Bass of Spades wrote...
wrdnshprd wrote...
Ekido wrote...
I said it once already and i say it again....
Inventorys, customization, tactical combat, etc... etc...
Does not define RPG
It seems like everyone has forgotten that there is actualy dialogue system in this game wich allows you to ROLEPLAY your character.
I know its useless to keep saying it since theres always these oldschool "RPG" players who think game isnt an RPG without items and stuff and no force in the universe can change their mind.
and ill say for the billionth time.. that in a video game sense those attributes in bold do define what an rpg is.
No, they do not.
Look at Lost Odyssey, a very sparse "inventory" system, extremely limited customization, and a combat system that's most tactical moment, is choosing what part on a single, one-time only Tank boss I want to hit, and yet it's one of the biggest RPGs out there. Hmm, I wonder why? Is it the scale of the story and depth of characters coupled with the genre's iconic staple of character progression? Well no **** sherlock.
wow.. your using lost odysee as an example lol.. ok.. lets take a look at the inventory system you consider 'sparse':
There are three main parts to t he inventory so i have broken them up:
The Ring System
they had these magic rings that created a timing system, or ring system as the game wanted to call it. basically you equipped this item in your inventory and if you timed your action correctly, a certain effect would occur. what effect? well that depends on which of the thousands of rings you chose.. did you want poison? how about extra attack? how bout better odds in stealing items from mobs? all kinds of stuff.
How did you get these items.. well you could by them from certain vendors, or you could.. craft them..
The Accessory System
the 4 primary characters in Lost Odysee were immortal. Really their are two ways these immortals learn skills, and one way is by equipping accessories. Each accessory had a given skill. this could be things like white magic, black magic, shadow magic, extra attack skills, etc.
What was even cooler about this was, you could customize your characters to be whatever you want.. you wanted black magic on the melee guy.. sure ok.. just link the black magic accessory to the melee character and as long as that accessory was equipped.. that character had the ability or stat boost.
Also, the immortal could permantly learn the skill on the accessory after a certain period of time. this was kept track by a point value on the item. These points were earned by the immortal after each combat, and once the point value was reached.. the immortal learned the skill on the accessory.
Now for weapons and Armor.
Granted, the asthetic look of the characters didnt change much, but there was a fair bit of weapons and armor you could get for the characters that changed the stats.. not to mention a couple of the characters had unique gear that you could get for them that gave them access to special abilities. Even better, there were accessories that were required for some of the given armor and weapons. the immortals could equip the accessory and learn the skill on that accessory that allowed them access to the wepon.. and poof, they now could use those said weapons.
yeah.. the inventory system was really 'sparse'
/sarcasm
Now lets take a look at the skill system.
Regarding the mortal characters, i will agree the skill system was pretty static.. However, as i mentioned there was more than one way an immortal could learn skills..
the second way they could learn skills was by skill link. basically you chose a skill from one of the mortal characters and linked it to a mortal character. As long as that mortal character was in the party with the immortal, the immortal character learned the link ability after a certain amount of battles. this amount again was determined by a point value system.. after each battle, the immortal gained a certain amount of points to learning the skill. once the immortal character reached the point value. they now knew the skill.
now, if the immortal character could use every skill they learned from an accessory or skill link, then yeah, there wouldnt be much customization or immersion.. thing is, they dont.. they have a set limit on the amount of skills that can be added. you can increase this amount by finding items in the game world, but it is still a set amount.. thus you still had to have a strategy in mind when choosing said skills.
yeah, there was no customization at all in lost oddysee.. <_<
Modifié par wrdnshprd, 11 février 2010 - 11:11 .