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I've always been curious myself as to why people like what they like. As fate would have it, my first big RPG was Secret of Mana, which is a game that puts gameplay above story. Anyways, I've always been more of a gameplay-oriented kind of guy as well. Maybe it's because I've always been a logical, strategically-minded kind of person. I love Chess and in my youth I ran into what might be considered key titles in the development of my tastes, like Sim City 2000, Lode Runner: TLR, Magic Carpet, Ogre Battle, and Syndicate Wars. I don't know if it's because of that experience that I have a greater tolerance for games that aren't totally focused on cinematic storytelling, but there you go. I think that the journey IS the story. How you interact with a game world yields its own reward. So I don't need a Xenosaga-like approach at all, and if anything, I sometimes get impatient with games that guide me on a linear path and inundate me with force-fed dialog and/or cutscenes.
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I always like a balance, integrating gameplay and story so that one doesn't over power the other is usually ideal. I mean, it's a no-duh there. There are things about RPGs that just aren't that transparent to me, especially when I started trying to find out how one "breaks a game." When a piece of equipment removes all the challenge from a game, when is it acceptable to grind for hours on end, when completionism heavy players are being exploited.
For example, Dragon Quarter spoiled me on Side Quests. Specifically because forward progression in the main game was required to progress the ant colony side quest. It was very apparent that was needed. Progressing in the main game of FFXII usually reveals more hunts, but a lot of times you have to grind your ass off to be ready, and sometimes I just don't find that enjoyable. Don't even get me started on characters and parties.
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Of course, Metal Gear Solid was amazing when it came out, and I loved it as much as anyone else. It was something fresh for me the first time and later on it just seems like none of the sequels have been able to achieve the same consistent intrigue and gameplay variety. So there are a few titles which perhaps might be considered to be exceptions to the rule among my favorites, but for the most part I think that my preference for engaging gameplay shows through. I could give a damn about how 'deep' a story is if the gameplay is not up to par.
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Sometimes I think a lot of developers hit paydirt on the first installment of a game, and the things they end up adding end up robbing the game of what the first installment had going for it. I know I enjoy Halo 1 a lot more because it's just a very simple game, and that pretty much allowed for what was good in the game to be unimpeded by things such as overly long cutscenes or frustrating scripting/enemy placement. In regard to Metal Gear Solid, I really think the story ended up getting in the way. But, the series is by no means horrible, but it certainly feels a bit packed at the seams these days.
I found it interesting to contrast the Bioshock making of DVD and the Halo 3 making of DVD. Halo 3 just ended up looking so very uninspired, because you can see the ideas and goals that each team had were very different. A bit off point, but I noticed I was ignored by Qwarky (I wonder why). Again, I ask, what is a next-generation game? That term is a gigantic misnomer. It's a pretentious and, quite frankly, completely ridiculous term.
What's a next generation RPG to you? What's a next generation RPG to me? Who decides these universal terms? What if I wanted to make next generation Pac-Man? Or next generation Pong? Perhaps there's something I don't get, but since no effort was made, consider yourself called out.
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BoFV was my favorite PS2 RPG to be sure. I played it because it was recommended by a guy I knew who had greater experience with RPGs past and present than most. It is definitely one of those games that makes a 'safe' game like Final Fantasy X seem uninspired. At this point I find it hard to enjoy even a polished game like Suikoden V. I need to have something unique and engaging within the gameplay and world. Something that makes the game standout from its predacessors if it's part of a series or something that makes it standout out from other RPGs period. The game can't just have a good stand-alone story. The gameplay has to be there.
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Now that you point it out, that really was Breath of Fire V's strongest quality.
It had balls. I could watch the intro to that game over and over, because I've come to love everything about the game. The music, the characters, the gameplay.
And it's all because of the gameplay elements. You're absolutely right about that. Frankly, I see complaints about story, but I just have to say, what if you run into a game that is fine and has a shitty story. The story that's awful, while unfortunate, can be ignored, a game that is just horrible is generally just going to end up as a frustrating waste of money.
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I felt very impressed by Castlevania III, which I didn't play until maybe 2005 or 2006. The challenge level was high, but not unfair, which gave it an addictive quality. The music was great, the branching levels were great, and being able to swing between one character and another was great too. It's just too bad that the game gets overshadowed by the popularity of SOTN the same as the other Castlevania games do.
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Symphony of the Night just really sucker punched that series, didn't it? Homogenizing every game that followed it, I really don't understand how people can buy the same game over and over. If it ain't broke, don't fix it... but we can only play the same game over and over so many times.
I wonder when Castlevania's "Dragon Quarter"-esque title will emerge, personally.
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Some games just exude a certain quality regardless of when you play them. The good ones amount to something special when you add everything up regardless of how shiny they may or may not be on the surface.
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Damn straight.
What kind of toxic man-thing is happening now?