Why do you choose RPG...?

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AmishSamurai
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Re: Why do you choose RPG...?

Post by AmishSamurai »

the7k wrote:
Granted, I did do some cheesing. Something along the lines of some stage where an enemy levels up every turn, and you just give one of your characters a skill that makes them blow up when they spawn. Have Marona throw an object next to the enemy that is at a ludicrously high level, they explode, and you get a shit ton of experience.

Legit? No. Fun? Yes. Honestly, if a Nippon Ichi game doesn't have such a 'sploit, I can't get into it. Same with Disgaea 2 - it has the always leveling up Nekomata trick. I don't like grinding, so I just do that.
http://www.gamefaqs.com/console/ps2/file/919034/33535

I actually hadn't considered that, because that level was so rage-inducing I didn't want to go near it again.
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Re: Why do you choose RPG...?

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Gamerforlife wrote:Nocturne's combat revolves around chaining attacks, never giving the oppossing party a chance. Unfortunately, a little bad luck is all it takes for the enemy to get an advantage on you. There are other cheap elements too like traps in some dungeons and other annoying crap.
Are there no ways to prevent, or lessen the enemies assault? Such as; counter attacks, "auto-heals", or things of that nature?
Is it impossible to navigate, or anticipate the traps?
Gamerforlife wrote:the game FORCES you to permanently discard certain techniques that you have whether you like it or not.
How does this work?
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the7k
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Re: Why do you choose RPG...?

Post by the7k »

Gamerforlife wrote: A battle can go completely against you just do to your luck. If an enemy party gets initiative, you may be looking at a TON of attacks before your party gets a shot, assuming they even survive. By the same token, if one of your characters RANDOMLY misses an attack, you're looking at a potential buttload of pain. Nocturne's combat revolves around chaining attacks, never giving the oppossing party a chance. Unfortunately, a little bad luck is all it takes for the enemy to get an advantage on you. There are other cheap elements too like traps in some dungeons and other annoying crap.

I also hated the levelling system. It is EXTREMELY limited. You get like one point to spend on your stats most of the time and after awhile, the game FORCES you to permanently discard certain techniques that you have whether you like it or not. The game is just not fun at all. I was playing through for the story and just the cool overall style of the game, but the gameplay was crap and if the gameplay is crap, the whole game is crap in my eyes.
Cry some more. Gameplay is the best part of it. I don't consider "Press X until the level up screen" to be gameplay. That shit is nothing but a fucking snooze fest.

Yes, your characters can only carry 8 skills, and if they learn more, they have to forget another. You know what this does? It makes you think! You have to finely tune your party to handle any situation that may arise. You have to diversity. Much unlike other RPGs, where you just try to learn every skill with every character so that all of your characters are Gods - you have to have each of your characters specialize in different areas of expertise if you want to survive.

Yes, you can get wiped out by a random encounter. You know what this does? It makes you think! No longer can you just put the game on cruise-control and slay cannon fodder without focus to get easy EXP - you have be keenly aware of the techniques of your enemies and your own characters weaknesses. Do the enemies use a lot of Darkness skills? Then maybe Archangel shouldn't be in this area! If you get whipped out by a random encounter, it's because you weren't prepared.

Nocturne and other MegaTen games do not give your characters the ability to become invincible like other games, making it such that not even the final boss is a fucking problem. When I finally slay the final boss of any given Final Fantasy (it rarely happens - I usually lose interest far before that happens), there is no excitement. There is no suspense. I already know the outcome - the odds are so heavily stacked in my favor. By contrast, every boss battle - hell, every encounter - in SMT fills me with suspense. I'm always on the edge of my seat. No other RPG has ever been able to do that.
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Re: Why do you choose RPG...?

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the7k wrote: Nocturne and other MegaTen games do not give your characters the ability to become invincible like other games, making it such that not even the final boss is a fucking problem. When I finally slay the final boss of any given Final Fantasy (it rarely happens - I usually lose interest far before that happens), there is no excitement. There is no suspense. I already know the outcome - the odds are so heavily stacked in my favor. By contrast, every boss battle - hell, every encounter - in SMT fills me with suspense. I'm always on the edge of my seat. No other RPG has ever been able to do that.
I haven't played any MegaTen games yet, but am probably going to look for some soon. But I agree with what you said about Final Fantasy. I remember in particular Yu Yevon from FFX where all your characters automatically get auto-raise, so you literally CANNOT LOSE! I pulled out my weakest character and basically Cherry-tapped the final boss. Weak.

The spinoffs of Final Fantasy and other Square-Enix games are far more satisfying IMO. A shame people only care about FF.
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Re: Why do you choose RPG...?

Post by Erik_Twice »

Well Nocturne's battle system is similar to the amazing Persona battle system so I understand where you are comming from but I disagree.

In my opinion the battle system is one of the best ever used in a RPG by far. It makes every battle a puzzle. Do you let a character die or do you cure him even though he's being knocked down every time the enemy uses an electric attack? Do you try to discover the enemy's weakness carefully or do you simply attack with your favourite weapon? Normal games give you three choices, normal attacks, magics and summons and every spell is a pure choice of power.

For those who doesn't know I will explain in simple terms. Enemy X is weak against electricity. If you attack him with it you get another turn. The same applies to the enemies so attacking first is important. Since it's easy to attack always first you shouldn't be behind except for some battles so it's not like you are always attacking last. It however may get annoying when the 4 enemies cast "Mahama" (Insta-kill with a fair chance to all the party) one after the other. It makes the game more difficult than FF but also better, in my opinion.
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Re: Why do you choose RPG...?

Post by Gamerforlife »

the7k wrote:
Gamerforlife wrote: A battle can go completely against you just do to your luck. If an enemy party gets initiative, you may be looking at a TON of attacks before your party gets a shot, assuming they even survive. By the same token, if one of your characters RANDOMLY misses an attack, you're looking at a potential buttload of pain. Nocturne's combat revolves around chaining attacks, never giving the oppossing party a chance. Unfortunately, a little bad luck is all it takes for the enemy to get an advantage on you. There are other cheap elements too like traps in some dungeons and other annoying crap.

I also hated the levelling system. It is EXTREMELY limited. You get like one point to spend on your stats most of the time and after awhile, the game FORCES you to permanently discard certain techniques that you have whether you like it or not. The game is just not fun at all. I was playing through for the story and just the cool overall style of the game, but the gameplay was crap and if the gameplay is crap, the whole game is crap in my eyes.
Cry some more. Gameplay is the best part of it. I don't consider "Press X until the level up screen" to be gameplay. That shit is nothing but a fucking snooze fest.

Yes, your characters can only carry 8 skills, and if they learn more, they have to forget another. You know what this does? It makes you think! You have to finely tune your party to handle any situation that may arise. You have to diversity. Much unlike other RPGs, where you just try to learn every skill with every character so that all of your characters are Gods - you have to have each of your characters specialize in different areas of expertise if you want to survive.

Yes, you can get wiped out by a random encounter. You know what this does? It makes you think! No longer can you just put the game on cruise-control and slay cannon fodder without focus to get easy EXP - you have be keenly aware of the techniques of your enemies and your own characters weaknesses. Do the enemies use a lot of Darkness skills? Then maybe Archangel shouldn't be in this area! If you get whipped out by a random encounter, it's because you weren't prepared.

Nocturne and other MegaTen games do not give your characters the ability to become invincible like other games, making it such that not even the final boss is a fucking problem. When I finally slay the final boss of any given Final Fantasy (it rarely happens - I usually lose interest far before that happens), there is no excitement. There is no suspense. I already know the outcome - the odds are so heavily stacked in my favor. By contrast, every boss battle - hell, every encounter - in SMT fills me with suspense. I'm always on the edge of my seat. No other RPG has ever been able to do that.
Discarding skills doesn't make you think more than any other rpg. ALL rpgs require you to use certain skills for cerain situations and ALL rpgs require you to diversity your party. You're always going to need a physical fighter, a magic user, a healer, etc, etc. So no, Nocturne is no more special than any other rpg. The only thing discarding skills in Nocturne does is screw you over because the next area may have an enemy that the skill you discarded would have been very useful against. Since you have no way of knowing what the enemies in a new area are going to be like, the discard feature is CHEAP and also kills your argument about combat being about preparation. Plus, no rpg I have played allows you be a god as you put in, until you're near the end of the game. No rpg hands you every skill in the game right from the get go so your argument doesn't make sense.

Also, again going back to your idea that combat is all about "preparation". Sometimes you need certain monsters in your party for certain fights. Unfortunately, this requires you to either capture a monster, which is a process that is often based on LUCK or try and create one, which is also a RANDOM process unless you have a strategy guide or faq. Skill only gets you so far in Nocturne, the other fifty percent of it is luck. This includes how a battle can go for or against you based on RANDOM factors like enemy initiative in combat or one of your party members RANDOMLY missing an attack, which by the way is not usually a big deal in other rpgs because the designers actually have enough intelligence to know that you can't harshly punish a player for something out of their control, but a missed attack or enemy initiative in Nocturne can KILL you.

Oh, and one more thing. Let me not forget how the game RANDOMLY throws more enemies at you after you win a battle, sometimes more than once. How the hell do you prepare for that? It's completely random and sometimes you'll lose a fight like this because you didn't have enough health and resources for THREE back to back battles that you didn't know were coming.

Shin Megami Nocturne is a game that pretends to be challenging by just being cheesy(like most so called hardcore games unfortunately)and honestly, it does hardly anything that you haven't seen done better in other rpgs. It's only claim to fame is its style and cheap difficulty level.

And for the record, the whole "Final Fantasy is so easy" argument is tired, cliche and ignorant and not surprisingly usually comes from people who don't put much time into them. Final Fantasy games always have optional challenges, enemies and bosses that are FAR more challenging than the game's end boss. If you're not getting challenged by an FF game, it's because you weren't looking for a challenge in the first place. Try and do EVERYTHING in Final Fantasy 12 and come back and tell me how easy it is after you get destroyed by bosses with instant kill attacks, multiples status effect attacks and bosses that have enough health to keep you fighting them for over an hour.

EDIT: Not to mention regular and hidden enemies in each area that are higher level than you and very powerful if you have the guts to try and take them on
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Re: Why do you choose RPG...?

Post by RemyC »

Gamerforlife wrote:sometimes you'll lose a fight like this because you didn't have enough health and resources for THREE back to back battles that you didn't know were coming.
Is it impossible to have enough resources to "clean up" after a battle, to prep for a few more?
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the7k
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Re: Why do you choose RPG...?

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Gamerforlife wrote: Discarding skills doesn't make you think more than any other rpg. ALL rpgs require you to use certain skills for cerain situations and ALL rpgs require you to diversity your party. You're always going to need a physical fighter, a magic user, a healer, etc, etc. So no, Nocturne is no more special than any other rpg. The only thing discarding skills in Nocturne does is screw you over because the next area may have an enemy that the skill you discarded would have been very useful against. Since you have no way of knowing what the enemies in a new area are going to be like, the discard feature is CHEAP and also kills your argument about combat being about preparation. Plus, no rpg I have played allows you be a god as you put in, until you're near the end of the game. No rpg hands you every skill in the game right from the get go so your argument doesn't make sense.

Also, again going back to your idea that combat is all about "preparation". Sometimes you need certain monsters in your party for certain fights. Unfortunately, this requires you to either capture a monster, which is a process that is often based on LUCK or try and create one, which is also a RANDOM process unless you have a strategy guide or faq. Skill only gets you so far in Nocturne, the other fifty percent of it is luck. This includes how a battle can go for or against you based on RANDOM factors like enemy initiative in combat or one of your party members RANDOMLY missing an attack, which by the way is not usually a big deal in other rpgs because the designers actually have enough intelligence to know that you can't harshly punish a player for something out of their control, but a missed attack or enemy initiative in Nocturne can KILL you.

Oh, and one more thing. Let me not forget how the game RANDOMLY throws more enemies at you after you win a battle, sometimes more than once. How the hell do you prepare for that? It's completely random and sometimes you'll lose a fight like this because you didn't have enough health and resources for THREE back to back battles that you didn't know were coming.

Shin Megami Nocturne is a game that pretends to be challenging by just being cheesy(like most so called hardcore games unfortunately)and honestly, it does hardly anything that you haven't seen done better in other rpgs. It's only claim to fame is its style and cheap difficulty level.

And for the record, the whole "Final Fantasy is so easy" argument is tired, cliche and ignorant and not surprisingly usually comes from people who don't put much time into them. Final Fantasy games always have optional challenges, enemies and bosses that are FAR more challenging than the game's end boss. If you're not getting challenged by an FF game, it's because you weren't looking for a challenge in the first place. Try and do EVERYTHING in Final Fantasy 12 and come back and tell me how easy it is after you get destroyed by bosses with instant kill attacks, multiples status effect attacks and bosses that have enough health to keep you fighting them for over an hour.

EDIT: Not to mention regular and hidden enemies in each area that are higher level than you and very powerful if you have the guts to try and take them on
Most RPGs only require you to attack. Over and over again. And then attack some more. Magic? Magic often does only slightly more damage than attacking, which costs nothing. Exploiting weaknesses? Hardly does enough damage to balance out using MP restoring items, and you can probably make up the difference by using Crit Rate increasing equipment.

Having to drop skills does make you think strategically. When you have to choose between Megido and Marukunda, that's a pretty tough choice. Megido is a powerful, but costly attack. Marukunda will lower the defense of all your enemies, and in SMT, debuffs against enemies actually matter, unlike every other RPG under the sun. What is going to benefit you? You have to make a sacrifice. Other RPGs just allow you to obtain a wall of skills, many of which will never even be cast.

Fusion is only slightly based on luck. There is a chance - a very small chance, that the fusion may fail. Otherwise, fusion is all about discovering patterns. Fury + Megami will always yield a Diety. Lady + Fury will always make a Vile. This isn't luck - this is simply figuring out what combination will give you want result you want. It simply requires you to study. Not to mention you are often told what you will get before you fuse a demon - it's not like you are fusing blind.

As for missing attacks, having your weakness exploited, etc - it's something that you have to prepare for. I haven't seen to many cases where attacking an enemy will miss when you know its going to hit. You have to be aware of what enemies are more likely to dodge. You have to be aware of what enemies have what skills. What's more, you have skills that make it harder for enemies to dodge, and other such things. "other rpgs because the designers actually have enough intelligence to know that you can't harshly punish a player for something out of their control" HAH! They sure as hell don't have enough intelligence to make every skill I learn do anything worth a shit! Debuffs in RPGs are almost universally useless, and the only reason I can say 'almost' is because of SMT. Reducing an enemies defense in a FF is a wasted move. In SMT, it's a smart one.

SMT's claim to fame is that every skill has a purpose, you are rewarded for exploiting weaknesses, and you are punished for not being aware of your own.

"Try and do EVERYTHING in Final Fantasy 12 and come back and tell me how easy it is after you get destroyed by bosses with instant kill attacks, multiples status effect attacks and bosses that have enough health to keep you fighting them for over an hour."

Huh huh huh. You say - funny thing. I couldn't even do one thing in FF12 before I decided that game was an utter train wreck. I did, however, kill a few of the weapons in FF7, and this is what I can tell you about them - utterly pointless. They are side-quests, and pointless side-quests at that. The only reason I do side-quests is for character development, to learn more of the story, etc. The only character development the secret bosses in a FF has is "Here's a weapon you DIDN'T NEED to kill the final boss who is FAR WEAKER THAN THE BOSS YOU JUST KILLED!"

What's more, the fights aren't HARD. They are just LONG. All you have to do is stock-pile enough potions and shit, attack one round, and heal the next. It's usually a very, VERY simple pattern that you just have to have the patience to sit though. I don't recall the battles in SMT being very long. Very hard, yes, but not long.

Oh yeah, I forgot this: "Plus, no rpg I have played allows you be a god as you put in, until you're near the end of the game."

So, you're telling me the game starts out hard and becomes a push-over by the end?
HOW ANTI-CLIMATIC! Shouldn't the final battles of the game be the HARDEST battles of the game? How can you excuse such awful design?
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Re: Why do you choose RPG...?

Post by Original_Name »

While I enjoy a great battle system, be it turn-based (Grandia II) or strategy-based (Shining Force III), I really play RPG's primarily to explore. While the majority of players defend challenging/rewarding gameplay as being the most sacred aspect of a great game, I put it on an equal pedestal as immersion. My father dusted off his old Commodore 64 to show me a game he used to love called "Elite", which, despite its dated (as if that even begins to describe it) presentation, it was immersive as all hell, and for that reason I find that I favor it over the likes of Tetris and Super Mario Bros.

While I find myself predominantly indulging in Eastern-made video games, I find that I have a deeper respect for Western-made RPG's. While their stories are rarely even remotely to the calibur of their Eastern contemporaries, their efficiency at placing the gamer's avatar in a believable, fully-realized world, which you feel could tangibly be sustained without the main character whom you control. I sort of feel like immersion is the whole POINT of telling a story via a video game from an artistic standpoint, because immersion is one of the few things video games can do which other mediums simply cannot.

Shenmue is probably straddles the Eastern/Western line more efficiently than any other title I can think of. While it is guilty of funneling the player through the story, it allows for a great deal of customization through the experience. I believe that there is probably a cultural reasoning behind it, being that Eastern society has alot of focus on fate, whereas Western society has alot of focus on free-will. Shenmue sets out a fate for the player, but allows an impressive amount of potential to slightly alter that fate. I'd like to one day see an RPG with the Western-calibur immersion, Eastern-calibur story-telling, and a strategy-based battle system (as I find it more enjoyable than turn-based).
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Re: Why do you choose RPG...?

Post by RemyC »

Original_Name wrote:I sort of feel like immersion is the whole POINT of telling a story via a video game from an artistic standpoint, because immersion is one of the few things video games can do which other mediums simply cannot.
what do you believe is the factor that immerses you in a game?
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