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Pollyanna 670th Post
Red Carpet Regular Member
| "Re(3):RPG system poll" , posted Tue 21 Dec 16:43
I don't like forging per se, but I do like "micromanagement" like in Phantom Brave....or any number of other SRPGs. With most Nippon-1 games, I get into the system enough to get me through the game, but can't stand the absurd complexities and tricks needed to finish all the extra stuff. I want freedom and variety that I can enjoy without ridiculous technicalities or devotion of time. (Megaten games tend to give me this pretty well)
But as far as the whole "combining items to get new items" nonsense goes, I lose interest really fast. I especially hated the invention system in SO3. Somehow, (although I think it needs to be streamlined) I'm having at least a little bit of fun with alchemy in Stella Deus. Not because it's a good system, but because it's fun to say "if I can make this item, then I can make this item, but first I have to make this item and this item to make this item...etc. etc." it's absurd, but it's like solving a puzzle. Or maybe it's just a test of patience.
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KTallguy 443th Post
Gold Customer
| "Re(2):RPG system poll" , posted Tue 21 Dec 22:19
quote: I spent 50% of the time I played Vagrant Story in the workshop creating new weapons and armors, and loved it.
I think that, if it's well done and well integrated in the game it's more interesting than just going to a shop and buying it.
I think Vagrant Story's system was perfect. I remember being in that blacksmith forever... =) I really liked the music too ... I liked how the weapons were really what made the game, and how you could really create good stuff if you were logical about it.
That game needs a sequel so badly... after FF12 is done they have to tackle that one...
Customization is a lot of fun I think, but at the same time, the game has to be fun as well, and likewise, when you customize something, it needs to be reflected in the game in a positive and reinforcing way. I don't want to spend an hour forging a weapon and realize that the only thing that looks different is the damage. My problem with LOM was that the combat got old really fast, and even though the story was interesting, nothing really tied together at the end... if the combat isn't fun, there's no use in forging for me ...
Support the Strongest Cooperation! Ibuki and Genjuro! "手前がやくぶそくなんだよ!"
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HAYATO 143th Post
Regular Customer
| "Re(3):RPG system poll" , posted Wed 22 Dec 00:18
quote: My problem with LOM was that the combat got old really fast, and even though the story was interesting, nothing really tied together at the end... if the combat isn't fun, there's no use in forging for me ...
Well, if I'm not much mistaken, there were at least 2 argumental arcs (the Jumi story and the one about the 3 Dragons), which were consistent enough to be called "plots". The matter was thet you had to finish the events in the correct order to know where all this mess was leading to...Plus, I found the last event in the Mana Tree really thrilling and intense, but my friends say I'm easy to content, so...
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Iggy 5228th Post
Platinum Carpet V.I.P- Board Master
| "Re(6):RPG system poll" , posted Wed 22 Dec 04:18
OK, OK, I know, not many people love this game, I know, stop it already. The fights were not all that great, but to me it was less boring as in Seiken 2 and 3. I liked the magic system, and the way you gained new habilities and moves.
But the real reason why this game stays above the usual crap Square is constantly vomiting on its fans is the way the free scenario system is implanted. Not much people like a free scenario game anyways, but for fans like us, it is pure bliss. The way the events happened is the way it should have been done in RomaSaga, it introduced several storylines above the 3 main ones, some less well written and more "Seiken-ish" than the Escade arc, but it introduced a gap I never found in any other game, which is the world is living by his own, whereas the hero is not.
I mean, he is living, but on a plane different of the one where the other characters live; he is between the world of the game and the world of the player. This separation of the worlds, the theme of the reconstruction of the universe which happens via the construction of both individual stories and History, by the hand of the player/hero, is what really hooked me on this thing, and be assured that if I don't say more, it's just because I don't have any of this illegal substance that goes oh so well with this game or Katamari and not because I'm too stupid to say anything more coherent.
Hey, no, wait, I meant the other way. Or no, I meant... oh, well.
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