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RPG Classics Mailbag
Hey, Lun! Hm... 2 topics... Well...
By plot hole, I assume you mean little annoyances such as unexplained events happening with varied effects. Well, at the time of seeing them, there's a good number of plot holes, but most are filled by later in the story. The rest are either too trivial in nature to deal with, or can be explained away quite easily. Off course, most of the RPGs I've played have either Square, Enix, Nintendo, or APE on them.
But Wait! I've got one! Whatever happened to Bannon & Arvis between when Terra et. al. left for Thasama, and the End of the World? If you go to Vector THEN, there's NOONE there, nor is there anyone from that group at Narshe or the Returner's Base! And speaking of Narshe, why's Mog the only Moogle left?
And don't get me started on FF7's ending. Then there's hordes of unanswerable questions, most of which involve deeper spoilers than what I've revealed. B: Well, it all depends on the system. If it's an "old-school" RPG, then you can't really say that a game is non-linear, for the simple reason that you need to be at a certain level before entering each individual area, each area having a different level. In most cases, the only way to by-pass these areas is to spend hours level-building. Put the bazooka down, Lun, I said Level-building. Not Leveling Buildings.
In fact, sometimes, you have to Level-build just to progress through the story. And I've got two words for you: "Elfland"; "Ogres". Comprende?
Now, if the enemies' stats are based on levels, or something like that, then this aspect is thrown out the window. In THAT instance, you'd have to make sure Plot isn't comprimised for the sake of Non-Linearity. (Like it was a bit in FFVI's WOR.) It CAN be done, but the complexity of this task increases exponentially to the number of possible paths, which increase factorially to the number of destinations. (Probably why FFVI faded near the end...)
In short, I'd have to vote in favor of Linearity, but keep some surprises and side-quests in store. And make sure they can be easily incorperated into the "Big Picture"
a.k.a. Plot.
Oh, and is Lucca hosting next week? Donald3 (Donald Marco)
First off, any previous entries from this e-mail address are fakes from my evil brother, so please overide them with this entry.
Since you have two good topics for this weeks mailbag, I'm gonna do both.
a) A plot hole is, simply put, a point where a story doesn't flow together. There are so many plot-holed games out there, but the one that takes the cake is Final Fantasy 6. The World of Ruin had absolutely no plot at all! And no matter what characters you get, nothing changes at all, unlike a real story.
By the way, Lunaris. *Punches Lunaris threw the wall* Farewell! -d Galloway
Final Fantasy 1: The idea is that the Four Fiends send Garland back in time, and he becomes Chaos, who then empowers the Four Fiends. If you kill Garland off right in the beginning, how does he get sent back in time? --David Iwancio
*Meanwhile that Lunaris tries to sorts it out...In a completly different place in Enternet...*
*Back to Lunaris*
Hey! It's good ol' Shade, making a long-overdue Mailbag reply!
Anyhoo, I missed Ozzie's topic... But I won't waste time on it. As for this week's, I think I'll do Topic B.
I haven't played too many nonlinear RPGs... In fact, the only nonlinear game I've ever played is Harvest Moon. I tried to play Romancing SaGa 3, but when I tried to patch the ROM, it got corrupted. Say, do you know where I could find a prepatched ROM for download?
Whether or not you do, thanks. Well, anyhoo, I guess this was a waste of time. I could always do Topic A, but I don't think I've ever seen any plot holes in an RPG. So, this was a waste of time. Well, until the next time I actually decide to write in to the mailbag, (Maybe the next one, particularly if Lucca hosts it...) Well, then... See y'all later!
Hmm, third Mailbag submission for me. Anyway, since I can't think of any plot holes in RPGs, I can't answer the first Mailbag question (unless the super-huge plot hole Ozzie made in the last Mailbag counts). As for the second question on linear vs. non-linear games, I say that it depends on how the system is used. For linear games, they can get boring fast when you keep playing through the game the same way. Non-linear games can make things more exciting, especially if the choices the player makes has a huge impact on the game's storyline or whatever. The catch is to make sure that the player doesn't get lost because they have no idea where they can go (for anyone who's played Robotrek on the SNES, finding out how to locate the Forest of Illusion is one of those "dead-ends" because there's no real clue on how to make it accessible. Actually, Robotrek is a linear RPG, but I'm trying to emphasize how the player loses his way without any direction). To sum all this up: non-linear is better than linear when the player knows where he can go, but worse when s/he is told nothing and gets stuck. - KirbyManiac
*a small whistle is heard...becoming bigger and bigger...and Ozzie crash back thru the very hole in the celling he caused, bouncind as he land on the ground*
This isn't my first time righting into the mailbag (once before using my aol address because my outlook express acount got deleted...long story) but back to the mailbag. The biggest plot hole in an rpg would have to be in Final Fantasy 8, well I geuss not a plothole but a lack of plot. The story made sense at first but it went downhill from that. I played the game through twice and I still don't get it. By the way who was Sephiroths damn clone!?
<Lunaris> AMD I PITY THE FOO WHO DINT SEND A RESPONSE TO THE MAILBAG!
* Mabatsekker goes to write a mailbag thingie
--- Ahem... As by these evidences, I *had* to do a Mailbag Entry. No sweat.
*Gets out his Dan Hibiki Gi and starts to blow a bubble pipe* Now, as we know, Plot holes suck. Like when Mr T appears outta nowhere and kills the bad guys. But that would be cool. A bad one would be for example Sephiroth, lunging outta nowhere to slice & dice Aeris. Plot holes are really annoying, but sometimes really useful, but I can't quite figure out any good holes..but I'll give it a shot: 1: Like why Khalid was found Dead in the Athkala Prison when I dumped him ages ago in BG1?
2: Why is Jaheira there too? Bitching Fighter-Druids aren't my type
...well that kinda relieved me. Here! *Throw Lunaris a Giant Self-Taught Elephant Gun +5 versus Ozzies." Hope ya like it! *Mabatsekker Escapes the scene*
*The sky dims as dark clouds overhead sweep in. The earth cracks open revealing a firey figure. Epicgamer pulls out a water balloon, and throws it, causing a large amount of hot steam* You'd think they'd learn, wouldn't you?
Hey Lun!!!
Alright typo city! Anywho, uh... um... oh yea, the mailbag: First off the biggest plot hole I've ever seen in a RPG probably has to be in Final Fantasy 6. Think about this for a sec, when everyone fell off the airship when Kefka moved the statues, how would they *all* survive such a long fall? The thing was like 10,000 feet up, and probably still moving quite fast from momentum. As for the non-linear games, I think they are just different that the more linear ones. I personally don't prefer one over the other, as I like non-linear for the fact that it feels like I have more control over the story because the choises I make affect the plot in the future much more then in linear games. Anyways, I should stop so I can go back to playing Romancing SaGa 3. Oh, one more thing, here's another oversized weapon of mass destruction to add to your collection, test it on ozzie, but make sure everyone else is at least a half mile away. See Ya! Joe Kirchoff
*A strange sound is heard. Suddenly a nuclear missile flys through the sky. Everybody starts to panick because it is heading towards the mailbag. Just before it hits the ground it freezes in mid-air. Everybody looks at the missile while the tip opens up and I jump into the mailbag wearing a nuclear protection suit. Then the missile shoots a forcefield over Ozzie and flys towards him. The missile explodes on top of Ozzies head but the forcefield stops the explosion so only Ozzie is hit.*
Wazzup everybody! It is I the one and only RpgDragon with a Lunaris style flashy entrance. As you can see I am wearing protective gear so Lunaris can' t hit me. Try it and I'll flame you. Chicken.O.k on to what is really important(yeah right) the topic(s). I could not choose so I'll just answer both topics.First the biggest plot hole I've ever seen in a game: FF8 end of disc 2. I don't know exactly were the game fell apart but suddenly I have no clue what the story is about anymore and it remains that way until the end of the game. Maybe it's just me, maybe not. Whatever the case it is a fact that half the game is a plothole! Beat that! No Ozzie I did not mean that literally.
Now about (non)-linear games. I like linear games with loads of subquests better than completely non-linear games because linear games have more character development wich I consider one of the most important aspects of any good rpg. But I don't like having to completely follow the storyline so that's were the sub-quests come in. It is fun if you can get secret characters, weapons, party formations, spells etc that you would not normally have to get to finish the game. That gives more replay value. But non-linear games can be fun too! Like Nomad soul for the pc for instance. It was slightly linear but changing bodies adds a whole lot of variety to the story and gameplay. I'll be making my leave now because I think Lunaris can't stand a second more of me. BYE! *RpgDragon puts on a pair of sunglasses and gets out a strange device. He tells everybody to look at the device. Then a red light comes from it. Noone remembers what happened after that.(MiB style)*
Hmm...holes...well, there's that gate to the Cleft of Dimension, that's a really big frickin' hole...then there's the Murder holes from AoK...
...oh, you want PLOT holes?
Well, try the Ruby scenario in Lufia 2. I think I wasn;t the only one who didn't understand what the hell was going on. Like an Abbott and Costello routine, on crack. And, obligatory: *uses his Yamato Handgun on Ozzie* |-P
Hey Lun,
As you probably know, I'm here to support nonlinearity which seems a bit overlooked/disliked. Alot of people despise it since they aren't walked around on a leash and told what to do next: you have the choice. SaGa Frontier and Romancing SaGa 3 are great examples of this. If you want, you can spend time going through each area, developing various skills for each of you characters, and learning techs, or, if you want, you can jump straight to the end (with a fair amount of battling though. Even some great linear games have nonlinear parts such as gathering the Alumina in Lufia 1 or getting the Hero much of the 2nd half of Dragon Quest 6.
Others dislike nonlinearity for a bit of a weaker plot. Sure, the SaGa games don't compare with the complexity of a plot such as Xenogear's, but they still have a nice, solid one with little in the way of plot holes.
Nonlinearity also encourages you to develop your characters as you see fit. Want a party full of magic users or just plain physical people? It can be done. Some of the earlier. SaGa Frontier (and some of the early SaGa games) allowed you to have monsters in your party to shape as you see fit.
Overall, I like the nonlinear games better. The replay value is wonderful since you can change your party each time you play it. Also with the SaGa games, you have multiple main characters to choose from (8 in Romancing SaGa 3 and 2, and 7 in SaGa Frontier) with increases the replay value even more. Customization and replay value are really the main parts I love about nonlinear games, well along with the nonlinearity. That's pretty much it.
*The floor rumbles as the Earth king rises from a large hole in the floor* Before I start, I wanna say yes I am a newbie, and yes I don't have any idea whatsoever about what I am doing. I just know of what I need to do, my li'l 2 cents. Oh ozzy
Well, ill get into my thoughts on the linear, non-linear games I think none linear games are better than linear ones
because of the total mystery of the whole game, then.
Games like chrono trigger are the best ones, because
if a friend beats it, they wont be able to tell you
the ending (those a**holes. . . .). The only problem
with non linear is that you don't know what the f_ck
is goin on half the time.
Heh not really
earth BREAK!!!!
Hey Lun. So you finally got to host. Hopefully it won't be too much longer until... Well... Never mind. Anyway, I prefer a mixture of non-linear and linear games. I classify non-linear games as ones like Everquest where there is no story. That can just get annoying. I like having a few set guidelines. I know it has stuff like Guilds or whatever, but I prefer being able to progress the story. On the other hand, I hate it when games are too linear. I hate being forced to do something without a chance to explore. That is my major beef with Grandia II. There is really no chance to explore the world in that game. You can't even visit old cities once you leave and enough story progresses. For me, I like games that mix having a story and set guidelines of a linear game, but also have the chance to roam around the world if you felt like it. So in other words, I feel that nonlinear games are neither better not worse than linear games. Both have their pros and cons. Hmm... Short reply...
I think I'll throw in my response to last week's Mailbag that I wrote that Sunday at 1 PM EST which meant it wasn't accepted. Heh. I am so lazy. Anyway, I think we're in a middle zone of old and next gen RPGs. Old RPGs go by the tried and true exp system, learning magic, regular battles, and what not. Next-gen throw in weird stuff like everyone able to learn the same spells, new battle engines like Ship Battles in SoA, that ball exp system in FFX or whatever it is. Right now, we're seeing a mix of games that have both qualities. I'm predicting that in probably 10-15 years, we'll be totally in the next-gen era. There might be a few classic RPGs out there, but they will hardly be the norm. Well, I'm done. Now remember kiddies, don't let the Ozzies bite. They're rabid.
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