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Still of the Night
August 9, 2004

The Mark of tuinte U P D A T E D    A R T I C L E S

08.09.04

Monsters in a Front Mission World
   by Melinda Nguyen
"These are the monsters you've protected."

An Attack By Any Other Name...
   by Howard Kleinman
For a long time, gamers have been complaining that they can get through RPGs just by hammering on the X-button and using the fight command. Developers have tried in various ways to combat this tedium. The most common method used is to try to add some novelty to the fight command. This is a mistake. What battles need is not more interactivity, but more strategy and challenge.

Difficulty Leads to Strategy
   by Brad Carsten
"Difficulty in RPGs is often misunderstood. The common argument against it is that you can defeat anything by simply building levels. That is true. However, building levels is boring. Being underleveled forces players to use some strategy... Sure, you could level up for a few hours and not have any trouble, but I'd rather play the game."
· Rebuttal to: Off course RPGs are easy


· Discuss these editorials in the message forums.


Editor's Comments

   Welcome to this week's column. Melinda Nguyen, one of this column's past curators, has submitted an intriguing editorial about Front Mission 3. It contains many spoilers, but you may still want to consider reading it even if you haven't played the game, as its theme is quite universal. Howard Kleinman has once again submitted a thoughtful article to our humble column, this time on the subject of battle mechanics, and how to keep them interesting. Finally, Brad Carsten responds to one of the articles in last week's column about difficulty in RPGs.

   Submissions have been slightly slow lately, thus the reason for the big gaps between updates as of late. So, let's get some articles written before the school season starts once again and we're all too busy!


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