Castle Paradox Forum Index Castle Paradox

 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 
 Gamelist   Review List   Song List   All Journals   Site Stats   Search Gamelist   IRC Chat Room

Exploration
Goto page Previous  1, 2, 3, 4  Next
 
Post new topic   Reply to topic    Castle Paradox Forum Index -> The Arcade
View previous topic :: View next topic  
Author Message
Uncommon
His legend will never die




Joined: 10 Mar 2003
Posts: 2503

PostPosted: Tue Mar 06, 2007 4:00 am    Post subject: Reply with quote

msw188 wrote:
Also, I just reread Moogle1's post and I am quite intrigued by his thoughts concerning the player NOT being the center of the story. I like this idea (I realize now that this is essentially what I am trying to do to make a silent main hero in my next game). I can't believe no one brought this up when I made my silent hero thread. Can this idea be used in defense of the silent Chrono, or is it just a bad idea?

A silent hero and a hero not central to the story are completely different things. Chrono was definitely at the center of his story, it's even named after him! Moogle's talking about something different, a protagonist that isn't the game's hero, but just someone on the sidelines, watching the hero's story unfold.
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address
Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Tue Mar 06, 2007 5:57 am    Post subject: Reply with quote

Quote:
Why is it okay to have large distances involved in exploring Zelda and not RPGs?
I'll STFU.
Back to top
View user's profile Send private message
msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Tue Mar 06, 2007 8:21 am    Post subject: Reply with quote

What makes Crono the center of the story of Chrono Trigger? I remember when we were discussing this in my other thread, one of the comments brought up (I think it was Iblis) that really stuck out to me was something like:

(paraphrasing here) Crono is in no way central to the story. Everyone else is. Marle's pendant is crucial; Lucca creates the gate key; Crono, on the other hand, could be swapped with any old person and the story would go fine.

I'll add that Robo is questionable, but at least he is the only robot with a conscience and so is the only way that the party can get where they have to get to in the future. I'm not sure why you consider Crono the center of the story; jokes aside, the name should have nothing to do with it. And I'd also like to agree that silent heroes and 'non-central' heroes do not have to be the same thing, I was just thinking that having the player control a 'non-central' hero may make it easier to have the player controlling a silent character, while still allowing for a well-developed story.

Also, to Newbie Power, no reason to STFU. I'm actually really glad I thought about your comments and eventually got to the Fairy Water thought. I've pretty much convinced myself that such an item is a great idea, just as central as warping items to RPG exploration, and I've been thinking about the easiest way to implement it in my next game.
_________________
My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161

This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com
Back to top
View user's profile Send private message Visit poster's website
Moogle1
Scourge of the Seas
Halloween 2006 Creativity Winner
Halloween 2006 Creativity Winner



Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Tue Mar 06, 2007 8:36 am    Post subject: Reply with quote

Quote:
The goal for most RPGs (and action/adventure games in general) is to accomplish whatever is desired (an event, finding treasure, killing a boss) while surviving. All players attempt to avoid random battles in so far as survival demands, but not everyone hates random battles in and of themselves, no matter what a few people on this board say.


The goal of any game is to accomplish whatever is desired while surviving. This is actually a point against big dungeons, random encounters, etc., because the player sees those as obstacles to his goal. The question that needs to be asked is whether the player will enjoy exploring, randomly battling, etc., or whether he will see it as a frustrating blocker to his progress.
_________________
Back to top
View user's profile Send private message Visit poster's website AIM Address
msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Tue Mar 06, 2007 9:51 am    Post subject: Reply with quote

Quote:
The goal of any game is to accomplish whatever is desired while surviving. This is actually a point against big dungeons, random encounters, etc., because the player sees those as obstacles to his goal.

First of all, games need obstacles set against the player's goals. The fact that a player sees a big dungeon as an obstacle to his or her goal is neither good nor bad until your question about frustration is addressed.

While the 'accomplish while surviving' thing may indeed be the goal of all games, in a lot of games the survival factor is not the real focus. Racing games are a decent example. Sometimes (Mario Kart) survival is not a factor at all. Sometimes (F Zero) it is, but often in the player's mind it is subordinate to winning the race, in that it is often better to risk some damage to shave seconds, rather than to risk seconds to avoid damage. In any case, there are obstacles to survival, but many of the obstacles are more geared toward the task (a windy track making fast driving difficult).

In action/adventure/role playing games, on the other hand, survival is key. This is why I only mentioned these games before. I like this focus on survival, and that is why I think it is good to have screens with nothing but enemies in Zelda, and large areas with random battles in RPGs. Basically I'm saying that I enjoy having purely survival-focused obstacles being a large factor in gaming (and exploring), which is probably why I like old RPGs so much.
_________________
My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161

This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com
Back to top
View user's profile Send private message Visit poster's website
J.A.R.S.
In umbram deo, ex nihilo...




Joined: 11 May 2005
Posts: 451
Location: Under the rainbow...

PostPosted: Tue Mar 06, 2007 10:26 am    Post subject: Reply with quote

I think frustration is one good feeling to have in an rpg now that you mention it. If an obstacle isn't remotely frustrating, then, it is perhaps because it is too easy, which in turns, doesn't make the player feel great about succeeding. I think the whole point of exploration is to gauge that frustration, but it must not lead to mindless frustration where the player is brought to consider it a waste of his own time... Anyone can make a battle thats just too difficult having a hero lv1 face the final boss... likewise, anyone can make exploration a pain by making a large world with no recognizable points and toss the player in. But that's just botching, so to come back to the issue, I think a lack of guidelines in exploration is acceptable when compensated by elements which will decrease the frustration level accordingly, while not completly deleting it. Practically, putting various locations (not necessarily places you can go into, but graphical features along the way which makes the journey both most interesting and easier to gear around). That, of course, is said as a sole reflection and opinion on an utopian game I personally never played. Can't say I've played any games solely based on exploration, nor rpgs that truly relied on it much... What exactly is Iblis' concern? or is it purely rhetorical?
Back to top
View user's profile Send private message
Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Tue Mar 06, 2007 10:42 am    Post subject: Reply with quote

I'm just going to start over from Square 1:

No matter what game you are making, Zelda, RPG, Platformer, etc... Any kind of exploration can only benefit your game, to any extent. If the player can feel like that he found something on his own, without an NPC having to tell him where it is, then that is exploration.
Back to top
View user's profile Send private message
Moogle1
Scourge of the Seas
Halloween 2006 Creativity Winner
Halloween 2006 Creativity Winner



Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Tue Mar 06, 2007 11:05 am    Post subject: Reply with quote

JARS, you might want to look up "frustration" -- it means anger or dissatisfaction arising from inability to fulfill a need. This is not something you want.

Newbie, again, I disagree. I could make a huge map where you are forced to "explore" to find anything. This would be awful. I do agree that the feeling of satisfaction that comes from discovery is definitely a bonus to any game, but don't mistake cause and effect here. Exploration is only good insofar as it results in that satisfaction (ditto random battles and so on).
_________________
Back to top
View user's profile Send private message Visit poster's website AIM Address
J.A.R.S.
In umbram deo, ex nihilo...




Joined: 11 May 2005
Posts: 451
Location: Under the rainbow...

PostPosted: Tue Mar 06, 2007 11:06 am    Post subject: Reply with quote

so if I read you well, you're 100% into it. No limitations, at all?
Back to top
View user's profile Send private message
Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Tue Mar 06, 2007 11:07 am    Post subject: Reply with quote

That's not what I meant and you know it.

I meant, even if there is a vast amount of limitations on being able to go places, even if you can search even the small places you can search in, that is exploration. It goes with what you said about having stuff to do in places rather than the overworld map.
Back to top
View user's profile Send private message
J.A.R.S.
In umbram deo, ex nihilo...




Joined: 11 May 2005
Posts: 451
Location: Under the rainbow...

PostPosted: Tue Mar 06, 2007 5:18 pm    Post subject: Reply with quote

Moogle1 wrote:
JARS, you might want to look up "frustration" -- it means anger or dissatisfaction arising from inability to fulfill a need. This is not something you want.

Sorry about the wrong word use, but I trust you know what I meant? you know, that little thrill of rage to strive for something, before it gets simply annoying?
Back to top
View user's profile Send private message
Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Tue Mar 06, 2007 5:21 pm    Post subject: Reply with quote

Obsession? Infaturated?

Anyway, if this:

Quote:
That's not what I meant and you know it.


Sounds rude, please forgive me. I am kind of on edge today. I'm more trying to secure my position rather than get into arguments over whose game design philosophy is better. I'm beginning to figure out that I have that "burning desire that gets annoying" that J.A.R.S is talking about.
Back to top
View user's profile Send private message
J.A.R.S.
In umbram deo, ex nihilo...




Joined: 11 May 2005
Posts: 451
Location: Under the rainbow...

PostPosted: Tue Mar 06, 2007 6:01 pm    Post subject: Reply with quote

I think you have the wrong impression about me. I argue a lot about my position, and I try damn hard to defend it, but I do bear in mind what other people say. I wasn't trying to ridicule your position if that's what you're thinking?
And I didn't know exactly what you meant which is why I made an extreme comment so you could explain it better. I think I'm getting a broader view of your interpretation, but its hard to define... my meager english skills aren't particularly effective when it comes to decipher the abstract :S
Back to top
View user's profile Send private message
Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Tue Mar 06, 2007 6:44 pm    Post subject: Reply with quote

Shh... I'm talking to Moogle1.
Back to top
View user's profile Send private message
msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Tue Mar 06, 2007 9:09 pm    Post subject: Reply with quote

Well, we've discussed this and argued a bit, but I'm not sure how much we've offered to help with the original questions (I'll repeat them here):

1. Under what circumstances is a lack of direction okay?
2. What types of direction least interfere with exploration?
3. What makes exploration fun to do?

I tried to offer a few suggestions in the direction of 3:
3A: Make sure exploration is dangerous, yet easily escapable using a combination of random battles, large areas, and the ability to warp back to town
3B: Have an item that makes easy random battles avoidable
Moogle1 seems to think that this sort of exploration is not as fun as exploring towns, events, puzzles, mini-games, etc. I must admit I'm having trouble working out exactly what JARS and Newbie Power feel to be fun kinds of exploration.

As for 1, a lack of direction almost seems to be the definition of exploring. 1 and 2 seem to need combined into the question:
4. What is the proper balance of direction (more the lack of direction, perhaps) that makes exploration fun?
I tried to get at this with my little bit about 'indirect direction' (various hints as opposed to directions). This question also pertains to [what I believe to be] Moogle1's preferred types of exploration above.

Concerning 'hints', here is a question. Can we use non-textual hints? I'm not even sure what sorts of hints these would be. Graphical ones, perhaps? Physical ones? If a player is looking for X that dies in the sunlight, is the appearance of a cave a good enough physical/graphical hint that X is probably in there? If the player is looking for Y that needs a lot of sunlight, is a path up the mountain (that clearly goes above the clouds) a good enough physical/graphical hint that Y is probably up there?

I also noticed another thing rereading the thread. Iblis suggested for 3 that the world should be graphically interesting. I disagree, especially since I agree with him on the original Legend of Zelda being a pretty fun exploration game.

Yet another paragraph - we haven't discussed the reward factor a whole lot. Material rewards (treasures) are the easiest to consider, and were going to be the topic of the thread I was contemplating before this thread came along (what sorts of things ought to be in treasure chests that are off the beaten path?). But I'm sure there's more than just material rewards. Shortcuts to different places can be a fun reward for exploration. Extra story is even sometimes enough to make a little exploration seem worthwhile (although it is probably not enough for seriously dangerous exploration). What other rewards can we think of?

As usual, my post ended up way too long. Here are the questions I'm trying to pose:
4. What is the proper balance of direction (more the lack of direction, perhaps) that makes exploration fun?
5. What kinds of non-textual hints are possible to help players explore?
6. Why are interesting graphics important to exploring being enjoyable?
7. What sorts of things ought to be in treasure chests that are off the beaten path?
8. What other kinds of rewards can we think of for exploration?
_________________
My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161

This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com
Back to top
View user's profile Send private message Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    Castle Paradox Forum Index -> The Arcade All times are GMT - 8 Hours
Goto page Previous  1, 2, 3, 4  Next
Page 2 of 4

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group