There are a lot of games I would really love to play. Unfortunately, plenty of them don’t exist yet. I’m going to describe a mish-mash of mechanics that I’d love to see, making up a game that I’d love to play. These are going to be very bare bones descriptions – I’m not outlining an entire game start to finish. This time, I’m going to examine the skeleton of my ideal Final Fantasy 7 copy cat.
The next (sadly short) segment of FFIX Analysis is up on Youtube. You can watch it right here:
Below the cut, more talking, less analysis.
It should be plain as day at this point that I really love RPGs (particularly JPRGs, but what I’m about to say is pretty applicable to the entire genre). There’s sadly little variety in the magic systems available in RPGs. This is confusing to me, as magic (or ESP, bionics, or whatever other name you want to use for the magic) is a huge part of the combat in RPGs (and a vital aspect of making said combat interesting).
I tend to use this blog as a place to either analyze, talk, or critique. Rather than those things, I’m going to imagine. Over the course of a few posts, I’m going to look at some potential magic systems that could introduce some fun variety.
Okay, I’ve been thinking a lot about how I can change up the way I’m performing this analysis series. The number one answer was to mash up my analysis with a let’s play. I think it worked out okay, but I don’t want to just rely on recording myself yammering aimlessly. Next week I’ll be writing up an analysis of part 21 (it’ll be similar to the video, but a bit more condensed) and recording another part of the analysis. For now, though, check out the analysis here:
I’ve talked before now about games that have large amounts of immersion. Sure, not every title needs to completely immerse the player (when I’m playing a title like Street Fighter I want to be engaged with the gameplay, sure, but I’m not worried about being drawn into the world so much). There’s a certain magic that comes with being able to pull a player in and make them feel like they truly are part of the world. Some games have more of a knack for it than others, so I’m going to take a moment with this post and look at two that have done a brilliant job of drawing me in.
Last time on FFIX Analysis we came up to the end of disc 1. The gang made it through Burmecia and encountered a new villain: the oddly dressed Kuja. Seriously, I have no idea what’s happening with that outfit. This fellow is providing Black Mages to Alexandria and watching them murder innocents. Certainly a mad-scientist Hojo meets Sephiroth with a touch of Kefka. In fact I wonder if there’s some phonetic intention with Kefka + Hojo = Kuja. Probably not. Let’s move on.
This will be a shorter one. Just a quick jaunt with Dagger and Steiner, and then perhaps a surprise for next time. We’ll see.
Okay, now it’s time for me to nostalgia, hard. This isn’t for a single game, though. It’s for an era that came and went. Riding high on the insane success of Final Fantasy 7, the world of RPGs became a powerful force in gaming. So, as any sane company would do, everyone started making RPGs. Sure, lots of people had been doing that already (I mean, it was the seventh Final Fantasy, after all, and they’re hardly the only RPG series that had been running from before the PlayStation), but FF7 brought RPGs to global attention. For a little while, it was a very different gaming scene. A better one? Eh, I’ll just hammer out a bunch of rose-tinted text and let you decide for yourself (spoilers: it was better).
Last time on FFIX Analysis, we started our journey into Burmecia, and caught up with Steiner and Dagger on their way back to Alexandria. Really, not a lot happened beyond establishing that we’re moving into a more dangerous part of the game. In fact, things with Burmecia have been teased/highlighted for a bit, so it seems like it might be time for them to be resolved.
This time we’re going to wrap up Burmecia and get a preview of what else the story has in store. End of Disc one, coming up.
There are a lot of games I would really love to play. Unfortunately, plenty of them don’t exist yet. In the same way that conjecturing about possible magic systems felt like some of the best writing I’ve done in ages (if only because it’s productive instead of critical or referential), this is going to be some fun stuff to outline.
I’m going to describe a mish-mash of mechanics that I’d love to see, making up a game that I’d love to play. These are going to be very bare bones descriptions – I’m not outlining an entire game start to finish. This time, I’m going to examine the skeleton of my ideal multiplayer coop game.