clouds your judgment, Skellimancer.

I apologize for using the word "fanboi" but I think the point stands. You prefer those older games and therefore the changes or evolution in Bioware's games are not positive changes and therefore the same thing.

But if you want to simplify and generalize things, then no games have changed at all. Are you using some kind of input device with an output device that is a monitor of some sort? Wow, games really haven't changed since Pong!


Not played Mass Effect/Jade Empire.:) Was refering to games such as NWN which was 1 step forward 2 steps back, imo. KoToR had many simularities with NWN right down to the core rules. I did enjoy KoToR though, but i never replayed it and I never even touched the NWN expansions.

No offense taken, Merlin. :wizard:

Also your reference to games such as pong, remember back in the old days when driving games were mearly "move left one block, move right one block" on a fixed moving track? look how driving games are today! i remember being blown away at games like F-Zero, years ago. "wow you can turn round and drive backwards in a race!" *dies*

The RPG Genre has not evolved in gameplay much at all.


Not much since Planescape and BG, maybe I'll grant you that.  If you ignore rules, 3D, real-time, programmable tactics for AI, etc.  The RPG stories and such are "similar" in that sense.

The 6 origins would be new if ToEE hadn't sort of done it before (though based solely on alignment, and very tiny openings that really had no later effect on the story.)

I think you can't point at one thing in Bioware games since BG and say "There, look, now you can design the villains you fight as well as your heroes and via choice made at the beginning of the game it crafts the ending of the story for you..." (though that would be cool) level of changes, but small progressions have been made so that comparing Ultima and Rogue or even Phantasie and Bard's Tale to Oblivion, The Witcher, Mass Effect or Dragon Age: Origins you will see bigger changes than driving backwards.

#45
Mordaedil

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MerinTB wrote...


Not much since Planescape and BG, maybe I'll grant you that.  If you ignore rules, 3D, real-time, programmable tactics for AI, etc.  The RPG stories and such are "similar" in that sense.

To be fair, I consider this a movement forward taken by the industry as a whole, not just game by game individually.

#46
MarloMarlo

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SquareEnix finally gave the part of the female lead to a character with female parts in their 13th Final Fantasy. Sounds like the start of JRPG evolution to me!

#47
Skellimancer

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MerinTB wrote...


Not much since Planescape and BG, maybe I'll grant you that.  If you ignore rules, 3D, real-time, programmable tactics for AI, etc.  The RPG stories and such are "similar" in that sense.

The 6 origins would be new if ToEE hadn't sort of done it before (though based solely on alignment, and very tiny openings that really had no later effect on the story.)

I think you can't point at one thing in Bioware games since BG and say "There, look, now you can design the villains you fight as well as your heroes and via choice made at the beginning of the game it crafts the ending of the story for you..." (though that would be cool) level of changes, but small progressions have been made so that comparing Ultima and Rogue or even Phantasie and Bard's Tale to Oblivion, The Witcher, Mass Effect or Dragon Age: Origins you will see bigger changes than driving backwards.


Name some changes, all i see are more polygons.

Modifié par Skellimancer, 23 décembre 2009 - 01:51 .


#48
Skellimancer

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MarloMarlo wrote...

SquareEnix finally gave the part of the female lead to a character with female parts in their 13th Final Fantasy. Sounds like the start of JRPG evolution to me!


FF6 has a woman as the lead character.

#49
Mordaedil

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Heck, Final Fantasy V had a transgender, a woman, an elderly man and a little girl in the leading party as well as the main character named "Butts".

#50
MerinTB

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Skellimancer wrote...

MerinTB wrote...


Not much since Planescape and BG, maybe I'll grant you that.  If you ignore rules, 3D, real-time, programmable tactics for AI, etc.  The RPG stories and such are "similar" in that sense.

The 6 origins would be new if ToEE hadn't sort of done it before (though based solely on alignment, and very tiny openings that really had no later effect on the story.)

I think you can't point at one thing in Bioware games since BG and say "There, look, now you can design the villains you fight as well as your heroes and via choice made at the beginning of the game it crafts the ending of the story for you..." (though that would be cool) level of changes, but small progressions have been made so that comparing Ultima and Rogue or even Phantasie and Bard's Tale to Oblivion, The Witcher, Mass Effect or Dragon Age: Origins you will see bigger changes than driving backwards.


Name some changes, all i see are more polygons.


I have the funny feeling, Skellimancer, that what I list will be dismissed by you, but here goes.
---
Early CRPGs were dungeon crawls.  DND, Akalabeth, and even games like Zork.  There were choices, but these games for the most part were either glorified "Choose Your Own Adventures" on a PC screen, or once graphics became introduced, carefully using graph paper to map out the area while trying to find all the treasure and either a boss monster or an exit.  You almost exclusively played one character only, often with no stats at all, or rudimentry starting stats you either never saw, could never adjust, or had few choices with.

Arguably two of the biggest, earliest, and most influential (to this day) of the CRPGs were Ultima and Wizardry.  More on Ultima in a moment -
Wizardry set the gold standard for which many imitations were created - from Might and Magic to Bard's Tale to MANY, MANY JRPGS (seriously, as Disney was to the birth of anime, Wizardry (and Ultima) were to the birth of JRPGS (Dragon Quest and Final Fantasy in particular)).  You have the layout of the game, with the list of your party members (yay, you get a party and you created the whole party!) and their stats, then the text window listed exploration information and combat results, and then the "picture" window which either showed your block by block exploriation OR it showed a still image (or a little later the equivlent of an animated gif) of the monster (or one of the montsers) you were fighting.  You didn't have much motivation at the start of the game - you just created your party and dove into the dungeon to collect treasure, level up, and face the evil baddie (in Wizardry's case, and most cases, some powerful no-good mage!)

So, we started with text-based "Choose your own adventures" type games with one character, rarely any building of that character - and moved to a graphical layout with your party members (oh, yeah, now you have a party you created - that has races and classes and such, some use weapons, others spells, all the D&D jazz) in a list and a picture of the area you are in (the "square" you stand in, really) or a monster you are fighting, with text detailing your statistically determined (plus random number generation) combat.

Ultima, on the other hand, introduced other concepts.  You were a single character in the game, but you did have some stats and could buy stuff (spells were more like scrolls or potions, one-use items that you had to repurchase).  What was different was that Ultima had a top-down world view in the 3rd-person style of gaming, instead of the first-person view you got with Wizardry.  Ultima also had one of those rare extra stats/items you needed (hitpoints-healing potions, mana-mana potions, equipment-gold) in food you had to consume.  Another thing Ultima introduced were areas outside a deepening dungeon to explore, and "quest-givers" - people form whom you got odd-jobs or tasks (usually just go kill this monster at this point) that were usually extraneous to the "main goal" of the game which was, again, to defeat an evil wizard (honestly such a trope - Irenicus, you are as old as CRPGs, honestly - everyone complaining about "saving the world" being cliche and Irenicus being "fresh" have seriously never played the majority of original CRPGs.  Whiney wizards wanting or achieving immortality and needing to be taken down is THE big bad of CRPGs.)  Ultima gave you more of a sense of story - you were The Stranger, summoned to save Sosaria

So we now added top down, world maps, consumables that are not weapons, and non-main story quests.  Oh, and an introductory reason for your character to be pivotal to the story, instead of just a random assortment of adventurers.

Up to this point, with a few exceptions in these games, all fights are random encounters.  The boss battles being about the only real exceptions.  The whole point of these games is almost exclusively enter dungeon, clean out dungeon.  Gather XP and loot, defeat evil wizard who has too much power.

There are tweaks and improvements through games such as Might and Magic, Bard's Tale, Phantasie, and the later incarnations of Wizardry and Ultima.  Many of them significant - Wizardry 2 introudced us to porting our characters to the next installment in a series, saving the game anywhere instead of at a save location (this is so big you don't even understand).  Wizardry 3 had alignment playing a bigger role, especially with certain areas of the dungeon only accessible to certain alignments.  Wizard 4 diverged from the series, instead having you play the villain from a previous game who had to face off against parties of adventurers (some from actual players of the previous games!) 
Ultima 3 gave animation to the characters (this also the first Ultima to have a party) and had moved away from randomly generated and deep though depthless (sorry) dungeons to static, designed, story-important dungeons.  Ultima 4 was a watershed, where the point of the game WASN'T to defeat an ultimate evil but instead to become a paragon of humanity - the point was to build up a series of virtues, and actions in the game could take away from those virtues.  Ultima 4 also was one of the first to do character creation without stats but instead by asking a series of questions (those of you may better know this from the Bethesda games - no, they didn't invent this.)  We also saw the birth of a dialog system, although "Name, Job, Health" weren't much for social interaction, it was a start.  Ultima 5 really developed a dialog system, allowed you to travel via horse or ship, had story-based scenarios that were not winnable by combat at all (not just a puzzle-solving end boss, either.)

1985 saw SSI and Interplay enter the scene big time with Bard's Tale and Phantasie.  Both games really created the concept of depth in combat, by ranks (location on a combat grid) having purposes in the game (both of these are far more "strategic" games than Wizardry or Ultima.)  The typical D&D-ness gets watered down a bit with these games, allowing different classes and races (Phantasie having a cool "random" race chooser that gives you options you can't just pick, like Minotaur or Pixie.)  These games cemented the old (and basically now forgotten) concept of transferring characters into later games in a series.  Bard's Tale all but invented the CRPG notion of buffs via the Bard's songs.  While Wizardry sort of had "prestige classes" (to use a 3rd Ed D&D term), Bard's Tale with it's wizards made the ability to chose different (and multiple) prestige classes a thing.  Phantasie mixed a bunch of styles of presentation that the earlier games (Wizardry and Ultima) had used.  But, again, the biggest thing these two game series added to CRPGs was the strategic elements of turn-based combat, far deeped than what had come before.

---

ok, at this point I have my daughter needing my attention and some errands to run - and I can return to further illuminate how CRPGs have changed more than "pixels" up to Dragon Age: Origins.

Modifié par MerinTB, 23 décembre 2009 - 03:36 .