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by Irwin Kwan Many points that had been discussed on the editorial board of Square Net were about the story of Final Fantasy VII. But, why is it that we play SquareSoft games? If one were to ask someone else, "Why do you play a Squaresoft role-playing game?" then a common answer might be, "For the storyline". When one looks deep into themselves, this is not the true answer. The answer should be, "For the gameplay." The story is but a device used to enhance gameplay, just like graphics, just like sound, just like a user-friendly game interface. They are used to enhance the enjoyment of a game. No matter how good a game's graphics are, no matter how good the game's sound is, no matter how good the game's story is, if the game itself is unplayable, then those qualities will never redeem it. The most important aspect of a game is the game itself. There are many standard characteristics which define certain genres of games. The Final Fantasy series will be used as an example because many people are familiar with them. In each Final Fantasy, there is a fantasy world, in which you control a certain amount of characters. You fights battles close-up, with a menu-based system, you wander in and out of towns, and solves various puzzles and challenges that the game happens to have. The challenges focus on strategic battle and problem-solving. This is generic of most role-playing game sagas, with a few variations between one game and the next. The reason that people want to play Square Soft role-playing games is for this strategy-based, problem-solving game engine. It is not for the story, as many people would initially state. If one wanted a story, they should read a book or watch a movie. A game is a different genre, and the player wants some element of control over the game. This is usually as simple as controlling your main character on the map and in battle, or it can be as complicated as having your character manipulate objects in the world, and varying the outcome due to conversation with other characters. A challenge adds greatly to the game, and balancing the game between 'too difficult' and 'too easy and mindless' should be looked at more severely than it is now. There are two main reasons that Final Fantasy games have been becoming increasingly easier: one, it is the introduction of overpowered weapons, armour, and magic, and two, it is the lack of progressively difficult enemies. Imagine trying to beat Ruby Weapon and Emerald Weapon without Mime materia. Perhaps you should try to beat Safer Sephiroth without Bahamut ZERO. Already, the game will appear to be more difficult. Note how the opponents in the North Cave do not demand your best. The North Cave is the last area of the game; you should be pressured to use your strongest magics, for without them, you would perish. A good example of relatively difficult monsters close to the end of the game is Final Fantasy IV. For multiple floors, you must fight numerous Red Dragons, Behemoths, and EvilMasks. None of these opponents are easy, and often, players find themselves casting Nuke, White, and using a lot of potions to keep their characters alive. Of course, there comes a point when your levels will advance to such a great amount that one will not need to use those spells anymore, but there should be that initial moment where every single battle is tense and difficult. Progressively harder enemies and less powerful equipment will serve to increase the challenge of a game. Although graphics and sound are very important, they should not be the entire focus for the game. The graphics and sound should not dictate how a game's story unfolds, or how the game engine is written. There have been many comments about the ending of Final Fantasy VII. The reason that they could not incorporate some of the characters was due to space restrictions. Other players would have liked to see some 'more' to the ending in terms of characters. Perhaps, if Square would have used its standard 'field' graphics for some portion of the end, they could have made the ending longer and they could have incorporated the missing characters. Perhaps there could have been room for multiple endings. As beautiful as the graphics are, a designer should try not to let space restrictions bother them that much. Certainly, there are factors to worry about (after all, a book should be kept within a certain amount of pages, or a movie should be kept under a certain time period), but space should be the least of them. Graphics and sound are excellent; they add greatly to the game, but one must decide what is more important: good graphics, or a good game engine. The story should be written around a game's engine. Obviously, it is impossible to write up the entire game's interface before the story can be written, but general ideas, such as how battle will be fought, what regular items are available, what magic spells the monsters and the heros use, and how difficult the monsters are should already be somewhat determined. This quote is from the new Head Project Leader of Origin's Wing Commander series, somewhat paraphrased: "I remember when we used to actually write the missions first, and then write the story around them, instead of the other way around. Lately, that hasn't been happening, and I plan to change that with Wing Commander V." Of course, in a console role-playing game, it is ridiculous to write all of the game's 'missions' before a story is crafted. But there should be a larger focus on the game, instead of focusing on the story. As was stated earlier, if the game is not good, then the story will not redeem it. The addition of the graphics, sound, and the story are the least important elements, but they cannot be neglected. However, it often seems that the game and its challenge are left for last. As was quoted from the Project Leader of Wing Commander V: "I remember when we used to actually write the missions first, and then write the story arond them." One cannot write the story of a game like they would a novel or a movie, and simply tack the game on. The focus of the game then switches to the story. The focus of the game should be the game itself! Because this is a game, the most important element is the game engine, and the second most important element should be its its challenge. The other elements will enhance a game's playability and enjoyment, perhaps ten, even twenty-fold. However, without the base, called the game interface, then there is no hope for a game's survival. Try to remember these comments the next time you play a video game, and ask yourself why you are playing this game. Is it for the story? Likely not. Is it because of the graphics? Shouldn't be. Is it for the game, the way you press buttons, or control your character, the way you must solve problems, and overcome challenges? Bingo. |
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