BRIAN SCHULMAN
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"Sorry to drop that monolithic text bomb. Anyway, jumping back into the debate proper...

@Jason, you're making a very bold statement when you say that Japanese people love grinding. How do you come to that?

I used to do occasional web design work, and I'd find myself adding random floating, glowing things and reflections and all this pretty, but extraneous crap. Then, a friend of mine that's a real designer told me a pretty simple rule he follows - every element of your design has to have a point. Why not the same sort of rule for movies, music, and games?"

Thursday, August 05, 2010
"Tastes evolve. It's undeniable. Almost any single one of my favorite games ever, total masterpieces for their respective times, are completely unplayable to a friend when I can get them to pick it up. I can still enjoy them, certainly, but I'm steeped in their... milieu, I guess you could call it. I have context. I'm used to them. On the other hand, the majority of genre conventions that they exhibit have moved on, evolved, streamlined, etc. I actually got my roommate to play X-Com: Terror from the Deep, and it was probably the single most brutal gaming experience he's ever endured. Sure, X-Com: TftD is an example of a game that was brilliant but flawed, but try to get somebody to pick up the original Half-Life, say, that's played plenty of shooters since...

My point is, why won't the JRPG similarly grow up? I loved FF6 as a kid, but that was back when I had oceans of time and the weird, single-minded focus that made walking back and forth in order to fight some more imps to increase a quasi-meaningless number somewhat palatable. These aren't substantive gameplay experiences that you're wasting your time on, they're filler. You aren't finding something new, revealing more about your characters, or increasing your own skill as a player, so why should you be doing it? Purposely wasting a player's time is just bad game design.

I played FFX back in 2003. Or rather, I should say that I endured the gameplay sequences - endlessly substituting in characters, fighting the same enemies over and over, and just hitting x mindlessly - in order to reach the next plot point. Now if that's the model for your industry, then it sounds to me like your industry is screwed."

Thursday, August 05, 2010