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/vr/ - Retro Games

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>> No.9644260 [View]
File: 262 KB, 256x240, butthoumust.gif [View same] [iqdb] [saucenao] [google]
9644260

>>9639447

>> No.9138306 [View]
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>>9136480
Because difficulty of the entire genre continuously decreased as a whole generation after generation. There are exceptions of course, though mostly niche games, but overall Famicom JRPGs are the hardest, then difficulty took a step down on SNES, then again on PS1, then again on PS2, etc

If you look at games like Final Fantasy 2 and 3, Mother, Dragon Quest 2, etc, everytime you will hear about the audiance complaining to the devs that "waaa the games are too hard especially the end!!!", so little by little the devs listened, and difficulty kept going downhill.

Along that trend, gameplay kept taking a step down in favour of "story" and players just "seeing the content", and now the norm is you don't even have random encounters anymore and for re-releases of older games they add cheats to max out everything that they call "features" (aka features to "fix" the "antiquated bad game design") so that the current day player who doesn't even know jRPGs could have interesting/engaging/challenging gameplay don't come crying on the publishers' twitter accounts.

People like to blame this on the genre itself like it is flawed by design, but truly the fault falls back on players complaining. They are the reason why gameplay in the genre went on a downward spiral, and it's still a thing today, on one side you still have players complaining about "waaa this old game is too grindy", on the other side you have the ones who use every cheat/exploit/guides they can find on their first playthrough.

Finally it is worth noting that while in general JRPGs are being singled out for their low difficulty, it is the entire medium that went through the same process of general decrease in difficulty generation after generation, no matter the genre.

>> No.8772730 [View]
File: 262 KB, 256x240, butthoumust.gif [View same] [iqdb] [saucenao] [google]
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>> No.8258681 [View]
File: 262 KB, 256x240, butthoumust.gif [View same] [iqdb] [saucenao] [google]
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>>8258667
'But thou must.'

>> No.8208861 [View]
File: 262 KB, 256x240, but_thou_must[1].gif [View same] [iqdb] [saucenao] [google]
8208861

>>8206675
>>8208689
That's not a "but thou must" moment then.

>> No.7857458 [View]
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>>7857420
It's very much an "you had to be there" sort of thing. Here in the future (and in the West at that) where console JRPGs have existed for over 30 years, the first two DQ are almost embarrassingly antique. But when they came out, they really were wildly different.

DQ1 was a particularly revolutionary sort of "first", though. It was basically for RPGs what Halo was for FPS: it was the first to take the concepts and actually adapt them well to consoles. And in a world where most Famicom games only took an hour or so to beat, having a full fledged ADVENTURE was something revolutionary. Doubly so when you realize that it "dumbed" it down enough for kids to easily play.

DQII is only amazing when compared to DQ1; Take that mindblowingly big adventure, then add two more characters to you party, expand the world map so large that the last game's world map is just a little stop on your new adventure, and reward players for exploring on their own, and you've got the makings of a hit.

>> No.6525632 [View]
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>>6525525

>> No.4419809 [View]
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>> No.4294929 [View]
File: 262 KB, 256x240, But thou must.gif [View same] [iqdb] [saucenao] [google]
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>>4294882

>> No.4232469 [View]
File: 262 KB, 256x240, Dost thou love me.gif [View same] [iqdb] [saucenao] [google]
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>> No.3985957 [View]
File: 262 KB, 256x240, 1494467512127.gif [View same] [iqdb] [saucenao] [google]
3985957

Back at it again. Final round of voting, boys

http://www.strawpoll.me/12942372/
http://www.strawpoll.me/12942372/
http://www.strawpoll.me/12942372/

>> No.3691858 [View]
File: 262 KB, 256x240, but_thou_must.gif [View same] [iqdb] [saucenao] [google]
3691858

>>3691086
>If three of your party members died, you'd have to drag their coffins back to the castle.
Clearly a Dragon Quest game. Also localised as Dragon Warrior.

>> No.3324867 [View]
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>> No.3253136 [View]
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>>3253129
Good question

>> No.3203084 [View]
File: 262 KB, 256x240, but_thou_must.gif [View same] [iqdb] [saucenao] [google]
3203084

>>3198008
Dragon Quest 1/Dragon Warrior. Like, I'm not saying it's unplayable - it's just it's pretty much impossible to call it an RPG at this point in time. The only choices you make that influence your playstyle is grind/not grind - and entire game is about grinding, so not even that. All equipment is straight improvement on older stuff, you don't influence order you get spells in, no party members to be switched out, no class system - there is no actual roleplaying to be had, either mechanically by developing your build or narratively by making decisions that matter (pic related).

It's more of a bizarre RPG-themed adventure game where in addition to puzzles, using items, talking to NPCs and exploration, there is also turn based combat, which de facto is mostly a puzzle of computing cost of HP, MP and XP and GP reward anyway.

It's more of a tech demo that shows POSSIBILITY of making a roleplaying game on home consoles rather an RPG game in itself.

>> No.2552731 [View]
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>>2513339
trial and error was how I beat that super famicom dbz rpg back in the day

the struggle was real

>> No.2203237 [View]
File: 262 KB, 256x240, Dost thou love me.gif [View same] [iqdb] [saucenao] [google]
2203237

>>2203229
>pointless relationship systems
By these I mean the ones in games like FFVII or FFX where there is a relationship system in the game but you are still locked on to a predetermined love interest in the end no matter what you do during the game. I mean doesn't this take away the point of having the relationship system in there in the first place?

>uninteresting love interests
IMO this is the main problem with video game romances especially in the Japanese games which always feature the exact same stereotypes as the love interests. If there is only one predetermined one it's always some bland young girl you are supposed to find cute and if there are many potential ones the choice is usually between a shy girl, an overly feminine girl, a tomboy and a serious girl who only cares about her work or studies and these same stereotypes have been used for fucking decades now. That said western games have their own stereotypes that have been done to death.

Has romance ever been done right in video games? Can they be done right or are video game romances forever doomed to be shit?
From what I have seen no because video game romances are aimed towards 13 year olds despite the average age of gamers being near 30 nowadays.

Are there games that featuring somewhat unusual romances like ones with notable age-gap or ones where the main character does NOT get the girl in the end (which both are something movies and TV shows have been able to pull off for decades)? Should game developers simply stop trying to put romance in video games since it rarely seems to be done right and usually just make the games featuring them worse than they would have been without it?

>> No.2104948 [View]
File: 262 KB, 256x240, Dost thou love me.gif [View same] [iqdb] [saucenao] [google]
2104948

DQ: 7/10
DQII: 5/10
DQIII: 11/10 (for me this the best RPG ever made)
DQIV: 9/10
DQVI: 7/10
DQVII: 8/10 (I'd rate this higher if it was a bit shorter)
DQVIII: 9/10

>> No.1509976 [View]
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>> No.1252314 [DELETED]  [View]
File: 262 KB, 256x240, Dost thou love me.gif [View same] [iqdb] [saucenao] [google]
1252314

What does /vr/ think about romances in video games? Personally I'd like to see well written/executed romances in video games but usually they are done poorly. Here are some examples of this:

>RPGs trying to have romance as one of their main plot points
Usually these games go through ridiculously unbelievable shit in order to force the couples in them together and most of the time your (usually predetermined) love interest is some bland and/or annoying teenage girl who isn't interesting in any way, only exist as eventual love interest for the main character and usually has no real reason to give a fuck about the main character. FFVIII is off the charts example of doing this sort of romance wrong.

>Mass Effect, dating sims and other games handling their romances in similar way
Choosing certain dialogue options and hoping to see one or two sex scene(s) as a reward for it is far-cry from being meaningful romance not to mention said romance is usually over after those scenes. Romance in RPGs that use this type of relationship system really feels stapled on and only seems to be there as fan-service and romance in visual novels is almost always ruined by terrible cliches and predictable plot development.

>Harvest Moon like games
Talking to and/or bringing same item to someone everyday until you have brought enough of them for someone to love you really isn't any kind of romance. Still this type of romance works reasonably well within the games that use it and it doesn't feel horribly forced or detract from the characters like the aforementioned RPG romances tend to be. However the problems mentioned under visual novels always seem to be present here as well.

>> No.1080071 [View]
File: 262 KB, 256x240, dost thou love me.gif [View same] [iqdb] [saucenao] [google]
1080071

>> No.1062939 [View]
File: 262 KB, 256x240, butthoumust.gif [View same] [iqdb] [saucenao] [google]
1062939

>> No.938535 [View]
File: 262 KB, 256x240, dosthou.gif [View same] [iqdb] [saucenao] [google]
938535

>>937709
THIS IS WHAT MADNESS MUST FEEL LIKE

>> No.839641 [View]
File: 262 KB, 256x240, dosthou.gif [View same] [iqdb] [saucenao] [google]
839641

>>839619
See: >>839626
If you don't save her, the ending actually changes, because she's not there to declare her love for you. So the hero just walks off by himself.
Dodged a bullet, if you ask me.

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