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Mike Caron
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Joined: 26 Jul 2003
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PostPosted: Sat Jan 21, 2006 8:04 pm    Post subject: Reply with quote

That's been the way since at least Final Fantasy IV, maybe even III, I forget.

I like the overworld-and-save-points system (henceforth OSP), since it gives the player enough control without ruining gameplay.

I'll use Final Fantasy (the original) for my point.

In the NES version, you could only save in Inns, or on the overworld with sleeping bags/tents/cabins. No where in dungeons or anywhere else. I remember way way way back, I never really got very far, because I couldn't get past the Marsh Cave.

On the other hand, in the GBA Dawn of Souls version, suddenly you can save anywhere you want. This makes it a lot easier to get through. The formula is easy: Use potions to heal, save, go as far as you can, repeat. Especially before a boss. It would be hard pressed to lose with that strategy.

OSP is right in the middle. You can save anywhere on the overworld (it's not important, since for the most part no plot or challenges take place on the overworld), and in certain points in dungeons. Although, I find it very frustrating if the last save point in a dungeon is too far away from the boss. Like, Sword of Jade, in dungeon #2 (although that's not technically an OSP, since it doesn't have an overworld)
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Mon Jan 23, 2006 7:18 pm    Post subject: Reply with quote

I still think that the key is NOT losing your EXP gained when you die. This way, even if you die on the boss, the next time you go through the dungeon you are that much stronger.

Mr B's idea about the 'save meter' is pretty interesting. Having this in addition to saving in towns, etc., could be good.

Why is the overworld map given the duty as the 'nothing matters here' map? Sometimes it is a good to make it challenging to reach the next town, or to find some cave, by arranging the overworld map to be large and the random enemies in a certain area to be particularly difficult. Dragon Warrior II seems a good example of this. (Then again, this may be just the kind of stuff people don't like when they claim that this was not a fun RPG. Needless to say, I disagree)
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Mike Caron
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Joined: 26 Jul 2003
Posts: 889
Location: Why do you keep asking?

PostPosted: Mon Jan 23, 2006 7:52 pm    Post subject: Reply with quote

msw188 wrote:
Why is the overworld map given the duty as the 'nothing matters here' map? Sometimes it is a good to make it challenging to reach the next town, or to find some cave, by arranging the overworld map to be large and the random enemies in a certain area to be particularly difficult. Dragon Warrior II seems a good example of this. (Then again, this may be just the kind of stuff people don't like when they claim that this was not a fun RPG. Needless to say, I disagree)


Well, the overworld is not condusive to plot. I never said it's irrelavent. Of course it's relavent. Just, it's not a dungeon, and nothing actually happens when you're walking around from place to place (yes, I know there are exceptions. That's not what I'm talking about)
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