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Forums - Gaming - IGN: How to fix Square RPG Machine

Well, I found an interesting article on IGN. While it's certainly debatable (I don't agree with everything they say), I can't comment enough because I haven't played IU or TLR (will play TLR when it comes out on PC). Strange that they don't mention that IU was developed by Tri-Ace, not Squeenix

http://xbox360.ign.com/articles/933/933825p1.html

The Gameplay Mechanic: Fixing Square's RPG Machine

November 25, 2008 - In 2002, the two biggest RPG developers/publishers in Japan, Square and Enix merged. It was a match made in heaven for fans. Square is famous for its Final Fantasy series and Enix is best known for its Dragon Quest series. Together it would seem there could be no limit break. And while Square-Enix has delivered for the previous generation of consoles, its stumbled so far in the new generation.

Both Infinite Undiscovery and The Last Remnant failed to deliver the same level of production and gameplay quality we've come to expect from Square-Enix. Western RPG developers have learned from Square-Enix's successes and built on them, creating some of the most memorable RPGs of the past decade. We want Square-Enix back in top form. So we've come up with five steps Square-Enix can take to get back on track and start making the high-level of RPGs we've come to expect.

1. Learn to Use the Unreal Engine

Or just ditch it. The quality of the Square Enix Xbox 360 releases has been dragged down by crummy technical issues that shouldn't be a problem in high quality RPGs. Infinite Undiscovery has framerate issues. The Last Remnant has them worse -- and it's a turn-based game where relatively little is happening on-screen at once. Both use Epic's Unreal Engine 3. Write The Last Remnant off as running better with a hard drive install all you want, but the fact of the matter is Square Enix released a game that performs poorly on the hardware SKU (Xbox 360 Arcade) Microsoft is pushing the hardest this fall.

One game could be seen as a fluke. Two is a trend. It's time that the powers-that-be at Square Enix take a long hard look at the tools the company is using to make its games. If the Unreal Engine 3 isn't working, scrap it and move on before the Square Enix brand gets tarnished.

2. Upgrade the Presentation

Back in the day, the CG cutscene ruled the RPG world. They have largely gone the way of the dodo, with just a few popping up here or there. Whether that makes you sad is a matter of taste, but what we have gotten as a replacement is hardly satisfactory. In-engine cutscenes have the potential to look fantastic, but using the same engine that doesn't work well for you and the same animations we've seen since the PS1 era doesn't do it for us.

Animations don't make or break a game, but they can add a lot to the sense of immersion RPGs would hope to convey. People don't wave back and forth slowly while they stand in one place. They don't move stiffly. And more than just the lips move when somebody talks.

If the story is important to your game -- and in an RPG it should be -- then you had better make sure you present it in the best possible way. That also means doing away with text-box cutscenes. If Square Enix wants to compete with Western developers, it needs to voice every major conversation. The company is simply being outhustled right now.

3. Evolve the RPG Elements

Let's face it, most Japanese-developed RPGs still use the same design philosophy that worked 20 years ago. Just about every Square-Enix RPG has towns you walk around in, with dozens of people you speak with for no reason. There are poorly conceived fetch quests and uninspired city designs. The popular comes off as a bunch of animatronics from a Disneyland attraction there to repeat the same line over and over. It's time for a change.

More and more Western RPGs are creating interesting cities with people that feel as if they exist even when you're not around. One way to remove unnecessary conversations is to display names over the heads of all citizens, with unimportant NPCs being named "Shopkeeper" and "Millworker" while those who matter can be "Jim the Barber" or what not. The most recent Square-Enix RPGs have large, empty, uninteresting towns that seem there more out of habit than necessity.

Square-Enix needs to suck up its pride and start playing some Western RPGs. Let Mass Effect, Fallout 3 and Fable II inspire you. This doesn't mean you have to provide morality choices, but you should endeavor to create cities that feel lived in with citizens who have a place within the community.

4. Flesh Out Your Gimmicks

Infinite Undiscovery has a flute that often serves no purpose and The Last Remnant has unions which don't fully make sense. As far as IU's flute goes, it was an interesting idea that never fully formed. The flute was your hero's version of magic, but for a good portion of IU, it was pretty much unnecessary. The non-combat properties were made too obvious (you can "see" the invisible areas you are supposed to reveal with the flute) and using the flute in combat meant you were just standing around unable to attack.

The unions in The Last Remnant is an attempt to add some strategy to the combat, but is just too simplistic to work well. The unions you create separate from you in combat, giving a sense of a larger battle. But having no direct control over your unions is actually too limiting. It doesn't help that none of the characters you can recruit are better than the six characters available from the get go.

So how can this be fixed? Make certain that whatever the gimmick is for the next Square-Enix game, it is integral to the story and is a primary focal point when designing gameplay. The gimmick needs to become the star in some way, instead of feeling like an idea tacked on halfway through development. Give greater thought to the gameplay elements and how they can be given greater depth.

5. More is Not Always Better

Just because your game is 50 hours long, it doesn't mean that all 50 of them are necessary. Just because you have a ton of characters in the game, it doesn't mean that gamers will be excited to use them all. It's important to provide a sense of focus.

There seems to be this belief that an RPG is worthless if it isn't a 50 hour epic. We're all for getting the most out of our games, but simply cramming extra generic battles or extended boring dungeons into a game doesn't make it better. In role-playing games, it's often the choice to extend your game that is most important. Forcing a long game just makes it tedious.

The same goes for playable characters. Infinite Undiscovery had over a dozen playable characters and forces the player to use all of them rather than allowing them the choice of which to enjoy. The Last Remnant swings the pendulum in the opposite direction and offers even more playable characters, though no party members are required. The trouble there is that every single optional character you can recruit for your party is worse than the six you start the game with. Neither option shows focus on what the player might enjoy and instead forces the issue.

 

What do you think? And, for anyone that has played either IU or TLR, are these criticisms fair?




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i played and beaten infinite undiscovery and i liked the game, also i like managing alot of ppl. the battle system was ok and the story was decent, i just think ign doesnt know how to review a rpg anymore. and as for last remnant, from what i have seen it looks good enough for me to give it a try next year when it releases on the ps3.



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There's a couple hundred-post topics on sites like Gamefaqs calling this article completely bias against JRPGs in general. I didn't dwelve too much into it but I see where they're coming from; it seems to be screaming out WRPGs > JRPGs.. sigh.

more like:

"We know how to review things, let us tell you how to make your games!"



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I haven't played IU or TLR so I can't comment on those but I don't really agree with the tone of this article. It seems like chest-pounding over how much better WRPG's are now than JRPGs...

About the only thing I can agree with is the technical presentation. Quality western developers (2KBoston, Gearbox, Epic, and EA to some extent) have no problem utilizing UE3 so I don't see why Japanese developers are having such a problem.



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Well, the issues with the UE and the presentation issues will not be the case for XIII, as that is not using that engine, and a much higher budget game, so it will be filled with FMVs

In terms of gameplay, I cannot comment as I have not played TLR and IU does not really count, but Eurogamer and GT were far more in favour of the battle system.

There is no reason to copy wRPGs, they are different, and I do think that the genre needs major innovation.

When they talk about having 12 playable characters, I think they just mean there is too much inventory management, and then with TLR they complain about too little. (and IU was barely 20 hours)

I don't think these games are great indicators of the future of SE, but if they don't get XIII right, they will be in trouble



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I have played both IU and TLR and I believe these are just OPINIONS of someone who doesn't like JRPGs in general. The only issues with TLR are engine related (it seems to be fine since I heard about the issues and installed it to the Harddrive) Granted long loading times are annoying but ALL RPGS have that just some more than others. Mass Effect is one that comes to mind.

I like teh way they have taken these 2 games I believe anyone who has played Star Ocean would see the similarity in gameplay in IU (not a surprise since it is made by the same team). As a fan i was HAPPY about it. I don't know why people were disappointed with it. Granted I am only a few chapters in and it seems like a different setting, better visuals SO3 game but that is NOT bad. I have to admit some of the dialogue and story is a bit juvenile but overall both are solid games.

If I was looking for a literary masterpiece I would be reading a book.



 

Okay I stopped reading the article when it said that both TLR and IU use the Unreal engine. IU doesn't use the Unreal Engine.



They suggest all of the things to do that I think have currently ruined Square's FF series. Better graphics and presentation has made the games less fun.

They need to go back to story lines which actually halfway make sense like FF4 or FF6 and drop the whole gun sword Emo style they've pushed into the series since FF7.



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I agree with the technical stuff, but all the rest is bullshit. Text with bubbles and voice-overs as well is a preference, there aren´t any fewer CGs in their games than before and generally world, city designs in JRPGs are better than those in WRPGs, although they should make NPCs less generic with dialog options. Fetch quest are in MMOs, haven´t played any JRPGs where all sidequests are fetch quests, WRPGs have more fetch quests than JRPGs. What SE needs to do is to apply the same quality they do for their main FFs and DQs to their new IPs and other franchises.



There is just a liittle too much bias towards JRPGs these days.

http://www.gametrailers.com/player/43157.html

That's the TGS 2008 trailer for Star Ocean The Last Hope with English VA. Read some of the comments. Some of them don't like the character designs but those are just opinions. But some of those comments are saying that the VA is horrible and the lipsyncing is off when I personally think they are both a pretty huge step up from IU.