Archive for the 'RPG' Category


Final Fantasy V: In Comparison to its Contemporaries

Final Fantasy V was released in 1992 in Japan, but didn’t get a North American release until 1999, when Final Fantasy VIII was already out. As such, Americans didn’t see it as a new release, or even as a nostalgia item. Its main audience may well have been completists like myself. Eventually the publishers would start pandering to completists even more, adding features to track what percentage of the treasures in the game you had collected and suchlike. (And really, without that 100% treasure-collection rate to aim for, very few of the treasure chests in the game are worth opening. Most of them yield things that you can buy from a shop with the proceeds from a single encounter.) Such things were included in the later remakes of the earlier games, but not in the version of FF5 that I’m playing.

So there are really two contexts for this game: Japan in 1992 and the West in 1999. In 1999, the big RPG titles in America were Baldur’s Gate and first wave of MMO’s, like Everquest and Asheron’s Call. Diablo was a couple of years old, and its influence was still strong: the emphasis in the RPGs of the day was on realtime action, with no hard separation between exploration and combat modes. Also, support for multiplayer play over the Internet was rapidly becoming a mandatory bullet point, even in games really not suited for it.

I haven’t played a lot of Japanese RPGs, but it seems to me that they were developing quite differently at that point. FF8 did a lot of experiments with gameplay (some of them unsuccessful), but still used essentially the same ATB system as FF5, modulo changing camera angles. Pokémon came out very close to this time, and has mechanics very similar to an early turn-based Final Fantasy. Pretty much the only thing separating FF5 from other Japanese RPGs circa 1999 was the SNESy graphics.

So it seems like FF5, at the time of its American release and Japanese re-release, would have seemed more retro in America than in Japan. Indeed, the trends I speak of in Western RPGs were already starting at the time of FF5‘s original release in 1992, the year that saw Ultima VII put combat and exploration in a unified realtime environment (which Dungeon Master did five years earlier).

But then, it kind of depends on how you define “RPG”. I noted before a bit in Metal Gear Solid 2 where the game refers to itself as “a kind of role-playing game”. I’ve seen the Zelda series classified as RPGs; if that counts, then they’ve been doing realtime integrated stuff since 1986, a year before Dungeon Master. I wouldn’t classify either of these things as an RPG — to me, the term basically means “imitates the mechanics of Dungeons & Dragons“, which is to say, stats and experience points and levels and so forth, and everything determined by die rolls modified by these figures. Notably, my notion of “RPG” has nothing at all to do with playing a role. And to the Japanese, who speak an entirely different language — well, who can say?

Final Fantasy V: ATB

FF5 does not actually have a monster called AAA.  It does, however, have one called ????.Combat in Final Fantasy V is handled through a system called “Active Time Battle”, or ATB. Introduced in FF4, it’s somewhere between realtime and turn-based systems. It has a Wizardry-like abstractness, in that there’s no tactical movement on a battle grid or anything like that. The monsters and the party are displayed graphically (usually with the PC’s on the right side facing the monsters on the left, because that’s the direction that seems like forward to people who read Japanese), but this is basically just a more visually interesting way of presenting a list of creatures. That much was true of the FF combat interface before ATB. The distinctive part, the thing that makes it ATB, is the realtime bit, wherein each combatant has a timer that governs when they can take an action. Each player character’s timer is represented on-screen by a gauge that fills up at a rate governed by the character’s Speed rating. When it’s full, you get to select something from a small menu that pops up at the bottom of the screen, typically including the options “fight”, “item”, and, if relevant, “magic” (although the Job system adds complications to this). But while you’re making your selection, the clock is still ticking. If you’re not fast, the monsters can get in an attack while you’re making up your mind. (This is another reason why it can be good for your tanks to be berserk: that way the game doesn’t waste time asking you what they should do.)

The whole system is very strongly associated with Final Fantasy in my mind. Fight/Magic/Item is as emblematic of Final Fantasy combat as Name/Job/Bye is of Ultima conversations. And the only game I’ve ever seen that even tried to do something similar to ATB was Grandia 2, another Japanese console RPG, which places an ATB-like action timer (albeit with a different user interface) in a system with less abstraction and more running around the battlefield. Presumably the patent 1Be sure to click on the “more” link where that page displays the diagrams. They’re really the best part. prevents a direct imitation, but given the popularity of the Final Fantasy games, you might expect more outfits to try to create similar gameplay.

But gameplay is not perceived as the Final Fantasy‘s strong point. Ask the fans what they like about the series, and they’ll talk about the stories, the characters, the worlds. It’s strange, then, that in FF5 I’m finding the gameplay (mastering the Jobs system) more engaging than the storyline (defeat the one-dimensional Bwa-ha-ha villain).

References
1 Be sure to click on the “more” link where that page displays the diagrams. They’re really the best part.

Pokémon: Full Heal

There’s an item in Pokémon called “Full Heal”. You can buy it at several of the stores in the game. What would you guess it does? If you said “Restores all of a pokémon’s lost hit points”, then you think like me. You’re also wrong. That’s what “Max Potion” does. “Full Heal” is Pokémon‘s equivalent of the Final Fantasy “Esuna” spell: it removes all status effects (such as “poisoned” and “paralyzed”) from a single pokémon. And this made me realize something: I have a strong preference about the terminology for these things. Wounds are “healed”, status effects are “cured”. Doing it the other way around sounds wrong to me, even though the words are almost completely interchangeable in normal English usage.

Even in the context of games, my preferences aren’t completely industry-standard: consider the “Cure Light Wounds” family of spells in D&D, and all the games that have similarly-named spells in imitation. Are my terminological expectations completely groundless? I don’t think so; the various Pokémon FAQs and hint sheets I’ve been looking at tend to favor my usage, even if the game itself doesn’t. Still, this is something worth bearing in mind as I look at other games.

Pokémon: Collection status

My pokédex 1My in-game pokédex, that is, not the “pokédex” page on this site, which is just a list of my current pokémon inventory. currently lists 108 types as “owned”. This doesn’t mean I currently own them all, just that I’ve owned each of them at some point. Some have been traded away or evolved.

The 42 remaining 2Mew still doesn’t count. unowned types can be divided into four categories. First, there are those that I can only obtain by trading. There are 13 species like this (including one obtainable through NPC trade I haven’t been able to make yet), although 5 of them are evolved forms of other things I could trade for, so I could potentially obtain them all by trading with other players only 7 times. I have purchased a second GBA from a reader of this blog, who has my thanks and can take credit here if he wishes, so trading will be within the realm of possibility again once I have that in hand.

Second, there are those that I can catch, if I go to the right places. There are 9 species like this, including the elusive Kangaskhan and Tauros. The remaining types, I held off on catching because they’re evolved forms of things that I have, and a pokémon that has been evolved by hand is generally superior to one that’s caught in its evolved form.

Third, there are things that I can evolve from pokémon I have by using special stones on them. (The game does not specify how the stone is applied, and perhaps it’s better not to know.) There are 15 species like this, including the three evolutions of the Eevee, a unique pokémon. I’ve been putting off evolving the Eevee for flexibility in trading: I don’t want to turn it into a Flareon and then find out that someone else wants a Jolteon that I can no longer produce. I’ve been putting off evolving the rest of them because the evolved forms generally have limited opportunities for advancement: they have better stats than their unevolved forms, but they can’t learn all the attacks that their unevolved forms can. As long as there was a possibility that I’d keep using them, and thus levelling them up, it seemed a good idea to keep them unevolved. But I’ll probably abandon this by and by.

That means I currently have only 5 pokémon that I have any real reason to level up. The maximum party size is 6, so I could take all five of them out to the depths of the Unknown Dungeon at once, with Adrian in the lead. But in one case, I’m hesitant to evolve it, lest I repeat a mistake.

At the very start of the game, the player is given the choice between three pokémon: a Charmander, a Bulbasaur, or a Squirtle — basic fire, grass, and water types. This is the only point in the game where you have the opportunity to obtain any of these types. Assuming that all players want as complete a pokédex as they can get, the smart thing to do is for players to trade their initial choices with each other immediately, then level them up until they evolve and trade them again. Since I didn’t know what I was doing, I did not do this. Evolution only goes one way. Consequently, my Squirtle (Godwin) is now in its final evolution, and an unfair trade for anyone with the Charmander and Bulbasaur I sorely need.

Later in the game, the player gets another similar choice between an Omanyte and a Kabuto, two fossilized pokémon that can be revived by the scientists on Cinnabar Island. As with the initial pokémon, both of these species can evolve through experience. If I evolve my Kabuto, what will I have that’s as valuable as an Omanyte?

References
1 My in-game pokédex, that is, not the “pokédex” page on this site, which is just a list of my current pokémon inventory.
2 Mew still doesn’t count.

Pokémon: Safari Zone

Spending some time on a train, I realized that this was exactly the sort of situation that I’ve been saying that the Gameboy was designed for, and decided to take advantage of my semi-distracted state by pursuing the elusive Kangaskhan in its habitat, the Safari Zone. This is the most tedious and frustrating region of the game, and there are several pokémon that can be found nowhere else. I’m still missing two, the Kangaskhan and the even more elusive Tauros.

The thing that makes the Safari Zone so tedious and frustrating is the change in the rules. There’s no combat — presumably your pokéballs are confiscated at the entrance or something. Instead, you get to throw bait, rocks, and special safari pokéballs in an effort to capture the pokémon you encounter. No matter what you do, there’s a chance that it’ll run away — the Kangaskhan and Tauros are particularly skittish. Throwing bait tends to make pokémon stick around longer, but it’s no guarantee that they won’t immediately run away anyway. Throwing rocks allegedly weakens their resistance to the pokéballs, but there’s no way to gauge this. It all feels very random, with no sense of progress within an encounter.

Worse, there’s no sense of progress throughout encounters either. When you’re hunting for a specific pokémon, you tend to encounter a lot of other things first. That’s true anywhere in the game, but outside the Safari Zone, you can at least beat them up for XP. If you go into the Safari Zone and don’t come out with any new pokémon, you’ve made no progress in the game whatever.

To make things even worse, entering the Safari Zone costs a bundle of money, and you can only stay there so long before you have to pay another bundle of money. (You also get only so many safari balls per visit, but that’s not a serious limitation. I don’t think I’ve ever run out of balls.) At least you can save before entering so that you don’t actually have to pay for fruitless visits.

I suppose that the designers put in the Safari Zone to provide some variety, and at least it has more to do with the game than the teleporter mazes and the like that they used for variety elements elsewhere. But on the whole, I’m thinking that it’s not really part of the game I want to deal with much. I’m going to have to see if I can get someone to trade me a Kangaskhan and a Tauros.

Pokémon: Bad Influence?

Years ago, when I was playing Pokémon for the first time, a friend of mine, another grown-up gamer, asked me if I thought that this game was a bad thing to give to children on the grounds that it promotes slavery. I’ve pointed out before how the practice of capturing pokémon is pretty abominable: you beat them up and lock them away, and in the process they become your friends.

It’s more of an issue in the cartoons, where pokémon seem to have human-like minds, and the relationship between Ash and Pikachu is indeed one of loyal friendship. In the game, pokémon are more like animals, and are treated no worse than many domesticated animals in real life, and better than some. (If there are any types of pokémon that are routinely slaughtered for their meat, the game makes no mention of it.) Still, the game anthropomorphizes them somewhat. Some are literally anthropomorphic — the Mr. Mime pokémon is basically human in appearance, and the psychic Kadabra is a caricature of Uri Geller, complete with spoon. There’s also a plot event concerning “the ghost of Cubone’s mother”, a pokémon murdered by Team Rocket. By calling it “murder”, the game implicitly grants Cubone’s mother human status.

Even so, I can’t agree that Pokémon can be blamed for introducing children to the idea of slavery, because the idea is already all around them. The model for the master/slave relationship is the parent/child relationship. Just look at the rhetoric used to justify slavery when it was legal: “It’s really for their benefit. They’re like children. They need a firm guiding hand.” Pokémon is at least far enough removed from reality, blatantly bizarre enough, that it’s hard to imagine taking an explicit “They’re like pokémon” seriously.

Pokémon: Hardware Compatibility

I haven’t even mentioned my problems with trading. There are still several pokémon that I won’t be able to get any other way, either because they’re not available in the Blue version, or because the game forced me to choose a single pokémon out of two or three options. Since I started playing again, I’ve gotten together with one friend who had an old Gameboy and the red version, both untouched for years. We were all set to trade (or, more accurately, he was all set to charitably give me what he no longer had any interest in), but we hit a snag: he had a Gameboy Pocket, and I had a Gameboy Advance. And Nintendo, for whatever reason, saw fit to make the cables incompatible.

Now, for all I know there may be sound technical reasons for this. Maybe the two devices transfer data at different speeds or something. Or maybe the only difference is in the shape of the plug. It’s been difficult to get information about this. All I can say with any certainty is that, although Nintendo has made a “universal” Game Link adapter before the GBA, they never made an adapter for connecting the GBA to earlier versions. I’ve seen mention of a third-party adapter that might work, something billed as allowing you to use your old Gameboy cables with a GBA, but (a) it requires an old cable to plug into it and (b) it’s described in such vague terms that I don’t know for sure that it’ll do what I want anyway.

At this point, I’m thinking that the most cost-effective solution might actually be to buy a second GBA off ebay. That way I’d have everything necessary to consummate trades regardless of what hardware the other party has — indeed, all the other party would need to provide is the cartridge. It may even be cheaper than the adapters I’d otherwise need. My only hesitation is that doing trades between two Gameboys that are both mine, possibly by myself in the privacy of my room, is awfully close to “trading pokémon with myself”, which I’ve already gone on record as calling sad. (If I hadn’t made such a comment, I could probably do it without embarassment, of course. Heck, just playing Pokémon Blue at all in 2007 is something a lot of people would consider embarassing.)

Pokémon: Mewtwo and all that remains

I have to admit there’s something of an oversight in my last post. Given that I was facing opponents stronger than my own pokémon, why don’t I just catch some of them? Then I’d have pokémon just as powerful as what I was facing.

Mainly it’s just habit. Throughout the game, I’ve been trying to raise the strongest pokémon I could, and that means catching them at low levels and raising them by hand.

Also, my ultimate goal wasn’t just to successfully face the random encounters in the Unknown Dungeon, but rather, to face and capture Mewtwo, the single most powerful pokémon in the game. I didn’t really know if I could face him. Sure, I had the Master Ball, but would it be enough? What if I threw it and missed? Maybe I would have to put him to sleep first, like I did for the Legendary Birds.

Anticlimactically, this turned out not to be the case. When I finally reached the end of the dungeon, the fight was over with a single lob. Huzzah! Mewtwo is mine, and is now named Adrian. As a result, there is nothing left in the game that poses any difficulty. Completing my pokédex to the extent that I can is just a matter of spending the time to fill in the gaps.

Some of the remaining types can be caught, but a few must be evolved. The strange thing is, even in the cases where I can just stride into the Unknown Dungeon and catch an evolved form, I have some inclination to evolve a pokémon that I already have. And I think this is because I’m playing it on a Gameboy.

You see, as I see it, there are two basic modes in which you can play a game. (You can certainly cut it finer, but generally speaking, regardless of what else you’re doing, you’re operating in one of these two modes.) Either you’re playing the game for a particular experience, or you’re playing it just to pass the time. I’d compare these two modes to seeing a movie and going for a walk: one can complain that a movie is too long, has too much “padding” or “filler” material in it, but it’s hard to imagine saying that about a walk through the woods, where spending time is the whole point. These modes correspond roughly to “core” and “casual” games, and also to what I’ve termed “challenges” and “activities”, but not absolutely: you can have a goal-oriented game with challenges in it that’s still played mainly in the pastime mode. In fact, that’s what I’d argue that Pokémon is. And it fits into that role mainly just by being played on a Gameboy, the archetypal pastime platform.

Pokémon: More Grind

Away from my usual devices until January, I devote some attention to the Unknown Dungeon, haunt of Mewtwo. This is a mazelike area with frequent encounters with wild pokémon of about level 50 and up — approximately as strong as my strongest pokémon, but more numerous and, unlike the champion trainers, not divided up into predictable themes. It’s clear that I’m going to be doing some leveling up before I make much progress.

Naturally, I’m seeing the whole thing in terms of my recent experiences with Final Fantasy V. It’s similar in a way: where FF5 makes you choose which jobs you want to level up, Pokémon makes you choose which individual pokémon to advance. But in FF5, there’s character XP on top of job Ability Points. No matter what jobs you exercise, you’re going to wind up with more powerful characters, with more hit points and magic points. Whereas in Pokémon, when you put your Rhydon into storage and replace it with a Staryu, you just lose all the benefit of the effort you put into leveling the Rhydon.

There are basically two ways to level up a particular pokémon quickly. First, you can put it in front of the stack, so that it comes up first whenever you go into combat. Even if you immediately switch to a different pokémon, this counts as participating in combat and gets it a share of the XP. The problem is that switching away like that loses the initiative. The best way to win combat is always with a single devastating blow right at the beginning; if you can’t do that, the enemy is likely to do a move that raises its defense, or lowers your ability to attack, or paralyzes you, or even just damages you, making you go back to the Poké Center for healing earlier than you otherwise would. So this is approach is best taken when the pokémon you’re trying to level has at least some chance of winning fights on its own.

The other way is to equip the “Experience All” item, which shares a fraction of the XP from a fight with everyone in the party, even if they didn’t participate. The pokémon who participate still get the bulk of the XP, but a low-level pokémon is still going to get more from the cast-off scraps of a battle between champions than from fighting someone his own size.

The real problem, then, is what to do when the other pokémon are only slightly more powerful than you. You can’t earn disproportionate XP by sitting in the back with “Experience All”, and you can’t fight them all by yourself. Mostly what you can do is go out in short sallies and retreat to the Poké Center a lot.

Final Fantasy V: Mastery

I’ve been devoting some effort to trying to “master” various jobs. Every job maxes out at some point: eventually you have access to all of the powers it grants. But that’s not all there is to it. A character who switches back to the “Bare” job — meaning no job at all, the state everyone starts the game in — gets the benefits of all the jobs they’ve mastered. This includes the greatest stat bonuses of any mastered jobs — so you can have the strength of a Knight and the magical power of a Summoner at the same time — and it also includes any passive effects of the job. I’ve turned Krile into a Master Thief; consequently, if I switch her to Bare, she keeps the Thief’s ability to see secret passages. And I kind of want to master the Thief job with all the other characters too, because it has the best Speed bonus.

In short, the one job without any special abilities of its own becomes the most powerful one by the end of the game. I assume that I’ll eventually want to switch everyone to Bare, although this would mean that I wouldn’t get any more job levels, which would deprive the game of its main way of rewarding the player. The “addictive” quality in RPGs in general comes from the way that players look at their character stats and see that they’re really close to advancing to the next level. It makes you say “Just a few more monsters, and then I’ll quit for the night,” often multiple times in succession. The more things you’re simultaneously leveling in, the closer, on average, you’ll be to a new level in the closest one at any given moment. RPGs where you control multiple characters have an obvious advantage here.

Still, there are a couple of classes that I don’t think I want to master. Like the Berserker. Most games in the Final Fantasy series have this status effect called “Berserk” — it’s one of the more interesting things in the series, because it can be either good or bad, depending on context. Berserk characters hit a lot harder than normal characters, but they can’t do anything else. They just take a swing at a randomly-chosen enemy whenever they’re up. So it can be a good thing to have on the party’s tanks, but it effectively disables spellcasters. Now, the Berserker is a job that makes the person doing it berserk all the time. I assume that this carries over to Bare if you master it. So mastering Berserker seems like a liability — you’re effectively declaring “I don’t expect to use this character as anything other than a tank in the endgame”.

The Monk has a similar but lesser problem: the Counter ability, which makes characters automatically counterattack after being hit. Normally, this is a good thing, as launching extra out-of-turn attacks means you kill things faster. It’s the “automatically” that gives me pause. There are situations where hitting an opponent is bad. For example, if you’re using a weapon that does fire damage, hitting a fire-based monster will heal it. As with the Berserker, the Monk deprives you of a certain amount of control: you can’t choose to not counterattack. On the other hand, it’s kind of an anomalous case there, so I don’t think this problem outweighs the Monk’s benefits, such as having the best Strength in the game.

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