FFXII is the Culprit

By Shamus Posted Sunday May 20, 2007

Filed under: Random 20 comments

I’m sure you’ve noticed the lack of relevant posting. My blogging time was eaten up by FFXII last week. The game and I have come to a sort of understanding now, and I’ve discovered how to wrest some enjoyment from the thing. This will never be my favorite entry in the series, but it isn’t nearly as bad as the first hours indicated it would be. A little character development has gone a long way towards appeasing me, along with an explot which negated the need for a lot of level grinding.

I’ll have more on the game later. If I were to blog my impressions of this game as they came to me, it would sound like two people having an argument. I love it! I hate it! It sucks! It’s great! I’m sick of it! I want more! Actually a live-blog of someone going through a large game like this could be interesting. All of those moment-to-moment impressions are lost when you get to the end and try to sum up and build a single coherant viewpoint on something.

Still, the game isn’t bad. I don’t blame those who gave up early. I nearly did. The game falls appalingly short in the first impressions department, and it takes the thing a while to get around to developing the characters.

I got stuck at one point and had to look at the guide. All through the game I saw little notes: “Don’t do this seemingly harmless thing or otherwise you’ll never be able to get this great weapon later on.” and then “make sure you pick up such-and-such hidden item because you can’t come back for it later and you’ll need it to get a great weapon later on.” Nothing like designing a game and its sidequests around the desire to sell hint guides. Lame. Truly lame.

 


 

Final Fantasy XII: Just Kill Him Already!

By Shamus Posted Saturday May 19, 2007

Filed under: Game Reviews 27 comments

This game eventually employs one of my most hated plot contrivances: A moment of indecision where the heroes conclude that If we stop the bad guy we will be getting revenge, and revenge is pointless!

I’ve been seeing this one since I was a child. The idea permeates anime, videogames, and superhero cartoons. There are characters that can’t tell the difference between base revenge and stopping a belligerent foe who is bent on causing further harm. Killing him won’t bring our loved ones back! Yes, yes, but killing him will certainly prevent him from killing anyone else’s loved ones you unthinking cardboard moralizer. Get him cornered and disarmed, and then you can agonize all you want.

So the story reached a climactic moment where one of the characters had to make the Big Decision, and I endured it with much sighing and eye rolling. I can understand that Lady Ashe might agonize over the use of Nethecite. That fits and makes sense. But the way they framed the conversation at the top of the tower at Ridorana Cataract, she was agonizing over whether or not to take action against the villain, not what methods she should employ. Vayne is set on starting a massive war that will further obliterate her homeland, and she’s worried about moving against him out of revenge. Aside from the fact that this sort of indecision makes no sense, it fails to add tension to the plot. We know the heroes aren’t going to pack it up and go home. Either they will pull themselves together and come up with more pleasing justifications for killing the bad guy, or he will force their hand by attacking them directly.

It’s like a little mini-game: The challenge is to endure the scene without quitting the game. It helps if I have someone with me so we can take turns giving the game a sort of MST3K treatment. Sometimes I blurt out “YOU JUST DON’T UNDERSTAND ME!” in an angsty teenager voice. Sometimes I make a “wha-whu-waa whaa wuh” sound like all of the adults do in Charlie Brown cartoons. Sometimes I say, “You know, I can see the characters talking, but all I hear is a fapping sound.” I’m curious what techniques other people use to get through this sort of stuff.

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This game is hardly the worst offender in the regard (there are other games which are far, far worse) but I notice that each time I encounter something like this I have less and less patience for it. The only thing worse than a senseless plot device is a senseless plot device which is mercilessly over-used.

 


 

DMotR Reviewed

By Shamus Posted Friday May 18, 2007

Filed under: Links 4 comments

A couple of sites have taken the time to write thoughtful reviews of my comic.

Thanks for that.

LATER: Link fixed. Whoops.

 


 

DM of the Rings CII:
A Minor Omission

By Shamus Posted Friday May 18, 2007

Filed under: DM of the Rings 160 comments

The DM forgot to bestow Aragorn’s sword.
Continue reading ⟩⟩ “DM of the Rings CII:
A Minor Omission”

 


 

DM of the Rings CI:
There He Goes Again

By Shamus Posted Wednesday May 16, 2007

Filed under: DM of the Rings 98 comments

Pippin swipes the Palantir.
Continue reading ⟩⟩ “DM of the Rings CI:
There He Goes Again”

 


 

Final Fantasy XII: Level Up

By Shamus Posted Tuesday May 15, 2007

Filed under: Game Reviews 115 comments

There are two aspects that most people talk about when discussing Final Fantasy games: The story, and the gameplay. In my previous posts I said I was unhappy with both. I’ve started the game over, and I’m still not happy with the story, but this time through the gameplay is really working for me.

In previous FF games, I’d march straight through the game, occasionally taking little half-hour leveling sessions to level up a bit past the monsters and ease my way past the occasional bossfight. This usually worked well. I was doing that here, and wondering why the game was so murderously hard.
Continue reading ⟩⟩ “Final Fantasy XII: Level Up”

 


 

Guiding player movement

By Shamus Posted Tuesday May 15, 2007

Filed under: Tabletop Games 40 comments

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It was interesting reading the various comments from people on yesterday’s comic. The problem of railroading players vs. letting wander into undefined areas is apparently pretty common. I thought I’d mention how I handled this in my own games, which I’ve previously mentioned in the wrap-up post to our most recent D&D campaign.

When I do wilderness travel, I sort of make it a branching maze. For example: “You are in a broad clearing. From here you can go east into the valley or you can ascend the large hill to the southwest. You could also turn around and return to the pine grove to the north, which you just left.” The players understand that I’m presenting them with choices that are likely, given the terrain. Sure, they could choose some unlikely course of action, like going halfway up a hill and then walking around, but this will be slower, pointless, and they will just end up at a recycled version of one of my established locations anyway. This gives them a bit of freedom, and makes wilderness seem less arbitrary. Some ways are faster, some can be very slow (like a valley which gets thick with vegitation once they enter) and some can have encounters.

I really like this system. It lets players move around more or less freely, but still has enough structure so that the DM can keep track of where you’re going, where you’ve been, and how long it took to get there. For difficult topography like swamps and dense jungle I make the waypoints very close together, so that many movements are needed to cover a small area. If they are traveling over wide open grasslands, I’ll make the dots very far apart. I usually space them based on time, so that traveling from one waypoint to the next takes a couple of in-game hours. When the players have gone through a few of them and I tell them the sun is setting, they will actually have a sense that in-game time has passed.

This offers a nice theoretical “wall” around your gameworld. When the players say they want to go west and leave the game area, you give them a few waypoints of increasingly difficult swamp / desert / cliffs / mountains / jungle. If they are actually roleplaying, they will have to ask themselves, “would our characters really be wading through this crap for no good reason?” If they keep going and enter the blank, empty areas of the map, they shouldn’t be surprised at the lack of towns and other interesting locations. Who would build a city in a swamp?