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rye
Joined: 06 Dec 2006
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Posted: Fri Jan 24, 2014 8:25 pm |
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| Felix wrote: |
SNES Tactics Ogre is still a lot better in every respect but the production values
every cutscene gesture, be it a shrug, or a handshake, or a run-in-and-make-the-wilhelm-scream, is encoded in there as some form of /x7 /D3 /33 and so forth. some of them actually encode move-to-tile coordinates. |
Wait, I don't completely understand this, and why it is important, but I want to. Can you talk a little more about it? _________________
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rye
Joined: 06 Dec 2006
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Posted: Fri Jan 24, 2014 9:56 pm |
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| Felix wrote: |
| well, sure -- apart from being really accessible for people like me who want to hack the game, the sheer consistency of all of the cutscenes basically being done in-engine (wherein the characters are basically following a demo mode script around the battle maps) goes a long way in terms of the production. it's almost like a worldbuilding detail; instead of the game having discrete Story Modes and Battle Modes the whole thing feels like a much more coherent whole. |
thanks! that's really wonderful to hear actually, you just described one of the reasons why I like matsuno games so much — everything about the game and the world feels so consistent within itself. In Vagrant story there was a cutscene where a character dies, and their body dissolves (just like every other monster you kill in the game), and the characters explain how this is how things work in LeaMonde, basically a nuclear-fallout zone of magick. A game in 1999 going so far as to give a narrative reason why enemies de-rez upon death is pretty neat.
It's nice, and almost unsurprising, that this pursuit of cohesiveness extends even into how the game itself is built. I suspect that a lot of these technical choices are very much the result of his direct intervention.
This is also why I'm having a hard time frothing for this playdek project, because it is not going to be the case. I'd like to give them the benefit of the doubt, but my standards are so damn high. _________________
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rye
Joined: 06 Dec 2006
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Posted: Wed Jan 29, 2014 5:21 pm |
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That's actually pretty nice that they got Yoshida. I can't help but think if they came into this with a little more professionalism and better presentation, it would be going a lot further. It's nice to be seeing them start to kind of shape up in this regard, but I fear they might be realizing this too late. _________________
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rye
Joined: 06 Dec 2006
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Posted: Tue Feb 11, 2014 1:22 am |
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Interesting nugget from a Q&A with Matsuno:
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Q: “FFTA and FFTA2 moved away from Charge/cast times, which I felt heavily took away from the depth of those games. Will Charge/Cast times be a core component of this game? One of my favorite mechanics in FFT was casting time."
A: Sorry, there won’t be casting times in this game.In fact, the reason why FFT included a casting time system at all was to allow the game time to load graphic effects. This was a necessary consideration due to PlayStation loading times and memory concerns. Speaking as a developer back in those days, I can tell you that we weren’t happy with it. |
So a central game mechanic arose strictly from technological limitations!
In other news, it doesn't look like the game will get funded. _________________
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rye
Joined: 06 Dec 2006
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rye
Joined: 06 Dec 2006
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Posted: Fri Feb 14, 2014 6:25 pm |
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I'm pretty relieved that this made it (but still very apprehensive about the final product).
txt (sup), you described exactly how i feel. I was pretty happy to see Yoshida go rouge. I want these guys to finally have a chance to do what they want free of middle-management. _________________
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