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- Path: sparky!uunet!gatech!destroyer!fmsrl7!lynx.unm.edu!mimbres.cs.unm.edu!sandia!ralph
- From: ralph@sandia.UUCP (Ralph Keyser)
- Newsgroups: rec.games.video
- Subject: Re: Final Fantasy II opinion
- Message-ID: <781@sandia.UUCP>
- Date: 21 Jan 93 00:07:23 GMT
- References: <93019.214922JMH131@psuvm.psu.edu> <C14xD3.3vH@python.cs.unm.edu>
- Organization: Sandia Natl Labs, Div. 9224
- Lines: 21
-
- In article <C14xD3.3vH@python.cs.unm.edu> sandia!marms@unmvax.unm.edu (Mike Arms) writes:
- >JMH131@psuvm.psu.edu writes:
- >> Along with the criticism of the linearity of Final Fantasy II...
- >> This game would have been a lot better if it had not been so deterministic
- >
- >Well stated, John. I feel that it is this very aspect (multiple paths that
- >the storyline can take) that is missing from practically all computer RPGs
- >and especially videogame RPGs...
-
- I couldn't agree more. It's that feeling of having some control over the alternate
- world that makes RPGs fun. Even branching the story based on the results of a few
- events adds worthwhile depth. Wing Commander for the SNES (which is not even billed
- as an RPG) changes the story line at a handful of branch points which adds to the
- feeling that you have some say in the outcome. So why isn't this done more often?
- Mike's suggestion of the difference in Japanese and American expectations was interesting,
- and the memory on board the cartridge has some effect. What about the target audience? Do
- designers for game consoles cater to an audience (younger kids) that is easily
- frustrated by too much flexibility?
-
- Ralph Keyser Albuquerque, NM
- sandia!ralph@unmvax.cs.unm.edu
-