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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Mon Feb 24, 2014 2:33 am |
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| FFX's people don't shut up about Yevon because the religious narrative is tied to a recurring catastrophe. I don't think you can dismiss the game's presentation of its religion just because of its cultural pervasiveness. There are a lot of other ways to dismiss it, though! |
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Levi

Joined: 05 Dec 2006
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Posted: Mon Feb 24, 2014 3:18 am |
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| parker wrote: |
| t;]Since random battles in this game aren't necessary is there some gameshark cheat I can use to bypass them and still be able to get by the boss battles and rest of the game. If I could just play these games like adventure games I'd probably go back to them or try them out more often. |
you know Radical Dreamers is just the coherent, succinct parts of Chrono Cross (which nevertheless manages to deconstruct with spectacular violence) and it's basically a twine so
| M. John Harrison wrote: |
Every moment of a science fiction story must represent the triumph of writing over worldbuilding.
Worldbuilding is dull. Worldbuilding literalises the urge to invent. Worldbuilding gives an unnecessary permission for acts of writing (indeed, for acts of reading). Worldbuilding numbs the reader’s ability to fulfil their part of the bargain, because it believes that it has to do everything around here if anything is going to get done.
Above all, worldbuilding is not technically necessary. It is the great clomping foot of nerdism. It is the attempt to exhaustively survey a place that isn’t there. A good writer would never try to do that, even with a place that is there. It isn’t possible, & if it was the results wouldn’t be readable: they would constitute not a book but the biggest library ever built, a hallowed place of dedication & lifelong study. This gives us a clue to the psychological type of the worldbuilder & the worldbuilder’s victim, & makes us very afraid. |
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Toups tyranically banal

Joined: 03 Dec 2006 Location: Ebon Keep
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Posted: Mon Feb 24, 2014 3:20 am |
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| DJ wrote: |
-- What the hell is the Morph Ball? Why is it there? What was its purpose? (answer: It doesn't have one and it's a game thing -- It wasn't until Metroid Prime that they kinda explained this, and Zero Mission laid it out a bit more)
-- Do the space pirates do anything besides chill on the planet waiting for Samus to show up?
-- Are there any other galactic organizations at play here? Samus is a bounty hunter right? Who's she getting bounties from? What's going on in this world?
-- Samus can clearly talk, she talks in the beginning into her journal thing. Does she have any backup? Is there a reason she's here alone? Is there any story to this?
-- How come there's all these assorted powerups her suit is compatible with just lying around?
-- Who hid all these missiles everywhere?
-- Who built all the stuff here? Why are there doors everywhere that react to her shots? What's up with the missile doors?
-- What the fuck is Kraid? Or Crocomire? Or Dragon?
-- What's up with he crashed alien ship she finds? Is Phantoon an alien, or a ghost, or what?
-- Did people just not realize the baby metroid's gonna get fuckin' huge? What about all the metroid variations from Metroid II? Are those just retconned out? |
but most of these questions aren't really posed in the game itself and I don't think most people, even critical players, would find themselves asking them
and yeah a few of them are addressed explicitly in zero mission and fusion
I think a lot of the questions about why zebes is the way it is are answered by the fact that the space pirates had been using it as a base for so long. it's safe to assume they put in all the hatches and weird little rooms and stuff. but then some of them are clearly from the same technology as the wrecked ship (which is later revealed to be the space pirates vessel at the end of zero mission, but that always felt like a sloppy retcon to me)
but that's enough to surmise why samus' suit is compatible with everything on zebes, even without getting into chozo lore.
I think super metroid is actually fairly tight, or at least elegant, when it comes to how it lays its plot out. none of these things are glaring, you know? _________________

Last edited by Toups on Mon Feb 24, 2014 6:40 am; edited 1 time in total |
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parker a wolf adventuring

Joined: 31 May 2007 Location: suplex city
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Posted: Mon Feb 24, 2014 3:23 am |
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| Levi wrote: |
| parker wrote: |
| t;]Since random battles in this game aren't necessary is there some gameshark cheat I can use to bypass them and still be able to get by the boss battles and rest of the game. If I could just play these games like adventure games I'd probably go back to them or try them out more often. |
you know Radical Dreamers is just the coherent, succinct parts of Chrono Cross (which nevertheless manages to deconstruct with spectacular violence) and it's basically a twine so |
I dont get all the towns or music that way though which is the main thing here. I just want to explore the environments as non tediously as possibly _________________
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bort

Joined: 04 Dec 2006 Location: Are you related to Bandai and Namco takes of games Sent from my iPhone
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Posted: Mon Feb 24, 2014 3:31 am |
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| parker, new game + in chrono cross allows you to frameskip and iirc keep some weapons or levels or characters or something. i'd advise finding a completed-game save somewhere. |
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Levi

Joined: 05 Dec 2006
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Posted: Mon Feb 24, 2014 3:44 am |
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re: FFX
I think the problem there is not so much the prevalence of the church making Spira into a Pokemon world but rather the scripts complete failure to develop the oppositional relationships between the church, the player, and the principle characters in a way that wasn't maudlin
(funny aside -- a quarter of the way into Lightning Returns we're led to conclude that the hero just assumed that eventually she'll have to end up killing the god she's working for without actually informing us that she'd already come up with a plan which is at least a...mildy better way to handle this kind of thing. We should probably still take away that Anime Church is never going to be a goldmine unless we're Matsuno)
re: Metroid
What's interesting here is that as these games go on their added adherence to realist narrative casts the previously digestible expressionisms of prior games into weirder and weirder lights until we have to have a controlling ex-boyfriend to explain why Samus loses all her xp and we feel even more confused as to why precisely space station doors use handguns as doorknobs. |
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Ni Go Zero Ichi

Joined: 10 Sep 2011
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Posted: Mon Feb 24, 2014 3:58 am |
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I don't know if I'd go so far as to say worldbuilding is bad - if you're trying to sell an audience on an imaginary world, it's certainly not a bad thing to envision it with as much richness and detail as possible without getting bogged down - but it certainly isn't a substitution for having a narrative that's actually about sonething. Unless the narrative is about things like history, politics or other subjects that can actually be thematically addressed through world-building (video game example: would Final Fantasy Tactics work as well as it does if not for the rich fictional history and political divisions of Ivalice?)
I mean, I think there's a place in the world for fiction-as-thought-experiment.
Video games are also uniquely well-suited to worldbuilding, because while a novel or TV show has to either take time out of the main story or rely on supplementary materials if it wants to explain the intricacies of its world to the audience, a video game has tons of options at its disposal for incorporating such information into itself in a way that doesn't put it in competition with the actual story being told.
I mean, rereading it I think I get what Harrison is saying though. I think he read Arthur C. Clarke's 2001 novels and discovered how much worse they are than the Kubrick movie, and is venting his frustrations accordingly. _________________ Just another savage day on Planet Earth. |
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Ni Go Zero Ichi

Joined: 10 Sep 2011
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Posted: Mon Feb 24, 2014 4:08 am |
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| Toptube wrote: |
Man, Xenogears does a pretty good job of infusing gritty religious tones into it's story and doing some good-weird things with it, without actually ramming the religion itself down your throat. It may not have had a really strongly coherent main story arch---but I don't think that's absolutely necessary.
Whereas FFX doesn't ever shut up about Yevon and I wanted to choke everyone. I think somewhere in there might be the difference between old anime and new anime. |
In all fairness, Xenogears did have that moment where gun-toting badass Jesiah (whose name is a portmaneau of "Jesus" and "Messiah" even though he is not really presented as a messianic or Christlike figure of any sort) unintentionally(??) quotes verbatim the slogan of the NRA. That game cannot exactly claim the high ground as far as subtlety goes.
Speaking of FF X though, I've always wondered whether that game's tropical setting and the mechanic of recruiting NPCs onto your Blitzball team were at all inspired by Chrono Cross (an early concept for which has the entire game feature only one hub town, in which every single NPC was a potebtially recruitable party member). Several of the plot threads certainly seem to have been inspired by Xenogears. _________________ Just another savage day on Planet Earth. |
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Levi

Joined: 05 Dec 2006
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Posted: Mon Feb 24, 2014 5:14 am |
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| Ni Go Zero Ichi wrote: |
I don't know if I'd go so far as to say worldbuilding is bad - if you're trying to sell an audience on an imaginary world, it's certainly not a bad thing to envision it with as much richness and detail as possible without getting bogged down - but it certainly isn't a substitution for having a narrative that's actually about sonething. Unless the narrative is about things like history, politics or other subjects that can actually be thematically addressed through world-building (video game example: would Final Fantasy Tactics work as well as it does if not for the rich fictional history and political divisions of Ivalice?)
I mean, I think there's a place in the world for fiction-as-thought-experiment.
Video games are also uniquely well-suited to worldbuilding, because while a novel or TV show has to either take time out of the main story or rely on supplementary materials if it wants to explain the intricacies of its world to the audience, a video game has tons of options at its disposal for incorporating such information into itself in a way that doesn't put it in competition with the actual story being told.
I mean, rereading it I think I get what Harrison is saying though. I think he read Arthur C. Clarke's 2001 novels and discovered how much worse they are than the Kubrick movie, and is venting his frustrations accordingly. |
Actually though, I think Tactics works as a pretty striking example of un-world-building in its most positive sense. Most of what we know about Ivalace is transmitted through the illustration of interpersonal conflicts and the uncertainty of its framing device: It's like, at a certain point Ramza receives information from his enemies via an exploding frog telegram. Is...is this a thing in this world? The game doesn't care to address the question.
Conversely, the points at which Tactics tries to broach what we might see as more normative world-building are some of its weakest points -- stuff like characters saying "Faram" which, in my ear anyway, just doesn't play.
If nothing else the fluidity between representations of Ivalice suggests that world building is not precisely what was on the docket.
I feel like Chrono Cross and Final Fantasy X were both in production at the point where producer Sakaguchi got really into Hawaii |
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Ni Go Zero Ichi

Joined: 10 Sep 2011
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Posted: Mon Feb 24, 2014 6:24 am |
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I would say that FF Tactics incorporates world-building by way of things like pub quests and Brave Story entries, but now I'm starting to wonder if we are even thinking of the same specific concept as "world-building". I tend to think of "world-building" as just providing details about a setting for the purpose of making it feel like it exists in three dimensions beyond the (metaphorical or literal) screen, while you and Harrison seem to mean it as "wasting time explaining stuff that doesn't really need to be explained".
I mean, I have no idea what you're referring to with the exploding frog, but would you have a problem with it if the game had like an article under the Brave Story menu explaining what that's about, but doesn't devote any actual in-game scenes to explaining it because it's not really important to the story?
Also the converse of a fantasy/sci-fi story that over-explains everything is one that throws a bunch of arcane in-universe bullshit at the audience and then doesn't bother (or goes out of its way to avoid) explaining any of it, leaving viewers to scratch their heads and feel overwhelmed by how little they understand, under the excuse that they're supposed to "piece it together themselves" - which, in lieu of a compelling dramatic arc or actual mystery, can make a story absolutely insufferable in ways where a story overly committed to explaining itself is merely exasperating. I can think of a lot of sci-fi/fantasy anime that do this - Darker Than Black and Xam'd: Lost Memories being the two most aggravating examples that I can pull from memory.
Also weren't Chrono Cross and FF X and… pretty much every Square game after Final Fantasy IX produced during a period with much less hands-on involvement from Sakaguchi, because he was busy preparing to devastate his career with The Spirits Within? _________________ Just another savage day on Planet Earth. |
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Toups tyranically banal

Joined: 03 Dec 2006 Location: Ebon Keep
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Posted: Mon Feb 24, 2014 6:45 am |
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I actually think sometimes videogames get way too into worldbuilding at the expense of telling a good story. like there's a point where it just becomes self-indulgent and you do at the expense (or sometimes even in place of) the larger vision that the game is based around. there are some games where it feels fetishistic. I think it's something where you can get away with just enough to support the story you're telling in a way that makes the world more coherent, and prevents further lines of questioning from the player
dark souls actually uses world building techniques almost exclusively to tell its story and I feel like it does so excellently, because every piece of lore does directly relate to the plot of the game, but often in not particularly obvious ways.
unrelated but I haven't touched final fantasy x in years but I remember the entire game having like, the vibe of a sugar ray music video. I kind of feel like that undermined anything else the game had going for it, though I thought the battle system and character development were both quite good. _________________

Last edited by Toups on Mon Feb 24, 2014 6:49 am; edited 1 time in total |
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Toups tyranically banal

Joined: 03 Dec 2006 Location: Ebon Keep
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Posted: Mon Feb 24, 2014 6:49 am |
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also I've revised my opinion of ffix that it sucks because the music sucks. and the game and the story are quite good but the music is just so flat and emotionless and forgettable, and the entire experience loses energy and life as a result
I also feel like it's the aesthetic father of kingdom hearts... _________________
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Ni Go Zero Ichi

Joined: 10 Sep 2011
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Posted: Mon Feb 24, 2014 6:54 am |
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But the aesthetic father of Kingdom Hearts is indisputably Final Fantasy VIII
FF9 is the aesthetic father of the Crystal Chronicles subseries, which sadly appears to be dead
Anyway I am seriously considering getting that FF X HD remake that's just around the corner, I remember actually liking it a lot up until some of the really godawful sidequests near the end of the game. That I liked it at all is kinda weird come to think of it, considering that its closest relatives within the FF series are VIII and XIII, both of which I don't like very much at all. All the more reason to replay it and see if my middle/high school memories are lying to me. _________________ Just another savage day on Planet Earth. |
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Toups tyranically banal

Joined: 03 Dec 2006 Location: Ebon Keep
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Posted: Mon Feb 24, 2014 7:15 am |
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well, it's got easily the most cohesive and well developed plot of any final fantasy games, despite how ugly and garish the whole thing is
like it's the first final fantasy game I've played where I actually cared about the love story
(ffiv doesn't count, because it's ffiv) _________________
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Ni Go Zero Ichi

Joined: 10 Sep 2011
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Posted: Mon Feb 24, 2014 7:19 am |
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For as much as I liked it I still didn't care about the love story
I think FF7 was the closest I ever got to caring, possibly because the "love story" is barely even a love story (or… the love story is barely even a "love story". Not sure where to put the scare quotes there.). Same sorta goes for FF6
Xenogears would be better than all of them if Elly weren't such a flat and inconsistent character though _________________ Just another savage day on Planet Earth. |
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Brooks

Joined: 08 Apr 2007 Location: peak caucasity
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Posted: Mon Feb 24, 2014 9:50 am |
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| Levi wrote: |
re: Metroid
What's interesting here is that as these games go on their added adherence to realist narrative casts the previously digestible expressionisms of prior games into weirder and weirder lights until we have to have a controlling ex-boyfriend to explain why Samus loses all her xp and we feel even more confused as to why precisely space station doors use handguns as doorknobs. |
Yeah, if Metroid gets a reboot or whatever any time soon I'm really hoping they keep the essential - woman in capable spacesuit explores ruined alien world, finds things, resists angry flora and fauna - and jettisons pretty much every other 'canon' feature of the IP |
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Tulpa

Joined: 31 Jul 2008
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Posted: Mon Feb 24, 2014 11:48 am |
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You know I used to reach for that M John Harrison quote all the time (Used to sounds like I did this in my youth, I'm mostly thinking of myself 1-2 years ago, though), but I've started to avoid doing so. It's just awkward to take a quote out of its original context and use it to decry something completely different.
The way in which M. John Harrison uses 'worldbuilding' is discrete and distinct from the general use of the term. It has more to do with a response/rebellion against the late capitalist infatuation with escapism in all its forms. Worldbuilding is impossible because there is only the world we live in, and to create another one is a fantasy scenario outside of a Borges short story, not something that can be achieved. To try to escape from this world by building a new world is not only impossible but an act of cowardice, a refusal to deal with the problems of modern life. (spoilers: this is what every single one of his books is about yes even the lit fic he wrote about mountain climbing)
Whatever I'm pretty sure I'm like 1 of 3 people here that have actually read his books so this is me saying "that quote has fuck all to do with chrono cross, which is a game I would describe as a triumph of writing over worldbuilding in the harrisonian sense"
radical dreamers sucks because it doesn't have any of what made chrono cross so good (the art, the bizarre characters, the atmosphere, ok I guess there's some overlap between the two games as far as music goes so there's one thing)
Edit: just to specify how I know for certain that Harrison is talking about something completely different from this thread, he has said in comments that he was not talking about people making video games or playing DnD, but about the escapist dimension that can be present in both those activities. _________________
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Tulpa

Joined: 31 Jul 2008
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Posted: Mon Feb 24, 2014 11:55 am |
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Regarding Final Fantasy X, this is probably a sentiment that's been expressed before, but I found myself having difficulty caring about all of the plot stuff about anime church, and the potential death and doom and gloom given that death means nothing to the people of the setting, that they can literally visit the afterlife whenever they want and see their loved ones, etc. It's a perfect example of the details of the story undermining the actual plot. _________________
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Talbain

Joined: 14 Jan 2007
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Posted: Mon Feb 24, 2014 4:43 pm |
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| Brooks wrote: |
| Levi wrote: |
re: Metroid
What's interesting here is that as these games go on their added adherence to realist narrative casts the previously digestible expressionisms of prior games into weirder and weirder lights until we have to have a controlling ex-boyfriend to explain why Samus loses all her xp and we feel even more confused as to why precisely space station doors use handguns as doorknobs. |
Yeah, if Metroid gets a reboot or whatever any time soon I'm really hoping they keep the essential - woman in capable spacesuit explores ruined alien world, finds things, resists angry flora and fauna - and jettisons pretty much every other 'canon' feature of the IP |
Yeah, this is pretty much what makes the Metroid series effective. Everything after Super Metroid contains a lot of added fluff that detracts from the central tenet of what makes Metroid a great game. I'm not actually a fan of the way Metroid Prime handled worldbuilding via scanning providing a text splurge as well as enemy weaknesses, as if the enemies in the game were wholly alien and never encountered before. I actually think it also kills a lot of the mystery surrounding the creatures and detracts from Prime's otherwise excellent atmosphere. _________________
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Gironika

Joined: 05 Dec 2006 Location: Dragon Range
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Posted: Mon Feb 24, 2014 4:51 pm |
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| DJ wrote: |
| The closest you could get to this long, sweeping opening was something like the intro to Final Fantasy VI, with the magitek armor walking in a Mode 7 snowstorm towards Narche while Terra's theme played and the opening credits rolled. And that was enormously technically expensive for an RPG on the SNES. You had 3.2MB of space to work with. That's it! Think about that: That entire game is smaller than some pictures on Wikipedia now. 3.2MB is nothing. And yet, in 1994, that was a fuckton of space to fit on a cartridge. It was expensive both in the tech sense and in the literal economic sense. And for all that time and money and effort and careful programming and advances in graphics and blah blah blah blah the most you were getting out of it was this. |
On the other end of the scale, there's this: 35ish seconds to set up … to … well, they sure had fun, I guess.
Another good example for a short demo-mode that establishes all you need to know is this here:
But this, I think, belongs elsewhere. _________________
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Toptube Anti-cabbage Party Candidate
Joined: 23 Apr 2007
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Posted: Mon Feb 24, 2014 7:47 pm |
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| Gironika wrote: |
| DJ wrote: |
| The closest you could get to this long, sweeping opening was something like the intro to Final Fantasy VI, with the magitek armor walking in a Mode 7 snowstorm towards Narche while Terra's theme played and the opening credits rolled. And that was enormously technically expensive for an RPG on the SNES. You had 3.2MB of space to work with. That's it! Think about that: That entire game is smaller than some pictures on Wikipedia now. 3.2MB is nothing. And yet, in 1994, that was a fuckton of space to fit on a cartridge. It was expensive both in the tech sense and in the literal economic sense. And for all that time and money and effort and careful programming and advances in graphics and blah blah blah blah the most you were getting out of it was this. |
On the other end of the scale, there's this: 35ish seconds to set up … to … well, they sure had fun, I guess. |
What, the intro for FF6 is awesome. and so is the initial battle/story sequence. FF7 was similarly effective. |
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Levi

Joined: 05 Dec 2006
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Posted: Mon Feb 24, 2014 10:29 pm |
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| Tulpa wrote: |
You know I used to reach for that M John Harrison quote all the time (Used to sounds like I did this in my youth, I'm mostly thinking of myself 1-2 years ago, though), but I've started to avoid doing so. It's just awkward to take a quote out of its original context and use it to decry something completely different.
The way in which M. John Harrison uses 'worldbuilding' is discrete and distinct from the general use of the term. It has more to do with a response/rebellion against the late capitalist infatuation with escapism in all its forms. Worldbuilding is impossible because there is only the world we live in, and to create another one is a fantasy scenario outside of a Borges short story, not something that can be achieved. To try to escape from this world by building a new world is not only impossible but an act of cowardice, a refusal to deal with the problems of modern life. (spoilers: this is what every single one of his books is about yes even the lit fic he wrote about mountain climbing)
Whatever I'm pretty sure I'm like 1 of 3 people here that have actually read his books so this is me saying "that quote has fuck all to do with chrono cross, which is a game I would describe as a triumph of writing over worldbuilding in the harrisonian sense"
radical dreamers sucks because it doesn't have any of what made chrono cross so good (the art, the bizarre characters, the atmosphere, ok I guess there's some overlap between the two games as far as music goes so there's one thing)
Edit: just to specify how I know for certain that Harrison is talking about something completely different from this thread, he has said in comments that he was not talking about people making video games or playing DnD, but about the escapist dimension that can be present in both those activities. |
I understand that the point of this post is to suggest that I did not read a book that I read but I also think that it fails to point to a way that worldbuilding in a more common sense is meaningfully different in interpretation other than being less negative
http://ambientehotel.wordpress.com/2012/04/19/im-not-against-worldbuilding/
etc
I would also describe Chrono Cross and really, most of the late-90's Square as writing-over-worldbuilding, which is what I was mainly trying to convey in talking about Final Fantasy Tactics above. I pulled the Harrison quote out of the drawer because I wanted to imply that world building, as such, is not the actual goal in any of these things and I couldn't find the article I actually wanted to link, which does a decent walk-over on these topics. Oh well.
Radical Dreamers is cool and also a lot shorter |
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Toups tyranically banal

Joined: 03 Dec 2006 Location: Ebon Keep
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Posted: Mon Feb 24, 2014 10:53 pm |
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I think worldbuilding serves a different purpose in a videogame than it does in a work of fiction, in addition to working somewhat differently _________________
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Ni Go Zero Ichi

Joined: 10 Sep 2011
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Posted: Mon Feb 24, 2014 11:32 pm |
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I'm generally thumbs-upping that big post of yours Tulpa but I wouldn't go so far as saying Radical Dreamers sucks. It's its own thing... even if that thing sorta unavoidably feels like a prototype for a "real" game (which would still have been a different game than Chrono Cross. (Incidentally, Crimson Shroud is to Matsuno as Radical Dreamers is to Kato.)
But yeah Levi I was a little confused about whether the screenshot with the Chrono Cross NPC telling you about her attempts at writing poetry was meant to be an endorsement or condemnation of the game's approach to world design. For me, that's a perfect example (better than my OP) of the kind of things about it that I loved. _________________ Just another savage day on Planet Earth. |
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allensmithee polyglamorous

Joined: 21 Apr 2011 Location: wherever it is, im dying to get out
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Posted: Tue Feb 25, 2014 1:34 am |
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for me, the strange unanswered questions we're discussing in Super Metroid or in Doom for instance, those aren't really questions worth having answers to. the strange alien ship in Super Metroid is a wonderful mystery and a strange foreign element. it's like toups says, about these questions not requiring being addressed. theyre not questions. theyre just there. _________________
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Gironika

Joined: 05 Dec 2006 Location: Dragon Range
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Posted: Tue Feb 25, 2014 5:01 pm |
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| Toptube wrote: |
| What, the intro for FF6 is awesome. and so is the initial battle/story sequence. FF7 was similarly effective. |
Yeah, I'm with you on FF6-side here. On FF7 - not so much, but this might be due to me playing it in 2004ish.
FF6 managed to impress on a technical level (as mentioned above/before) and, at least for me, for being different to what the other FFes do/did. _________________
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Talbain

Joined: 14 Jan 2007
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Posted: Tue Feb 25, 2014 5:11 pm |
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| Gironika wrote: |
| Toptube wrote: |
| What, the intro for FF6 is awesome. and so is the initial battle/story sequence. FF7 was similarly effective. |
Yeah, I'm with you on FF6-side here. On FF7 - not so much, but this might be due to me playing it in 2004ish.
FF6 managed to impress on a technical level (as mentioned above/before) and, at least for me, for being different to what the other FFes do/did. |
The FF6 Brave New World hack over at Insane Difficulty really gives the game's systems a lot more personality. I'd recommend the hack if anyone is looking to replay FF6.
http://www.insanedifficulty.com/board/index.php?/files/file/66-final-fantasy-vi-brave-new-world/ _________________
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Toptube Anti-cabbage Party Candidate
Joined: 23 Apr 2007
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Posted: Tue Feb 25, 2014 5:29 pm |
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| Gironika wrote: |
| Toptube wrote: |
| What, the intro for FF6 is awesome. and so is the initial battle/story sequence. FF7 was similarly effective. |
Yeah, I'm with you on FF6-side here. On FF7 - not so much, but this might be due to me playing it in 2004ish.
FF6 managed to impress on a technical level (as mentioned above/before) and, at least for me, for being different to what the other FFes do/did. |
what's great about both of them is that it's not just a big huge showey intro cinematic. and they both don't grind to a halt after an intro cinematic, by info dumping, or anything like that.
Instead, you get neat, brief technical showcase that also intros the visual aesthetic and tone and actually has something to do with what you are about to play----and then that intro bit segues into what you play. You are dropped into a scenario that has already started. You the player come in somewhere along the way and pick things up as they happen. A running start. and it's all fed to you in a way that you can pretty quickly piece together what is happening.
FF8 starts out with this big showey, beatiful intro----and then you are sitting in class, reading text boxes. I'm totally fine that the first thing you play to setup a school atmosphere---is a classroom scenario. But that big showey intro kinda set me up for something else.
12 tried to kinda do what 6 and 7 did. But it wasn't as tight and the intro cinematic was still a bit too indirectly related. By that I mean you watch a big eventful intro video and have no idea who the people are or otherwise have any attachment. And then when you get to play, you have no idea who you are playing as or what they are doing. and it takes way too long for you to find out what it all has to do with that big intro video. It's not quite as bad as I make it sound. But the problems are there.
I can't even remember how 10 started, exactly. But I'm sure it was probably some big thing about Sin attacking and then when you actually play it's just an info dump on what the heck did I just watch?
As much as I love Xenogears and as awesomely produced as the intro cinematic is--------you don't find out what any of it means for like 3/4 of the game! If I hadn't started a new game 27 times to re-watch that awesome intro, I'd probably have forgotten all about it and maybe missed the waaaaay late connections to it in the game. |
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Gironika

Joined: 05 Dec 2006 Location: Dragon Range
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Posted: Wed Feb 26, 2014 4:46 pm |
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you are making some good points there, and this might very well have had an impact why I still like the FF6 op as much as I do, if I'm thinking about it.
Otoh, FF7 … yeah. I know I shouldn't, but I am a sucker for "good" graphics, and couldn't get over the looks of FF7. Also the tinny OST. Plot … well. It just never clicked!
But then I am, for whatever that is worth, a fan of the (playable!) intro-part of FF9 where you stage the gotta-get-the-princess heist (in best FF-tradition) while you are doing that very thing. It isn't groundbreaking stuff, yeah, but it was a nice thing to play after 8,10,6 and 7. Casting Faux-spells on foes rarely felt so good as in that bit.
| Toptube wrote: |
| I can't even remember how 10 started, exactly. But I'm sure it was probably some big thing about Sin attacking and then when you actually play it's just an info dump on what the heck did I just watch? |
FFX did the thing where you are watching a cutscene that is talking about a journey that you/tidus has been involved in and that you are (forced) to play, until you reach that part where the intro cutscene is picked up again. Interestingly, from there on you have to progress a bit until you are free to roam the worldmap (well, "free" as in … yeah, what FFX makes you believe is "free"), which makes you think for a moment "hey, clever how they didn't give you that freedom while you were recapping what happened up to that point!", until you realize that there isn't that much to roam around. Still, a nice touch in a flawed game. _________________
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Tulpa

Joined: 31 Jul 2008
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Posted: Wed Feb 26, 2014 8:29 pm |
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| Levi wrote: |
| Tulpa wrote: |
You know I used to reach for that M John Harrison quote all the time (Used to sounds like I did this in my youth, I'm mostly thinking of myself 1-2 years ago, though), but I've started to avoid doing so. It's just awkward to take a quote out of its original context and use it to decry something completely different.
The way in which M. John Harrison uses 'worldbuilding' is discrete and distinct from the general use of the term. It has more to do with a response/rebellion against the late capitalist infatuation with escapism in all its forms. Worldbuilding is impossible because there is only the world we live in, and to create another one is a fantasy scenario outside of a Borges short story, not something that can be achieved. To try to escape from this world by building a new world is not only impossible but an act of cowardice, a refusal to deal with the problems of modern life. (spoilers: this is what every single one of his books is about yes even the lit fic he wrote about mountain climbing)
Whatever I'm pretty sure I'm like 1 of 3 people here that have actually read his books so this is me saying "that quote has fuck all to do with chrono cross, which is a game I would describe as a triumph of writing over worldbuilding in the harrisonian sense"
radical dreamers sucks because it doesn't have any of what made chrono cross so good (the art, the bizarre characters, the atmosphere, ok I guess there's some overlap between the two games as far as music goes so there's one thing)
Edit: just to specify how I know for certain that Harrison is talking about something completely different from this thread, he has said in comments that he was not talking about people making video games or playing DnD, but about the escapist dimension that can be present in both those activities. |
I understand that the point of this post is to suggest that I did not read a book that I read but I also think that it fails to point to a way that worldbuilding in a more common sense is meaningfully different in interpretation other than being less negative
http://ambientehotel.wordpress.com/2012/04/19/im-not-against-worldbuilding/
etc
I would also describe Chrono Cross and really, most of the late-90's Square as writing-over-worldbuilding, which is what I was mainly trying to convey in talking about Final Fantasy Tactics above. I pulled the Harrison quote out of the drawer because I wanted to imply that world building, as such, is not the actual goal in any of these things and I couldn't find the article I actually wanted to link, which does a decent walk-over on these topics. Oh well.
Radical Dreamers is cool and also a lot shorter |
Ok sorry for my snippy tone earlier. In general I agree with you about the subject of 'writing vs. worldbuilding' but I think it's a red herring to talk about Harrisonian worldbuilding when exactly the kind of worldbuilding being praised in this thread lines up exactly with what Harrison calls 'writing'. 'Deftness and economy of line' is pretty much what separates the expressionistic qualities of super metroid from the cludgy tone-deaf incoherence of Metroid: Other M.
| Quote: |
| As one critic has remarked, “The master knows how to convey a sense of place with the occasional sharp detail of sound or smell or color; the prentice hand betrays itself by either a complete absence of such detail or a laborious and inevitably tedious recitation of minutiae.” |
That just about sums it up.
I'm pretty sure no one here is defending Game of Thrones/Wheel of Time writing. _________________
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Ni Go Zero Ichi

Joined: 10 Sep 2011
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Posted: Thu Feb 27, 2014 6:50 am |
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Game of Thrones is fun though (yes I know you don't like it Tulpa). Not sure how much chaff they cut from the books in the TV series of course. _________________ Just another savage day on Planet Earth. |
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Glam Grimfire

Joined: 16 Dec 2011 Location: the funky western civilization
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Posted: Thu Feb 27, 2014 5:25 pm |
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his remark about the same bits of stolen cultures to me was really funny, because any western fantasy that doesn't adhere to that is traditionally missed out on or completely ignored by just about every person who would be in a respectable position to critique it
example: people in general for whatever reason tend to gravitate more towards examining an anthology like george r.r. martin (the r.r. stands for Really likes Reddit)'s Dangerous Women instead of something like the brilliant and incredibly imaginative So Long been Dreaming which I guess wouldn't be considered as having as much of an impact because it's not written by A White Dude about cultures that are historically always imagined to be Filled With White People _________________
##SKELETON PARTY (new article as of 04/26/14)Grim |
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Tulpa

Joined: 31 Jul 2008
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Posted: Thu Feb 27, 2014 8:23 pm |
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Don't know who you've been reading, most good/respectable fantasy critics pay more attention to works of original fantasy than they do to works of derivative war of the roses with the names changed bullshit.
Strange Horizons review section bears this out: Afrofuturism anthology, Book of the Dead (which to quote: "Many of the best stories in the collection take as their impetus the complex, uncomfortable historical relationship between the west and Egypt."), Lavie Tidhar books, Sofia Samatar books, etc.
granted, the Hugos tend to favor the bland over the interesting, the retreads of western culture over the new, but the Hugo awards are widely considered to be a joke by everyone except the winners. _________________
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Fri Feb 28, 2014 1:11 pm |
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| Tulpa wrote: |
| granted, the Hugos tend to favor the bland over the interesting, the retreads of western culture over the new, but the Hugo awards are widely considered to be a joke by everyone except the winners. |
...and even sometimes considered such by them. |
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Ratoslov

Joined: 05 Dec 2006
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Posted: Fri Feb 28, 2014 2:29 pm |
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| Tulpa wrote: |
| Regarding Final Fantasy X, this is probably a sentiment that's been expressed before, but I found myself having difficulty caring about all of the plot stuff about anime church, and the potential death and doom and gloom given that death means nothing to the people of the setting, that they can literally visit the afterlife whenever they want and see their loved ones, etc. It's a perfect example of the details of the story undermining the actual plot. |
And the basic ludonarrative dissonance inherent in most examples of the jRPG genre, which is normally merely bad, is absolutely terrible here- it's a story about death and the fear of death and living a meaningful life and dying a meaningful death etcetera, but it never addresses that the protagonists kill people all the time without even blinking or thinking about it. But that's a tangent... |
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Brooks

Joined: 08 Apr 2007 Location: peak caucasity
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Posted: Fri Feb 28, 2014 3:14 pm |
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| Ordered Book of the Dead thx Tulpa |
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Ni Go Zero Ichi

Joined: 10 Sep 2011
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Posted: Fri Feb 28, 2014 7:39 pm |
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| Ratoslov wrote: |
| And the basic ludonarrative dissonance inherent in most examples of the jRPG genre, which is normally merely bad, is absolutely terrible here- it's a story about death and the fear of death and living a meaningful life and dying a meaningful death etcetera, but it never addresses that the protagonists kill people all the time without even blinking or thinking about it. But that's a tangent... |
I've heard the legends that Moon: Remix RPG Adventure is all about this
Although in fairness to JRPGs, the abstraction of their fantastical turn-based combat usually allows for some openness to interpretation as to whether defeating an enemy in battle kills or merely subdues them. (When I was a kid I didn't like the idea of playing a game where you kill people, so I assumed victory in a turn-based battle merely meant that the enemy passed out, like in Pokemon.) The real-time action and twitching, blood-spurting death animations of Uncharted leave room for no such ambiguity. _________________ Just another savage day on Planet Earth. |
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Swimmy

Joined: 04 Dec 2006
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Posted: Sun Mar 02, 2014 1:03 am |
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Heck, FFX leaves no room for ambiguity. Pyreflies appear out of every single thing you kill. _________________
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mauve

Joined: 07 Dec 2006
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Posted: Sun Mar 02, 2014 5:15 am |
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| Ni Go Zero Ichi wrote: |
I've heard the legends that Moon: Remix RPG Adventure is all about this
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I've watched a playthrough of Moon (in jp, of course). Basically the 'hero' is delusional to the point of seeing the world completely differently and hunts anything that looks vaguely like experience points, while the actual character you play is in sort of a ghostly state and tries to bring the now-dead everything back to life in an adventure-gamey sort of way.
I wouldn't say it's a great game, but it gets its point across, especially the ending.(maybe a little hamfistedly but there's nothing subtle about the setting anyway) _________________ twit |
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Ni Go Zero Ichi

Joined: 10 Sep 2011
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Posted: Sun Mar 02, 2014 6:26 am |
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Certainly sounds like a game I'd like to play at any rate, and the talent behind it (Kenichi Nishi, Yoshiro Kimura, Taro Kudo, Akira Ueda, etc.) has a rock-solid pedigree for imaginative quirkiness.
Pretty sweet OST too.
It's a shame too, since if the game were released here it seems like it would have inevitably reached Earthbound levels of cult classic status. _________________ Just another savage day on Planet Earth. |
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Vikram Ray

Joined: 06 Dec 2006
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Posted: Sun Mar 02, 2014 9:10 am |
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| Just started playing FF8 again. Did anyone ever post a quick-and-dirty guide to breaking the game over one's knee? |
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