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R P G A M E R . C O M   -   E D I T O R I A L S

Interaction + Modesty = Great Battles
!
!

Dustin Windes
FAN EDITORIALIST



REBUTTAL TO: Chaos Theory

Given that I really love to write and have been in somewhat of a slump due to unforseen reasons, I figure that anything is worth a shot so I set out to tackle a first submission for RPGamer in the way of an editorial. Being my first submission, it may feel alien to all readers that actually click the link since I am not a regular, but give it time. I may actually iron out into a nicely pressed submitter!

While interacting with characters during battles is something that I would like to execute during battles in RPGs as well, we mustn't forget the roots that which are planted firm within the genre. Founders want something that will define their idea and not be lost to the folds of time. The traditional style of battling in RPGs is something that has defined the genre beyond comparison. Like any other game, one has to have a certain degree of interaction to get the most enjoyment out of the experience.

I read through an editorial entitled "Chaos Theory" and have been chewing on it for a couple of days. I found some of the points most accurate in the way that they were portrayed for the reader. A few minute points came up that set off a tiny alarm inside my head which feel need to be expanded upon to a certain degree.

The way that battling has been in RPGs since the original Final Fantasy have been pretty cut and dry. You attack, the enemy attacks, you execute a second command, and so on until either you defeat the enemies or receive a nice fat Game Over on the screen. While there is limited interaction in the way of facing off against enemies in battle, there is one thing that is certain. There is a high amount of interaction that goes on which depends solely on the player to execute. If the player didn't interact with the character by choosing a command, then the game comes to a screeching halt with the character just standing there, doing nothing. Interaction through commands is not only vital to the functioning of a battle, it is also a strategy in itself to make the correct decisions. It exercises the brain muscle to make decisive input into the battle in the right manner. If one just blindly went through pushing the same button, they are not really interacting to the fullest degree and rather just wasting time sitting there not experiencing the fully quality.

An example of this would be a simple battle between a character and a ghost. More than likely, physical attacks would not affect a ghost since it is a spiritual being without a solid form. However, if a character continuously chooses the Physical Attack option and is rewarded with a Miss on the screen, they aren't using their brains efficiently. Although this theory doesn't hold true in Final Fantasy 6 where a physical attack can kill a ghost off in one hit. This example does hopefully paint a picture on how important interaction is in a battle even though it doesn't appear to be very much so because characters are not moving.

Now, onto the real point of my work. The movement of characters is definitely something that is a godsend for some and a hindrance for others. It's nice to see that the player can interact with their character to a higher degree. There is however, a certain degree of modesty that needs to be retained when using characters to the full max through interaction. This is mainly concerned with offline games where chance is not left to a vengeful player who wants to make life miserable for a select few gamers. Movement is effective in all sorts of battles, whether game-related or not. Movement is definitely a key manuever in wars past with the generals moving ranks of soldiers in accordance with the outcome of the battle. This is a good example of active time battles where one side executes the move and the other side reacts with a move of their own. A battle during a war is not completely like this because there are some armies that used the tactic of firing at will while retaining a hold on troop positioning. So, there is a medium between active team and real time where efficiency can be achieved.

One clear example of such a concept is Mario and Luigi: Superstar Saga in which the author clearly pointed out well and I have fully experienced it as well and agree completely. This is a title which falls in between the realms of active time and real time battling with the player interacting with the plumber duo in a stationary mode. Another choice would be the interaction by the placement of the characters and letting Lady Luck deal the hand. This is prevalent mainly in the Arc the Lad series, the latest release being the best example. Here, the player moves the character about on the screen in order to reach the enemy and execute an attack. The chance of completely dodging or counterattacking an attack is eliminated, but this allows the player to position their characters in a strategic placement in order to effective deal with the opposition. This medium of battling is definitely a relief to most gamers because it allows maximum interaction with the battle without the fate of the character completely resting on their shoulders.

There is also that other side of battling known as real time battles. This is where everything relies upon the player. One false step and the Game Over sequence exercises its right to be seen on the screen. While the author says that this would really make him happy, there may be other RPGers that might not like to make all of the decisions in a game. It could cause some stressful situations that may lead to discontinuing play for the game. The free-for-all mode which I like to dub it has two sides which I feel make it rather droll to play a battle. One extreme is in the game title Sudeki. Battles are definitely real time in here with full character movement and obstacle obstruction are evident but the odds are not necessarily always fair. Case in point, when gaining control of Tal on the first field, one can only guess what the first battle has in store for them. When the very first battle starts out, many Aklorians come out of nothingness to attack one good guy from all sides. While there is a method for clearing all the baddies from around you, one can't help but get frustrated at trying to execute a combo on one or two guys while four others attack from other sides, interrupting the attack. This is something that relatively turned me off from restarting the game again. Although some excitement came from the sheer odds not in my favor, it transformed into a degree of frustration and anger when I would begin to attack and then be interrupted by an enemy and have to heal myself.

Another title that comes to mind with real time battling is the recent addition to the small line of RPGs for the Gamecube, Tales of Symphonia. Before there are rebuttals or comments about a possible negativeness from me for nitpicking on this title, I must start off by saying that a game shouldn't be solely based on one factor and rather the whole package. I've assessed Symphonia completely and I am really captivated by the game. Every aspect of the game has been very well done and can't possibly have done any better in way of satisfying an RPG player. Now, onto the point at hand. The battling of Symphonia is definitely real time to me. Everything relies upon you and neither side has to take turns attacking. What makes it possibly bland to battle in the game is followed after this. Setting every person not in control by a human player on Attack Same for the strategy is the starting point. Then, couple that with one enemy left or a nice hefty boss. Skills are on Use At Once for the AI characters and everybody moves to attack one person. The excitement level drops off drastically because the battle is no longer fun to play. All you have to do is keep everyone honed in on the nemisis so it doesn't get a single move in and you practically have the battle won. Even though interaction is definitely there for the player, the fun factor significantly drops because the opposition can no longer perform the ultra super attack which does a lot of damage to the characters. The same concept of the odds against you rather it is very much on your side this time.

So, in recapping, there definitely is a medium for most everything that exists. If there wasn't a middle ground, then there would be no such thing as a bologna and cheese sandwhich, a compromise between people, or a yellow light to warn motorists that they need to expect a complete stop. Limited or complete interaction is fine and all but one cannot exist without the other. Mr. Rhodes pointed out that he would like to see the traditional way disappear but also noted that it would most likely not happen in mainstream titles and series. Even though the traditional way may be boring, it is what defines the predecessors by acting as a guide. Although it doesn't seem that I really took a standpoint on the opposite side of Mr. Rhodes, I feel that this was more a definition of what interaction was in battles opposing his idea of what interaction was. He had very clear points that I agreed wholeheartedly with but I felt this was somewhat hazy and needed to be expanded on a step further.




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