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Famitsu's Pikmin 2 review - Printable Version

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Famitsu's Pikmin 2 review - A Black Falcon - 29th April 2004

Quote:Wether or not you have to be inside the ship at night doesn't really matter since you still have as many days as you want to explore.

I completely agree. Oh, longer days would be nice, but it's not crucial as long as there's no timelimit (days). Having to be back at night ads some challenge, and like a timer in a Mario game it's not a major issue... and since you have unlimited days you still can explore as much as you want (for the contrast to Zelda MM). That would be fine with me.

Quote:It's not what he says, it's what he MEANS, and that's what he meant! No one here was ever talking about the 30 day timer.

Actually, I was ONLY ever talking about the 30 day timer! Having to be back by nightfall didn't bother me much...


Famitsu's Pikmin 2 review - Great Rumbler - 29th April 2004

Quote:Having to be back by nightfall didn't bother me much...

I don't have any problem with that either.


Famitsu's Pikmin 2 review - lazyfatbum - 29th April 2004

Then we all agree with eachother, I was talking about the day to night timer since my first post in this thread.

OB1 are you honestly telling me that gameplayers never try to do things in a game that are outside the boundries of the game? you never tried to get an upgrade before you were supposed to get it or venture in to an area by using clipping to squeeze in? You never heard of a thing called a gameshark which markets itself as "A way to do things in video games you could never do before"? How can you make statements like that?

And if "No one" will try to use the essense of time to manipulate their gameplay then why is the option there to go directly to sunset or restart the day without saving? Your entire opinion is flawed. When we play a good video game, we want more; and we do whatever we can to get more out of it.


Famitsu's Pikmin 2 review - A Black Falcon - 29th April 2004

Quote:Then we all agree with eachother, I was talking about the day to night timer since my first post in this thread.

I thought you were talking about the 30 day limit... I didn't even think of the clock, really... and now that you mention it, I'd still not call it a 'timer' per se-- it's a clock! Okay, so it does work like a timer, but still it's a clock. :)


Famitsu's Pikmin 2 review - lazyfatbum - 29th April 2004

Yes... and clocks are a way to measure time. In this case, the clock begins at morning and counts down to sunset and acts as a timer would. It produces a visual aid for the gameplayer to determine how much time he has left to get his work done. ie:the gameplayer is being timed.

I swear to God, I have never met people that are this difficult to reason with. It's a good thing though, since I would be in jail for crushing people's heads using only my fingers. Oh yes, i have that ability, I have it ten fold. I can crush the head of a person from miles away just by crushing their skull... INSTANTLY with my fingers. And..... I'M CRUSHING YOUR AVATAR! I'M CRUSHING YOUR AVATAR RIGHT NOW BWUAHAHA! LOOK AT IT! IT'S IN PAIN! I CRUSH IT TO DYING DEATH WITH DEATH-GRAVY AND KILLING SAUCE!


Famitsu's Pikmin 2 review - OB1 - 29th April 2004

Quote:Then we all agree with eachother, I was talking about the day to night timer since my first post in this thread.

OB1 are you honestly telling me that gameplayers never try to do things in a game that are outside the boundries of the game? you never tried to get an upgrade before you were supposed to get it or venture in to an area by using clipping to squeeze in? You never heard of a thing called a gameshark which markets itself as "A way to do things in video games you could never do before"? How can you make statements like that?

And if "No one" will try to use the essense of time to manipulate their gameplay then why is the option there to go directly to sunset or restart the day without saving? Your entire opinion is flawed. When we play a good video game, we want more; and we do whatever we can to get more out of it.

Ah, I was hoping you'd say that. Yes, I do like to push the boundaries of a game and try to test the code as much as I can. However, that is a very different feeling from playing the game without cheats or hacks. I could easily use cheats in Morrowind, for example, and look at every single inch of the world that I wish to explore. But that would completely take away the feeling of exploration and accomplishment, so I choose not to use cheats until I've done it all the honest way and finished my journey as a real character in a real game world. When I'm bored with it I will most certainly use cheats and hacks and do things that weren't meant to be done to the game. Cheating takes away from the game experience, it cheapens it. If you really love a game you want to play it the right way, and then cheat when you've done everything you could do.


Famitsu's Pikmin 2 review - lazyfatbum - 29th April 2004

That's what I said.

And yet in the post you said that no one wants to do that? I mean, you had to be one of the people who try to sequence break in Metroid right? Like getting the Space Jump boots in the first 5 minutes after landing on Tallon 4. Of course you wouldn't do that th first time you played, as I said, if you really love a game you will play it over and over and try to get everything you can out of it. But then you said that no one does that and no one wants to do that... why did you say that?


Famitsu's Pikmin 2 review - OB1 - 29th April 2004

I said that people want to play games the way they were meant to be played, and shouldn't have to basically cheat in order to do something as fundamental as exploring the land. It's great to cheat or test the game when you've played through it regularly (if it's a good game, that is), but you can't get the same kind of fulfilling experience when you're not playing through the game properly.


Famitsu's Pikmin 2 review - lazyfatbum - 29th April 2004

....what?

You buy a game... you beat it. You liked it! You play it again... you try to find new things.

Are we not trying to use all our brain cells again? You cutie :)


Famitsu's Pikmin 2 review - Dark Jaguar - 30th April 2004

Since when is trying to explore even though there's a timer involved considered "cheating"?


Famitsu's Pikmin 2 review - OB1 - 30th April 2004

lazy Wrote:....what?

You buy a game... you beat it. You liked it! You play it again... you try to find new things.

Are we not trying to use all our brain cells again? You cutie
Stupid, there's a reason why Nintendo doesn't like to put cheats in their games. It ruins the fun. You get a gameshark or use cheats when you've already played through the game, or if you don't like the game and want to see how you can fuck with it.
DJ Wrote:Since when is trying to explore even though there's a timer involved considered "cheating"?
That's not what lazy suggested. He suggested exploring the world for a bit and then resetting the day, so the exploration was just for the sake of seeing what's out there rather than exploring the way the game intended to be explored.


Famitsu's Pikmin 2 review - Dark Jaguar - 30th April 2004

But who cares what they intended? It's how you actually play it that matters. I too explored just for the sake of exploring and then reset! It was FUN, and there's no way you're going to tell me that "didn't count because that's not what the developers intended for you to do".


Famitsu's Pikmin 2 review - OB1 - 30th April 2004

If you explore and then reset the day then everything you did was for nothing. If you accomplished anything, it was all for nothing.


Famitsu's Pikmin 2 review - Dark Jaguar - 30th April 2004

"For nothing"?

I mean, playing games is ALWAYS for nothing! An in-game reward really means nothing in the end! It's for FUN in the end, and so what if what I did isn't converted into data and saved to a memory card? It was to have fun, for the memories!

Besides that, doing that lets you learn the lay of the land for future missions...


Famitsu's Pikmin 2 review - OB1 - 30th April 2004

I guess you just don't invest in games as much as I do. I like to think that I'm really there, and in an especially good game I like to feel like I'm actually accomplishing something. You may look at is as simple bytes of data, but Iook at them as being more than that. When I've had my fill of a game I like to experiment with it and look at it for what it actually is (for me, a bunch of polygons and textures) and learn something from it, but when I get that new awesome game and start playing it, that completely escapes my mind.


Famitsu's Pikmin 2 review - Dark Jaguar - 30th April 2004

I was supposed to say that to YOU!

Playing JUST to accomplish a goal, like you were saying, is contrary to that whole philosophy that I TOTALLY agree with! Yeesh, what is WRONG with you? I'm saying I don't CARE if I accomplish a goal, I just want to play the game and have fun! I never cared in SMB that my data wasn't being recorded.

Yeesh, it's more than bytes to you? Same here! That's why I said I don't care if it's stored as data on a memory card! Ack! Stop trying to villify everyone but you!


Famitsu's Pikmin 2 review - OB1 - 30th April 2004

You said that playing games are "for nothing", which I disagree with. Ok certain games are just mindless fun, but in other games I like to immerse myself into the world and become a part of it. Exploring an area in Pikmin and then just resetting the day would be the same as getting a Pikmin level editor and just moving the camera around the place, just to see what's there. For me it is more than that.

I'm not trying to vilify you, but the fact that that's what you got from my post is very interesting...


Famitsu's Pikmin 2 review - Dark Jaguar - 30th April 2004

YOU said that wandering around just to explore without actually accomplishing an in game goal was "for nothing", so I had to point out that games really ARE for nothing in the grand scheme of things, working on YOUR terms there. Of COURSE they are for something if you think them to be, but from what you said it would seem like you only think games count for something if you can accomplish the goals they originally intended, or if you can get a perfect save file to impress other people with or something.


Famitsu's Pikmin 2 review - OB1 - 30th April 2004

*sigh*

I said that "cheating" your way to explore new areas isn't the same at exploring the proper way, as the whole experience starts to become more... objective, I guess you could say. I'm not quite sure how to explain it any further, but if I'm not playing through a game properly and actually doing something real in that game world, the experience becomes disenchanting. Comprende?


Famitsu's Pikmin 2 review - Dark Jaguar - 30th April 2004

I guess for you it does, but honestly there is no "proper" way for me. I play the way I have the most fun with, and that sort of freedom in allowing myself to do that is what drags me in. Taking a single path without doing anything you are afraid you aren't supposed to do isn't how you live life, so it shouldn't be how you play the game either. Well, I dunno, that might be how you live your life.


Famitsu's Pikmin 2 review - OB1 - 30th April 2004

Oh wonderful metaphor, DJ. Whatever

I probably take more "risks" than you do when I play games. In Fable, for instance, I can't wait to be the most evil sumbitch in the world and see how far I can take the game, but again that is not what I was referring to. I'll try to see how far I can take things in Fable, but I won't cheat until I've had my fun the proper way. And yes, marrying three different women and killing their fathers for their money is perfectly proper when the game encourages you to take advantage of that freedom.


Famitsu's Pikmin 2 review - Weltall - 30th April 2004

This comes from the person who makes fun of me because I love Silent Hill and Xenogears for the storyline, because the technical aspects don't appeal to you?

Is the same person who is trying to explain the fun of exploration the same one who laughs when I tell how much I love the breadth of the stories and the depth of the characters of Xenogears, because they have been done similiarly in other media that I will never see? The same one who considers the depth and maturity of James Sunderland's journey of redemption of a lesser importance than the game's control faults?

Seriously.


Famitsu's Pikmin 2 review - OB1 - 30th April 2004

Hey I never made fun of you for liking games like SH and XG for their storylines, as I enjoy games with good storylines as well. It's just that when the gameplay is not to my liking that I can't continue on to experience the entire story.


Famitsu's Pikmin 2 review - Dark Jaguar - 30th April 2004

OB1, don't turn this into a flat out fight. I'm just saying my opinion on how a game should be played here, and a slight at you :D.

Anyway, you still consider just having fun even though you plan on resetting to be cheating? It's a perfectly fine way to enjoy the world. As lazy said, the whole point of a game is to not just experience what they originally wanted to give you, but to push it BEYOND what they wanted. It's not cheating at all to break up the sequence in a Metroid game, in any sense ever. It's just having more fun and enjoying the experience. It makes it more real to think Samus had many ways to complete her journey. Also, it's great fun to just wander through aimlessly for no reason except to explore and enjoy the world, and then just reset it and actually go about a goal, or reset to explore some OTHER way. It's gaming man.


Famitsu's Pikmin 2 review - OB1 - 30th April 2004

Hey you're the one provoking me, girl, not the other way around.

Sequence breaking is not cheating, and again I don't think you understand what I'm talking about. But whatever, I've explained myself several times already so if you haven't gotten it yet, you probably never will.


Famitsu's Pikmin 2 review - lazyfatbum - 30th April 2004

But OB1, if you have 500 Pikmin in every color and all the ship parts (except the last) then there is nothing TO SAVE. You're simply exploring, as in, walking around and looking at the scenary and seeing what enemies you can find, play with or kill. Once you get the radar (like the 3rd or 4th part), you dont really need to explore to find parts, you just walk in the general direction and see what type of Pikmin you need to get that part. Let me repeat myself so that you can understand what I said:

You play the game, you beat the game, you liked the game! you play it again and try to get more out of it. By either trying to find hidden things the programers meant for you to find as an easter egg, or by doing things in the game the programers didn't think about, or by using a cheat device.


Famitsu's Pikmin 2 review - OB1 - 30th April 2004

Well yes, if you already have everything and still have a lot of free time, then that's a different story. At that point the game is basically over.


Famitsu's Pikmin 2 review - lazyfatbum - 30th April 2004

Let me repeat myself, this time please pay attention to subtle difference in the words presented.

You play a game. This means you have played a video game you recently purchased or rented.

You beat the game. This means you have finished the game by completing the tasks that were given to you. Or, you made it the ultimate goal of the game. Usually, when a gameplayer sees a cut scene followed by a credit sequence after defeating a major enemy or accomplishing a major task, the game has been beaten.

You liked the game! This means that after you beat the game and you're able to look back on the experience, you might decide that it was a good game and it deserves to be played again. Sometimes, you might decide that it was a bad game, and that you no longer want to play it. Most of the time, you will decide that a game is bad before you beat it.

You play the game again. This means that we as human beings love to accomplish things when we have experience of already doing so. For example, the first time you play through a game it will be difficult simply because you do not any experience with it. Upon completing it, you may be tempted to play it again with your existing knowledge and experience of what will happen. This is done usually for the gameplayer to get the most out of the game on his second run through. He will remember traps or when a boss will attack and will be generally prepared for anything in the game. This results in an even better experience since the player now feels educated and will usually do a better job than his first play through.

You try to get the most out of the game. What this refers to is how a game player will soon grow tired of his game, even though he loves it, after playing through it multiple times and will try to accomplish goals in new ways or break records, completing objectives in record times for example. Often times, it means trying to do things you weren't supposed to do such as reach areas that were only for decoration or break a sequence of events. When the gameplayer has found everything he can do in a game, he might resort to using a third party cheat device to breathe even more life in to the now "dated" game. Now mind you, the gameplayer will still love this game, but unfortunately a video game can only be played so many times in so many different ways before it becomes boring. When this happens, the gameplayer may go on to message boards and demand sequels or games of equal scope and playability.

The end result:

You play through Pikmin feeling rushed because you must be done in 30 days.

You finish the game within 30 days.

You practice (if needed), and learn how to beat the game within 30 days with all 30 parts.

You begin another game, confident in your skills. You realize the game can be beaten in 15 days or less based on your skill level. You spend extra days simply wandering around exploring, even though you have all the parts within the time limit. You may spend a day trying to kill a boss with only 5 Pikmin. Whether you fail or win, you can then decide if you want to save that day or not, and move on to see what else you can do or try that you haven't done or tried before.

Now please, argue with me. I beg you for it.


Famitsu's Pikmin 2 review - OB1 - 30th April 2004

Lazy, obivously you are in the minority in thinking that Pikmin gives enough time to explore all of the worlds as it was a major complaint, one that was addressed with the second game. Even in this forum you can see that most people did not like the 30 day limit. You and DJ are the only ones who were fine with it.


Famitsu's Pikmin 2 review - lazyfatbum - 30th April 2004

My point wasn't about the 30 day limit, it was about how we as gameplayers play a good game multiple times to explore the game in every way possible. A point I might add that you disagreed with.


Famitsu's Pikmin 2 review - OB1 - 30th April 2004

It has everything to do with the 30 day limit as that is what hurt the exploration aspect of Pikmin for so many people, the reason why Famitsu (among others) mentioned how much more freeing the second game is, and how exploration is more encouraged this time around. Again, you seem to think that this is a matter of objective fact when it's one of the most subjective things you can discuss. It's about how you like to play your games and what you take out of the experience.


Famitsu's Pikmin 2 review - lazyfatbum - 30th April 2004

...so then we agree with eachother. Yay


Famitsu's Pikmin 2 review - OB1 - 30th April 2004

I don't know why you tried to turn this into an argument.


Famitsu's Pikmin 2 review - lazyfatbum - 30th April 2004

Because I didn't make myself clear on the point I was trying to make. You were debating another point that you thought I was debating.

When you said "People dont want to explore" I said "yes they in fact do" but your point was that they want to explore the first time through. My point is that you never really get to explore the first time through in any game, instead you really start to explore after you beat it and go through it again, this also depends on the genre.


Famitsu's Pikmin 2 review - OB1 - 30th April 2004

That's not true, in games like Morrowing or Metroid the entire point is exploration. You're most likely not going to find everything on your first time through, but exploration is the main aspect of each game.


Famitsu's Pikmin 2 review - lazyfatbum - 1st May 2004

Yes, exploration is the main aspect but you're "Not going to find everything the first time through." Hence: play, beat, explore, repeat.


Famitsu's Pikmin 2 review - OB1 - 1st May 2004

Well in Morrowind there's no end really, and in Metroid the only thing left to explore after you beat it (if you play thoroughly) are a few hidden areas and the like.


Famitsu's Pikmin 2 review - lazyfatbum - 1st May 2004

Right but Morrow wind is a stat building game and stat building games shouldn't "end". You can defeat the main bad guy our accomplish some ultimate goal to save the world but the game should keep going and going. A stat building game should never have a time limit as to when the game is done.

I had to play Metroid Fusion twice to find all the upgrades. But the second time I played, I spent most of my time running around and looking for upgrades, almost ignoring the main drive of the game.


Famitsu's Pikmin 2 review - OB1 - 1st May 2004

If you save at a certain spot in Fusion you don't have to play the game over again to get all of the items. Before you get to the last area you can backtrack through all of the previous areas via secret passages.


Famitsu's Pikmin 2 review - A Black Falcon - 1st May 2004

Exploration is fun. Games that keep you from being able to do that as much as you want are irritating.

-Majora's Mask, I think, I have discussed enough before... it keeps you from being able to both explore and progress. Oh, you can wander around and reset the cycle, but if you want to get anywhere you need all the time you can get and can't waste much time looking around as you go... and 'looking around' is a huge part of Zelda, so it ruins a lot of the fun...
-RPGs with random battles -- again nothing I haven't said before, but it just keeps you from wanting to really explore! Oh, sure, if you're progressing it can be bearable, but if you're lost, in a maze, or are going back for some reason... it can be extremely, extremely annoying! Like, 'I don't want do to that anymore' annoying... (oh, and there are a few PC RPGs with random battles too... it's no better there. :))
-Timelimits for whole games! Pikmin, obviously. Lazy, as OB1 said you're definitely in the minority for this... I didn't finish Pikmin, but I seem to remember either having fewer parts than days or having them be even... I don't know if I'd have finished in 30. And that worrying, that I'd have to start over, is awful... and if you DID have to start over it'd be even worse! No, it's a serious problem. Oh, and it definitely restricts exploration! I mean, how often would someone have lots of free days at the end to wander around? Not to mention how it's most fun to explore WHILE playing and not just when you're essentially done... maybe you had no problems here but that's definitely not the majority position. Oh, Fallout has a variation on this... but if you get near the end of the game you can get rid of the timer. Of course if you fail to get far enough you'd have to start over, but at least they have something there so the whole game isn't on a timer. And it's a reasonably generous one.
-Games that block you off from going back when you reach the end! Very annoying, especially when you don't notice, save, and cut yourself off from ever going back and getting all that stuff you missed!


Famitsu's Pikmin 2 review - lazyfatbum - 1st May 2004

I didn't find out about the 'special' save time until the 3rd time I played it. I felt really smart. :D


Famitsu's Pikmin 2 review - Dark Jaguar - 1st May 2004

ABF, you already know my opinion on most of that, so no need to add any more.

That last thing, the thing about games that prevent you from going back when you reach the end, I just wanted to add I TOTALLY agree with you. Metroid 3, or Super Metroid, or whatever you feel like calling it (I tend to call it one when I'm feeling lonely, the other when feeling hungry, and both on days that end in "I'm going to sleep now, nah actually I'll stay up to watch that cool thing on the Science channel", has that very flaw. It's the ONE thing wrong with that game. Oh sure, gives ya an excuse and motivation to start a brand new game and all, but you know, I do enjoy being able to go back to the "cleared" area with all the cool powers I already have and just wreck up the joint with more ammunition than god while maybe finding some item I missed before. *uses wind scar that was just unlocked at random terrain in way that is sure to baffle scientists years later, or would if a nuclear winter wasn't being generated in the process* Oh and, generally I like having a punctuation mark in a game, even though I don't consider that the point where I am "through" or anything, it's nice to have a point where the game won't let you save any more. Generally, that's JUST before the final boss, and generally games are generous enough to let you go back and do whatever you want. Some though, such as Knights of the Old Rebublic and Metroid 3, despite being good for the most part, have this ONE flaw that makes ya want to say "but I WANT to be able to go back to that level 1 garden slug and unleash "Psychotramatic stress disorder" on it, causing 99999 damage points, which is a very large number and impressive to look at.


Famitsu's Pikmin 2 review - lazyfatbum - 2nd May 2004

That's one reason why i loved Chrono Trigger so much, you could get your party up to their max and then fight the smallest baddies in the game or experiment with double and tripple techs on huge creatures. Although since you can control time, you should have been able to go back and see your other selves conquering the lizard people or racing to Proto dome, etc. It would have been awesome.


Famitsu's Pikmin 2 review - A Black Falcon - 2nd May 2004

Quote:ABF, you already know my opinion on most of that, so no need to add any more.

Lunar for GBA. When I know where I'm going I can tolerate the random battles, but when (like I have been for some time now since I quit playing) stuck in a confusing, mazelike dungeon where I don't know where to go, I lose that patience quickly... that's why I stopped...

Quote:That last thing, the thing about games that prevent you from going back when you reach the end, I just wanted to add I TOTALLY agree with you. Metroid 3, or Super Metroid, or whatever you feel like calling it (I tend to call it one when I'm feeling lonely, the other when feeling hungry, and both on days that end in "I'm going to sleep now, nah actually I'll stay up to watch that cool thing on the Science channel", has that very flaw. It's the ONE thing wrong with that game. Oh sure, gives ya an excuse and motivation to start a brand new game and all, but you know, I do enjoy being able to go back to the "cleared" area with all the cool powers I already have and just wreck up the joint with more ammunition than god while maybe finding some item I missed before. *uses wind scar that was just unlocked at random terrain in way that is sure to baffle scientists years later, or would if a nuclear winter wasn't being generated in the process* Oh and, generally I like having a punctuation mark in a game, even though I don't consider that the point where I am "through" or anything, it's nice to have a point where the game won't let you save any more. Generally, that's JUST before the final boss, and generally games are generous enough to let you go back and do whatever you want. Some though, such as Knights of the Old Rebublic and Metroid 3, despite being good for the most part, have this ONE flaw that makes ya want to say "but I WANT to be able to go back to that level 1 garden slug and unleash "Psychotramatic stress disorder" on it, causing 99999 damage points, which is a very large number and impressive to look at.

I know there would be no point, but I wanted to be able to go back in FFA... but no, I saved in the final area (and later right at the start of the battle against the final form of the last boss, but that's because I was already cut off and could use all the help I could get... it made me very, very happy for the game's save anywhere ability!) and it cuts you off. Great.

Oh, Skies of Arcadia does it too, I'm pretty sure, but I was warned, and I used multiple saveslots anyway.

Metroid Fusion, you kind of can but you can't be FULLY upgraded I think because I seem to remember getting the last upgrade or so at a point where you can't go back... you can just finish the game. Annoying.

Actually that's kind of a different point... why give me those super-cool abilities when I have like HALF AN HOUR OF GAME LEFT? It just leaves you frusterated for not being able to use the really cool stuff more... sure you can go back in many cases and crush level 1 slugs, but that's not quite the same...

Oh, and I somehow doubt that just about ANYTHING in d20 could ever do 99999 damage... :)


Famitsu's Pikmin 2 review - Dark Jaguar - 2nd May 2004

d20, a weird name for a system if ever I heard one, is very annoying to me. The name apparently is from the fact that it randomly generates a number from 1 to 20 for EVERYTHING you do. Some people seem to find this the fun part of it, but I certainly don't. Having it be COMPLETELY random whether or not you completely overkill the enemy or do NO damage at all while they overkill you is NOT my idea of fun. Now, after getting to the really high levels, thus getting stats with high enough numbers that a variable of 20 no longer has a very major effect, things depend on your strategies rather than randomness, so it's fun again. It's that that every game with that d20 system I've played so far has just annoyed me to no end. It's not that I'm not playing well or that I have too weak a character that killed me, oh no, it's just that the game RANDOMLY decided to give me weak "throws". Now, in an RPG, I expect just a tad of randomness. The average RPG I play tosses in a little bit of randomness just for spice, and only a few moves depend TOTALLY on randomness, like instant death attacks for example. However, when the ENTIRE battle system depends on randomness and randomness alone for the first 3rd of a game, that's not fun at all, it's frustrating. I'll play black jack if I want random elements to totally control my gameplay. Now, KOTOR and Neverwinter are fun games, don't get me wrong, but not because of d20. It's the REST of the way the games play that make it fun, and generally when playing my main goal is getting to a level where a variable of 20 really doesn't matter much. It's just those levels getting TO that point where it's just plain annoying. I suppose that's another reason playing D&D never appealed to me. Randomness, as I've ranted before, just is NOT my idea of fun.

d20 does use rather small numbers compaired to the average RPG anyway, which is nice. It's a bit simpler that way. If you want to know what RPG has such massively large numbers, play FF8 and beyond. They tend to break the 4 digit damage limit with the most powerful attacks.

You know ABF, you also raise a very good point. Getting that last super attack when it's only going to be used on the final boss tends to be somewhat anticlimatic from a gameplay point of view. In the case of the super powerful move you get DURING the final battle, it's generally fine because that's just specially designed FOR the final boss, and hey there wouldn't be a point in getting the Hyper Beam before Mother Brain. It's those moves you get a few rooms before that you'd like a huge challenge with. That's why I enjoy games that give you hidden super bosses even stronger than the final boss. Super Mario RPG's Culex for example was stronger than Smithy and REALLY provided a great challenge for those who want to test out those amazing things they got in the final level on something else. The more hidden super challenges, the better. Final Fantasy 1, 5, 7, 8, 9, and 10, and maybe some others (not 6 though, well maybe some mini-supers for certain parts of it, like Intangir), and Chrono Trigger with Nu-Spekkio, and Chrono Cross with Ozzie Slash and Flea reborn, all had one or two super bosses far stronger than the last one. Really nice to find some amazing challenge that lets you use all that stuff on something ELSE for a challenge. FF6 and 7 were the two easiest FF games (though of course hard enough the first time through when you don't know exactly what you are doing just yet), but it was nice to have super bosses like Emerald Weapon and Ruby Weapon for when you REALLY wanted some amazing challenge, or in the case of FF6, Intangir a creature far stronger than anything else at that point in the game (that will vanish before you have the strength, normally, to battle it without some good strategy).

I thought in Fusion you could go back anywhere in the game form the last save spot. I tried running about and seemed to have free reign at that point myself. Now, thing there is, the music is that same "just about to beat the game, final mission" music no matter where you go. Sorta ruins the mood of the individual areas really, which is why it's more fun to explore BEFORE that part of the game and get everything.


Famitsu's Pikmin 2 review - A Black Falcon - 3rd May 2004

It's called d20 because that's what it is. d20. As in, it's a RPG system that uses a 20-sided die, or d20, as the main thing. It's not called "Dungeons & Dragons 3.0" because it isn't JUST D&D, as its use in things like Star Wars shows... :)

But d20 really IS third-edition AD&D (they dropped the "A" for the third edition (1999? 2000?) because, well, there's nothing for it to be "advanced" from anymore...) at its core. Or more accurately it's the game system D&D uses generalized for use by any kind of RPG...

Oh, and as the name is supposed to imply, it's simplified. You probably won't need those d4 (pyramid-shaped!), d6, d8, 10, d12, and d20 dice you also had to have for previous versions of D&D... :) Those six dice that D&D had been using since version one were consolidated into a system that just uses a 20-sided die. D&Dv3 also did many, many other changes to the system (got rid of THAC0, Armor Class now has HIGHER as better instead of lower ( in ad&d 2 and below, an AC 10 is the worst and the best is ... well, really low... I've seen -12... -20 maybe?)

Anyway, explaining AD&D 2.5 (which, since it is the system used in Baldur's Gate, BGII, and Planescape: Torment, is the one I know by far the best) is silly when 3 is here... but I haven't ever actually PLAYED a game that uses D&D 3 or d20, so I can't directly comment. Well, BG2 had subclasses from v3, but that has little to do with d20 I think (instead of just the standard classes (Fighter, Ranger, Mage (and the 8 Mage specialties), Bard, Theif, Paladin, Cleric, and Druid), there are also three subclasses in each of those classes that you can also choose)

d20 is the perfect name. As long as you know what it refers to, that is. :)

"throws". Central feature to D&D. That is, saving throws. Combat works like that too... in 2.5, it was more complex. I don't know how they dealt with the removal of THAC0 (that is, To Hit Armor Class Zero -- a part of the complex formula AD&D 2.5 goes through to see if you hit them... it involves your THAC0 and their Armor Class primarially (as in, if your THAC0 was 15 you needed to roll a 15 on a 20-sided die (THAC0 used them. :) ) to hit someone with an Armor Class of 0. If their AC was 5, say (that's WORSE, mind, than a AC of 0), you then had to just roll a 10. Oh, and it doesn't become impossible to hit -- a 20 is always a hit (Critical Hit - more damage) and a 0 always a miss. I don't know how hitting works in D&D 3 (d20) other than that I heard they completely reworked it... but that's as I know it from those three games. :)

Okay, so D&D bases everything on dice rolls. Saving throws too, of course... those improve with levels. Like much else, in D&D 2.5 lower is better; I don't know 3.0. So? It's a board game! What else could you expect?

I personally think D&D is the best role-playing game system I've ever seen. Well, 2.5 anyway... as I've said I haven't played a 3.0/d20 game except the demo of Neverwinter Nights, which doesn't count, and the few aspects put in BGII, which I don't know what they are excepting the subclasses.

Oh, and it's not total randomness. Quite the opposite. You like science and math! D&D is a HIGHLY mathmatical system...

http://www.gamefaqs.com/computer/doswin/game/25804.html

'AD&D Rules FAQ' has a nicely in depth overview of AD&D 2 rules. I know d20 is different, by a lot in some cases, but that's a start (and it's something I have read, unlike anything describing d20. :) )

Look near the bottom, where it describes how to figure out if this guy is better off with dual-wielding or with one sword. Sounds simple, right? Two swords are better than one if they do more overall damage.

Oh, D&D before 3.0 gave weapon damage by dice -- ie 2d4 for a Bastard Sword vs. 1d8 for a Longsword? See the difference there? 2d4 is a range of 2 to 8. 1d8 is 1 to 8. Okay, so the Bastard ("Hand-and-a-Half") Sword is better, right? Not necessarially. It's two dice, so you'll get more low scores, but also more high ones... the 1d8 is easier to do 8 damage with than the 2d4.

But that isn't my point, really... what I meant to say was how complex the system is. First, dual-weilding has a THAC0 penalty to the offhand weapon. Second, the offhand weapon can never have more than one attack per round (versus, for a fighter, 2 or 3 for the main hand weapon). And then weapon proficiencies come into play... is that guy more proficient with the one weapon than with the two he'd be dual-weilding?

The point is that they come up with the result that for that guy he does more damage with a weapon that, if you just add up the numbers it says, should do less. See what I mean by complex? D&D has SO much depth...

Yes, it's all based on dice rolls. But so many factors influence those dice rolls that the better character WILL win, on average, overall! It's NOT random luck. Far, FAR from it. Oh, sure, for one hit it's luck, but the better character will over the course of time do far better than the lesser. But, given the nature of D&D, anything's possible... a high-level fighter enemy may be hard but can be taken down by a group of lower-level people if they're lucky. But the better one has a huge advantage.

They just don't spell these things out for you. At least, not in the D&D games I've played... honestly, I'd LIKE a box like Diablo II has that shows how much damage you're actually doing with the current weapon, because very few people can do all that math (yes, looking at the hits you do is one way to tell, but that's a bit deceptive because that is with the enemy AC factored in, not just the raw hit...)... you need to think of things like 'which weapon am I most proficient in', 'second weapon, two-handed weapon/ranged weapon (can't have two swords and any ranged weapons equipped... and as for shields they can only be equipped with slings, not bows or crossbows.)/shield'... and in that factor in the shield AC bonus vs the advantage of having a bow or crossbow or of doing more damage... and then of course armor and items all factor in -- as you get farther all those rings and belts and gloves with magical properties can affect your stats (though those changes at least are reflected on the character stats)... as well as what type of damage -- as you get far in D&D you'll need magical weapons (that brings up weapon damage... how the best swords are only proportionally better than average -- I beat BGII, at level 17, and my main character's weapon was one I got in the first quarter of the game, doing something like 7-11 damage or so... or was it 8-13... but the other enchantments and stuff make it a very powerful weapon for D&D! None of that silly "9999 damage" here. Realism, as another world sees it...), or golems that are immune to everything but Blunt weapons (VERY annoying things!), armors that add a AC bonus vs only Piercing (mostly arrows/bolts), etc... so many factors are involved and all tie together to make in an incredibly complex game system. I love it.

Oh, and I like how D&D's level system works -- how the main stats (Strength, Constitution, Dexterity, Intelligence, Charisma, and Wisdom) are set -- levelling up doesn't change them. Same with armor class... oh, items can change those things, and will -- the Girdle of Hill Giant Strength gives you strength 21, or that Full Plate +3 has a very low armor class -- but the numbers are set. Different from most systems where levelling up lets you change stats... oh, your saving throws will improve with levels, and your chance to hit, and you'll get access to better weapons and items... but the difference isn't quite as great as some games. Particularly because after a certain point (in the teens), you reach a point of diminishing returns... after level 8 or 9 actually your characters will start gaining just between 1 and 3 HP a level! You get most of your HP early on... it's keeping the characters within limits of what is "possible", and recognises that at a point you start getting less better at stuff with efforts... no 9999 damage and 99999 HP characters. That's absurd and should be by any set of rules and D&D recognises that. See, D&D is trying to not just be a game but rules that could run an entire gameworld... many gameworlds, actually. The Forgotten Realms aren't exactly the only world of D&D... that's why they are so detailed and complex. And try to be "realistic" (by the rules they set). A much better system than most, definitely.

Of course, that completely ignores MAGIC. I love D&D's magic system! It's the best. Easily. See, NO MAGIC POINTS. Magic points are so annoying and unrealistic... okay, hit points aren't so much better, but D&D deals with that by having it so that 0 to -9 HP is 'knocked out', and you can't be hurt; only if you take a blow where you go below -10 are you permanantly dead. Above that and if you go find a temple, or use high-level magic, you can ressurect them... (Yes, it is annoying when a character gets permanantly killed. However, enemies who can get you below -10 are rare and that doesn't happen very often... in D&D games at least... almost always it's a resurrectable death. Oh, and one more thing... save a lot... :) ) anyway, no magic points is great. Okay, so it leads to unrealistic things like sleeping in dungeons (and hoping you aren't woken up by random enemies) all the time to get spells memorized, but it's better than drowning yourself in mana potions...

... I finished Baldur's Gate II last week after spending two and a half weeks playing it at an average of 5 or 6 hours a day (excepting a couple of days I didn't play it, but it probably averages out to that... 75 hours for the whole game, maybe? I'd played 5 hours a few months back when I first started, but stopped then for some reason...), and it reminded me how much I love that game and its system (AD&D2.5 with some D&D3 tossed in), so I've got to defend it of course.


Famitsu's Pikmin 2 review - Dark Jaguar - 3rd May 2004

Before 3rd edition they didn't have MP? That's odd... Oh, so are you saying you have to relearn spells or something? Why would they forget how to cast a spell after using it? MP isn't that unrealistic, it's like a well of magic within yourself that you can only tap so much before you run out of that spiritual energy. Oh and, as you may have guessed, yes 3rd edition DOES have MP. Also, the stats CAN be upgraded on certain levels and you choose where to assign the extra points you get occasionally.

Anyway, the math aside, it's still all based on probability. It's not having to solve equtations that's a problem. KOTOR for example did all the equations for you and you never had to do any of the math yourself (I love science, but I really do not enjoy math, well not the actual DOING of the math, though I enjoy complicated math principles and rules). It would basically just tell you, as you put it above, how much damage the weapon could potentially do. Rolling 2 four sided really IS better odds than a single 8 sided. I'd always pick that anyway, and it generally was evenly distributed between 2 and 8, never really gathering up on either side of it.

Sorry ABF, but playing with probabilities is utterly boring to me and in the end when chance is the supreme factor, I don't decide things. Yes, as you said, and I pointed out above, when you get significantly stronger, you WILL win more often because the 20 variable just isn't as significant a change, but to be forced to play a long way into a game just to defeat one of the key parts of the system just isn't enjoyable to me. Chance is not fun for me at all, and I've always despised elements that are random rather than controlled by me. When I win early on, I never feel like I earned it, just that I was lucky.

Now, I understand this was apparently originally a board game, and as such die were involved, but honestly I don't care. The fact is, I just don't enjoy it. Games of chance are fine I suppose when I'm in the mood for just random chance to take part, but I'm always fully aware that if I win, it's not because of anything I did. When playing an RPG, I don't want that sort of feeling. I want the satisfaction of knowing I and I alone was responsible for the victory, or my defeat should that be the case, so I know that I can actually do something different to win, or that my strategies were in fact good. A little probability adds some spice indeed, but probability shouldn't be set in stone, and it shouldn't have as major an effect on the battle. For example, having a weapon that is super strong but has an inherent 40% hit rate I can deal with. It's that the hit rate is ALSO calculated into some huge unchangeble variable that will have a MAJOR effect on the battle's outcome no matter how I play it that's the problem. I don't even mind when there are a FEW moves that are totally chance related. Having some move like "roulette" that instantly kills a totally random character, including the one who cast the spell, is fine.

I guess it's hard to explain, but basically it's like I said above. A LITTLE probability can add some "spice" to the game, but when a game completely depends on probability, it just gets annoying. I mean, the number of times I just reset for the first part of KOTOR after dying in a battle, even though I had a very nice level and some good equipment and abilities and such, and then I suddenly just TOTALLY kill the enemy without them standing a chance, was just too much. It ALSO frustrated me in conversations where I was "perseuading" people. Again, later on the stats got so high that the 20 variable didn't really matter as MOST of the time I would succeed, but when it's about 50/50, it's just annoying. I like to know that it's set in stone so that I know if it's totally impossible or completely doable, not know that I have a chance so I end up resetting over and over again until it works.

I suppose it's just different tastes in the end. I like chance to play just a small part with skill and stats being the primary determining things for victory, and some like their RPGs to be board games where they depend more on rolling the die to determine the victor.


Famitsu's Pikmin 2 review - A Black Falcon - 3rd May 2004

Um, DJ, I don't think there is ANY D&D with "Magic Points". That would go totally against everything the D&D magic system stands for! The fact that those idiotic action games ('idiotic' not because they are terrible but because they so flagrantly break the rules) have magic... so stupid... (that is, Baldur's Gate: Dark Alliance 1 and 2) Seriously, I disliked the fact that they broke the rules most about that game. If it hadn't been D&D I might have actually liked it more...

Anyway, the way it works is you can cast spells. Your spellbook (seperate spell lists for Mages and Clerics) has a limited number of spells per level (7 levels of Cleric spells, 9 Mage -- slowly getting better as you go up) they can know. Then, you choose which ones you want to memorize. You have a limited number of spell slots for each level of spells, and can only pick spells from that level for the memorized spells from that level... like, for Clerics IMO they have nothing good on level 2, but you just have to live with filling spots with un-useful spells because those are the only ones you can put there. Oh, you can put as many copies of each spell in those slots as you want... but that's all you get until your next rest. When your party rests, your mages and clerics learn each memorized spell. They can use each memorized spell (or multiple copies of a spell, but that takes up slots same as the first) once. Once used, that one is gone from your memorized list until you rest again. Simple, and great, system... I love it. Of course, the fact that there are some very cool spells helps too... :)

Quote:Anyway, the math aside, it's still all based on probability. It's not having to solve equtations that's a problem. KOTOR for example did all the equations for you and you never had to do any of the math yourself (I love science, but I really do not enjoy math, well not the actual DOING of the math, though I enjoy complicated math principles and rules). It would basically just tell you, as you put it above, how much damage the weapon could potentially do. Rolling 2 four sided really IS better odds than a single 8 sided. I'd always pick that anyway, and it generally was evenly distributed between 2 and 8, never really gathering up on either side of it.

I choose bastard swords above longswords (both are in the 'Longsword' proficiency category) because they probably do do more damage overall, you're right... I was just saying that there IS an advantage, in a way, to the Longsword as well...

Oh, and I did say that I wished they made the true numbers more clear -- I can't do all that math myself, especially when I don't even know how the game really calculates it!

You really just have to go with what you see as damage on the screen (since, in most of these games, it shows your damage numbers after each hit).

Quote:Sorry ABF, but playing with probabilities is utterly boring to me and in the end when chance is the supreme factor, I don't decide things. Yes, as you said, and I pointed out above, when you get significantly stronger, you WILL win more often because the 20 variable just isn't as significant a change, but to be forced to play a long way into a game just to defeat one of the key parts of the system just isn't enjoyable to me. Chance is not fun for me at all, and I've always despised elements that are random rather than controlled by me. When I win early on, I never feel like I earned it, just that I was lucky.

I have no idea about what you mean by 'getting far into it to defeat one of the key parts of the system'... you said something similar before. What do you mean?

As for the rest, as I said, chance plays a role but your character and their stats, and the nature of who you are fighting, plays at least as much of one. So both if you hit and damage are (seperate) dice rolls. So? So once in a while you miss... you attack many times, and you'll hit eventually... it's not like one attack is a make-or-break chance of hit or die! If nothing else you can always run... but you overemphasize chance. You win because of good tactics and characters and equipment that are of a level with your opponents, not luck... at least, if you're relying on luck you won't win that much!

Quote:Now, I understand this was apparently originally a board game, and as such die were involved, but honestly I don't care. The fact is, I just don't enjoy it. Games of chance are fine I suppose when I'm in the mood for just random chance to take part, but I'm always fully aware that if I win, it's not because of anything I did. When playing an RPG, I don't want that sort of feeling. I want the satisfaction of knowing I and I alone was responsible for the victory, or my defeat should that be the case, so I know that I can actually do something different to win, or that my strategies were in fact good. A little probability adds some spice indeed, but probability shouldn't be set in stone, and it shouldn't have as major an effect on the battle. For example, having a weapon that is super strong but has an inherent 40% hit rate I can deal with. It's that the hit rate is ALSO calculated into some huge unchangeble variable that will have a MAJOR effect on the battle's outcome no matter how I play it that's the problem. I don't even mind when there are a FEW moves that are totally chance related. Having some move like "roulette" that instantly kills a totally random character, including the one who cast the spell, is fine.

Well, not a board game per se, because there isn't a board... it's a pen and paper game. :) and 'originally'? It's CURRENTLY! D&D 3.0 just came out a few years ago...

As for the rest... well, I don't know... either you don't understand D&D (which I very highly suspect is the case, given your comments on magic!)

Quote:I guess it's hard to explain, but basically it's like I said above. A LITTLE probability can add some "spice" to the game, but when a game completely depends on probability, it just gets annoying. I mean, the number of times I just reset for the first part of KOTOR after dying in a battle, even though I had a very nice level and some good equipment and abilities and such, and then I suddenly just TOTALLY kill the enemy without them standing a chance, was just too much. It ALSO frustrated me in conversations where I was "perseuading" people. Again, later on the stats got so high that the 20 variable didn't really matter as MOST of the time I would succeed, but when it's about 50/50, it's just annoying. I like to know that it's set in stone so that I know if it's totally impossible or completely doable, not know that I have a chance so I end up resetting over and over again until it works.

Umm... are you saying that in KOTOR you can improve your base stats (the six main stats I mentioned)? Not with items I mean, but the actual stats? The only game I've ever heard of where THAT is allowed (in D&D) is Torment, and that's just for your main character and has a very good story explanation for it. But otherwise... I'd like to presume you meant with items... the way D&D works is that you make choices, right at the start when you create your character. Oh, character creation... that should take a long time. An hour, perhaps? Quite possible, there are a lot of choices and they are permanant and are absolutely vital to how the game plays. Mess up on setting your six main stats and it's a permanant issue you'll have to deal with or restart over. And that's the way it should be in a D&D game.

Oh, and you shouldn't be getting belts of 18 charisma until quite far into a game... :)


And finally. Umm, how else should an RPG work? Would you prefer that you hit every time? I mean, how are you going to deal with armor class? You need some kind of check in a game like this to see if you hit -- you can't hit every time you swing. Should it just be a straight check of AC-vs.-whatever-replaced-THAC0? But by that measure my level 17 ranger (umm, that's my character at the end of BGII... you start at level 7 or 8, you see...) with a negative THAC0 would hit most enemies virtually every time who are weaker and would almost never hit stronger ones... that would be boring! And Dragons would be even harder...

Same with saving throws. Okay, I cast Web. How do you propose that the game checks to see if the people in the way get caught? You HAVE to have some kind of random value involved somewhere! Otherwise it'd be a tedious job of 'Web will stick everyone with a magic resistance of, say, 3 or more. Anything less and you'll never stick'. That'd be stupid!

Look, you're missing some obvious points. D&D has a very complex combat system. It isn't two lines of unmoving people like a console RPG! It's a battle in the world. You have to deal with distance. You have ranged and close weapons. You have different numbers of attacks per round based on how strong your characters are and which weapons you have. And, of course, you have magic, and the massive variety that ads... (I like magic. That's why my BG2 party had three mages and a cleric (one of those a multiclassed Cleric-Mage)...) Oh, console RPGs have depth in strategy in combat too, but in a dramatically different way. YOu don't have to deal with these things or if you do it's totally out of your hands (like in Skies of Arcadia -- area of effect is there but not being able to control where you fire from!). Simple.

But with D&D, how else could you possibly do it BUT with random rolls, that are hugely affected by your (and your target's) character stats? It's the ONLY way!

And as I said. Your stats matter just as much as the roll itsself. With that Web I talked about, the rolls themselves may be random but overall they will, because of randomness, hit some kind of median that'll be in the middle. Average half higher, half lower. And the person with the high throws will lose. They'll be stuck for a long time. Same with that guy of yours with 3 intelligence... :D Anyway, the person who is high level will get free faster. Just like because of their low to hit they'll hit you a lot sooner no matter what your armor class is. Or if not sooner, far more often. Your dislike of probability here seems to me kind of missing the forest for the trees...

For instance, hitting. If, in like most console RPGs, almost every time you swing you hit, you WOULD need those console-style 'massive HP numbers' games! You'd do damage so fast that battle would be over in seconds! D&D isn't about that, unless you're beating up on something far weaker than you are (like, level 15 people killing kobolds... :D)... you MUST miss at least as often as you hit and maybe more. The game would not work any other way. So, how do you decide that? Like with the Web spell, there is no other sane way to do it other than a greatly influenced series of dice rolls ('series', as in 'roll for to hit', 'roll for damage'... several rolls, each influenced hugely by stats. You won't win or lose combats based on random chance very often!)

As for the damage itsself being a die roll, you know, it's like Warcraft vs Starcraft... in one you have damage ranges, the other set numbers. For each, that way works, and it could work either way. A range introduces uncertainty (and a die roll is the same as a range...), true, but it allows for easier depiction of things like critical hits (with single-number you either don't have such a thing or you have some ... other ... way of finding them...)...

D&D could have decided to have a longsword do 5 damage instead of a d8 roll. But I'd take the d8 every time. Much better, and, you know, more accurate too... people don't attack with the same strength every time! And as I said over the course of time it WILL balance out, so any minor unfairness from a few bad rolls will be not very important pretty quickly.

And anyway, if it's a PC game, you can always save, and should often. You can always lose a battle (and luck (of a roll) isn't the deciding factor pretty much ever... bad strategy, generally, will do you in though.).

Oh, I thought of something. Console RPGs. Okay, why don't the badguys use their best abilities over and over again? You can! But they don't. They resort to patterns, often, or something like that. Now, I'll admit that in the D&D games they don't use ALL the spells, but at least once you get far you'll fight many enemies who are mages and use all kinds of spells... attack, defence, etc... it's a game, really -- can you disable their spell protections faster than they can put them up? Do you have the right spells memorized to take down their barriers? You don't face this until your party gets very strong (like, in BG1 it's about armor, not spell protections much... just a few invisibility things will do...), but as you get stronger the mages get more and more cool stuff...


Famitsu's Pikmin 2 review - Dark Jaguar - 3rd May 2004

That's a lot of text, and as such I forget what you were talking about at the start trying to remember the stuff at the end. I have low uh... uh...

Bender: Memory?

DJ?: Oh great, now I remember that but I forgot my name!

Odd way of armor working. In every game I played before a d20 based game, armor determined the defense stat (which was used to calculate how much damage you took), but armor is purely for determining hits and misses here.

As far as critical hits, it's the NORMAL :D way of doing critical hits. Multiply whatever damage the attack would have done by 2. Some weapons in a few games did it a little differently, like one weapon that did 4x damage on a critical.

Then again, I think that's one of the main differences between d20 and Japanese RPGs. d20 uses a bunch of whole numbers and nothing but. However, the average Japanese RPG uses percentages for just about everything. So, rather than something like "defense is 18, so you have to get a 19 or higher in order to hit", it's more like "evasion is 10%" (that's dodge rate, defense, as it SHOULD be :D, is how much damage you take, not the chance of damage), which means if you have 100% accuracy, you will hit 90% of the time. Again, this still puts some chance in there, but it doesn't make itself so very apparent.

Here's the thing. When, as you have put it, I miss as much as I hit, I feel very put off. A slight adjustment in chance and I've hit every time, or another slight adjustment of pure chance and I've missed every time. Sure, the AVERAGE means I'll do as my stats say I should more often than not, but a single battle won't hit that average perfectly, and if there's only a few, none of the battles may be near that average.

As you said, you haven't played a 3rd edition game yet, so I'll explain some things to you about that now from my own experience. Yes, you can upgrade your stats, your BASE stats, on level up, without using items or equipment. Not EVERY level gives you a stat increase, like in Japanese RPGs. Generally, you'll level up and depending on the level, you'll get whatever you are supposed to get for it. For example, you may get the chance to learn a new feat or two, or increase various special abilities like Persuasion. WITH that, is the occasional chance to boost your base stats themselves. On some levels, you get 1 or 2 points you can use to boost a base stat permanently. Now, I assume in D&D, it's a random roll to determine where these points go, but in Neverwinter Nights, just like in assigning the starting stats on a character, you are allowed to pick and choose yourself. I am SO glad for that because, again, I like to be in control. Yes, it IS a control issue :D.

Anyway, I never really had a problem with anything else that d20 does. Not sure why you would bring it up. Really, everything else about the system is pretty fun, like the ability to customize a character as it develops rather than juse at the start. Multiclassing is fun too.

KOTOR, so you know, uses MP, well it's FP actually (Force Points). All the spells you have are permanently learned. Force power regenerates over time.

Neverwinter, using 3.5 rules, has an interesting system. It's actually very much like FF1. You can learn every single spell in the game, but you have to "equip" them, and there are limited slots for that. Each and every single spell has it's own individual MP, and that MP cost is determined by it's spell "level". So, it's kinda like FF1 in that regard, only with a similar MP system to FF8. Like you said, you "rest" in order to recover HP and get some magic back. Thing is, as far as I can tell, the only punishment for "resting" is that you are vulnerable. No matter, that's probably enough, it's just boring to rest, hence why I like stocking up on potions and ether.

Anyway, as I said, the only issue I ever had is with the whole focus on random chance near the start. I know I know, it's sorta forced due to the way all the stats are calculated in this sort of game. It's just annoying. I'd prefer if it played less of a role is all.

Let me explain what I meant about "defeating a key part of the system". What I mean is that when you get to really high levels, the stat numbers are also really high. As such, a variable of 20 doesn't matter nearly as much as it did when you had a lower level and lower stats. At higher levels, you'll still do massive damage, and a change of 20 in that attack won't really matter at all. Essentially, I'd just like it if the lower levels depended as much on pure stats as the higher levels. Chance is still there of course, and at the higher levels I really don't even mind that much, but it's not the determining factor. Yes, if things ALWAYS hit exactly where the average SHOULD be, my stats would be the primary thing, but on those lower levels, VERY often I'll get my arse handed to me JUST as often as I hand arse over to the enemy, the SAME enemy in fact. It's THAT sort of thing that drives me nuts. Thing is, the only way to get around it is to get my level significantly higher than the enemy's at that point in the game, and that means FIGHTING them over and over, and in that case it also means reloading my old game over and over.

Now, to address those things you said about console games. How DARE you bring up VERY good points?! :D

Yeah, the enemies tend to be given some sucky moves and some super awesome moves, and then they use the sucky moves most of the time. In the case of really old Japanese RPGs, like FF1, it goes PURELY on a cycle, and it'll always go in order from move to move on the list. In the case of current day RPGs of that style, they tend to be random, but then you start noticing patterns that are JUST consistent enough to make you wonder if there's some simple AI deciding what moves to make... Anyway, a lot of them DO use randomness, and yes I do prefer when some AI is used to determine what move to perform at a time. Still, that'll leave a chunk of the moves they tend to give the baddies completely unused. That just means they'll put more work into the moves and the AI though doesn' it? :D

Anyway, it all comes down to taste. I do enjoy those kinds of RPGs, don't get me wrong, it's just that I hate how near the start victory is very often an issue of randomness when you come up to anything of moderate difficulty. Think of it like how you can't stand random encounters. I respect that opinion because I see your point there for example, it's just something I personally never had a problem with.


Famitsu's Pikmin 2 review - A Black Falcon - 5th May 2004

It would be a lot easier for me to do this if I knew D&D 3's rule changes... :)

And if you used quotes. They are your friend. They reduce confusion. They are not hard to use.

Quote:Odd way of armor working. In every game I played before a d20 based game, armor determined the defense stat (which was used to calculate how much damage you took), but armor is purely for determining hits and misses here.

Yeah... it is strange to have armor not affect how much damage you take when a hit gets through, when you think about it... but it's how D&D has always worked. Armor is just for seeing if you get hit. Of course given how the system works (as in that you miss a lot) that is a vital function... but a bit different.

What WILL affect how much damage you take is protections -- as in, resistances. They generally come from magic items... not to weapons, though (except limited-time from spells). I mean fire resistance, acid, lightning, cold, vocalize (can't be Silenced (ie can't be kept from casting spells, which require speech to work), etc, etc... they are more useful against spells than anything else, but stuff like fire and acid is obviously also useful against some weapons and stuff (like magical arrows of fire...).

Quote:Neverwinter, using 3.5 rules, has an interesting system. It's actually very much like FF1. You can learn every single spell in the game, but you have to "equip" them, and there are limited slots for that. Each and every single spell has it's own individual MP, and that MP cost is determined by it's spell "level". So, it's kinda like FF1 in that regard, only with a similar MP system to FF8. Like you said, you "rest" in order to recover HP and get some magic back. Thing is, as far as I can tell, the only punishment for "resting" is that you are vulnerable. No matter, that's probably enough, it's just boring to rest, hence why I like stocking up on potions and ether.


Did you miss the part where I described the D&D spell system? I'm sure that NWN uses the same thing. D&D 3 made changes, big ones, but it would not do something as fundamental as totally changing the spell system. As I said, spells are divided into levels. Now... for Clerics/Druids, when you gain a level all possible spells from that level are automatically added to your spellbook. However, Mages only get a few at best when they level up (fewer as they go up the levels). You have to buy or find spell scrolls and memorize them. D&D says you can fail memorization, but thankfully after BG1 they dropped that incredibly annoying 'feature'... since it destroys the scroll if you fail... Anyway, once learned it's permanantly in your book, in that level, and you have to choose which spells of that level you want to memorize, and you will memorize them when you rest and then can use each memorized spell. Using them removes them from the memorized list until you rest again and re-memorize them... same system in NWN I'm sure.

Now, that ignores one thing -- Wands and Spell Scrolls. Wands are limited-charge magical items that cast spells from within them -- they can be cast at any time. However, they have limited charges which means that it can run out, when you can refill it by selling the wand to a merchant and buying it back. As for spell scrolls, they're the same ones you memorize, but if you want you can cast it straight from the scroll. It destroys the scroll, but you can use it at any time...

Oh, and you CAN'T learn every spell. The number you can learn in your spellbook (for Mage-types; as I said Clerics/Druids WILL learn every possible spell) depends on your Intelligence. For instance, a 16 Intelligence allows for, I think, 15 spells per level, and a 17 allows for 18... but, I believe you can remove spells from the book if you don't like them and put in new ones. You couldn't in BG1 or 2, but they added it in BG2's expansion so I assume NWN has that feature too.

And yes, the only punishment for resting is that you are vulnerable to enemy attack. You do it a lot to get back your healing spells in party-based games. In NWN it's just you so it's a bit different, but anyone with magic will still need to do it a lot... especially if you like to cast spells because resting is the only way to get them back. :) Rest doesn't heal you hugely, but it restores your healing spells, which is far more important... and unlike trying to survive on healing scrolls or something (healing potions, while useful, are limited in supply and drain your money supplies... and anyway, in BGII you're really strong and normal healing potions aren't too useful and super healing potions are in very limited supply.)

Oh, and I forgot one more very important thing. Skills! By that I mean the special abilities your character gets. I don't know if NWN has them but I bet it does... in both BG games your main character gets them. They work just like spells in practice (restored by sleeping) but you can't choose them... they just come, based on your stats and alignment I think. You'll also get multiples of the same thing. Oh, and some classes have this as well. For instance, all Rangers will get a whole lot of Charm Animal abilities in their special abilities area... like, 6-8 of them by level 17...

Oh, and ANOTHER thing. :) Some items and abilities are once-per-day. These can be used once each game-day, and won't be brought back by a single rest unless it goes into the next day. These are generally abilities gotten from objects you are carrying.

Quote:As far as critical hits, it's the NORMAL way of doing critical hits. Multiply whatever damage the attack would have done by 2. Some weapons in a few games did it a little differently, like one weapon that did 4x damage on a critical.


I don't know how much the bonus is for criticals...

Quote:Then again, I think that's one of the main differences between d20 and Japanese RPGs. d20 uses a bunch of whole numbers and nothing but. However, the average Japanese RPG uses percentages for just about everything. So, rather than something like "defense is 18, so you have to get a 19 or higher in order to hit", it's more like "evasion is 10%" (that's dodge rate, defense, as it SHOULD be , is how much damage you take, not the chance of damage), which means if you have 100% accuracy, you will hit 90% of the time. Again, this still puts some chance in there, but it doesn't make itself so very apparent.

If they even go as far as to TELL you those numbers... more often it just seems that criticals come randomly, with no explanation of why. Same with misses. It hides the numbers... they are still almost as important, but the games hide them behind a simpler shell. I'd rather it was more obvious. D&D's way of doing things is better.

As for defence... I don't know. Having it reduce damage instead of checking to see if you fully block attacks or completely fail does seem more normal, but better? I don't know, overall they're probably pretty close...

And honestly, how do magic bracers block swords hitting my chest? :) I'd say it's easier to believe that they either magically block it or not. :D (Magic Bracers of Defence AC4 or less are very nice and even give Mages negative ACs! :)) It does seem like a strange system, but it works and it probably averages to being not too different (in how much damage you take) than it would be the other way, I bet...

Quote:Here's the thing. When, as you have put it, I miss as much as I hit, I feel very put off. A slight adjustment in chance and I've hit every time, or another slight adjustment of pure chance and I've missed every time. Sure, the AVERAGE means I'll do as my stats say I should more often than not, but a single battle won't hit that average perfectly, and if there's only a few, none of the battles may be near that average.


With non-warrior characters you'll probably miss more than you hit... same for anyone against a enemy who is higher level than you are... but that's how D&D is. And when you think about it it's much more realistic -- in real combat you don't hit them every time! You'll miss (or just hit the armor without damage) a lot! And as I said, pure chance has little sway here. Their armor class, and your to-hit, are far, far more important. Oh, sure, you will get some lucky hits, but when combined with unlucky misses it easily balances out. The most important part isn't the random factor, but your stats. By far.

I played through BGII and I can't remember many times when I was hoping any one specific hit hit or I'd die. Oh, sure, I died many times (aided by how if your main character is killed it's game over... not so for the rest of the party...), but it never balanced on any specific hit, so the fact that dice rolls meant sometimes I missed didn't matter much. They probably miss more, given my AC... :)

Quote:Anyway, I never really had a problem with anything else that d20 does. Not sure why you would bring it up. Really, everything else about the system is pretty fun, like the ability to customize a character as it develops rather than juse at the start. Multiclassing is fun too.


Multiclassing or Dual Classing? :) Very different things. Dual is only for Humans... I don't like it much, because it means permanantly giving up the class you had for a new one (and you won't be able to use your original classes abilities you had gotten until you match that level in your new class). But multiclassing (for all nonhuman races) is also problematic... fun to be, but you gain levels half as fast because your XP is split between two classes! You'll be level 13/13 when the rest of your party is 17, for instance.

Quote:As you said, you haven't played a 3rd edition game yet, so I'll explain some things to you about that now from my own experience. Yes, you can upgrade your stats, your BASE stats, on level up, without using items or equipment. Not EVERY level gives you a stat increase, like in Japanese RPGs. Generally, you'll level up and depending on the level, you'll get whatever you are supposed to get for it. For example, you may get the chance to learn a new feat or two, or increase various special abilities like Persuasion. WITH that, is the occasional chance to boost your base stats themselves. On some levels, you get 1 or 2 points you can use to boost a base stat permanently. Now, I assume in D&D, it's a random roll to determine where these points go, but in Neverwinter Nights, just like in assigning the starting stats on a character, you are allowed to pick and choose yourself. I am SO glad for that because, again, I like to be in control. Yes, it IS a control issue .


Well, I played the demo of NWN, but that was so short that it barely counts and I don't think I used magic...

Oh, and I am SURE that it's not a Third Edition feature to allow anyone to gain stat ups in the main 6 categories. That just isn't something they would do in D&D... I bet it's more like Torment and they have some kind of story explanation (told or inferred).

There are a few points in BGII where you can have a stat permantantly LOWERED (and, indeed, MUST do that two or three times), but it's impossible to increase them (except by items, which only work as long as they are equipped).

Oh, levelling up... what you get depends wholly on your class. And level -- you get much more early on than later. For instance, your weapons proficiencies are set by 8th or 9th level in many classes... after that you won't get any more for Mages, for instance, so you have to be careful about which ones you choose (since if you use a weapon you aren't proficient in you get a damage penalty and maybe also a to-hit penalty)...

Oh, and you get very little choices in levelups. Oh, you can choose weapon proficencies if it's a rare levelup where you get one, and if you're a theif-type you can choose which (theif) abilities to distribute points among... and if it's Torment (or, if you are correct, NWN) you can choose which stat to put a point into... but other than that, all you can do is look and see what you got. Oh, that's a important point -- did you know that the number of HP you get is NOT set (that is, until double-digit levels, when it drops to 1-3)? It's smart to save right before you level up so you can load it and get the level again until you get the best possible health up... :) But other than that all you do is look to see what your spell additions were (set by intelligence and level), or your to-hit bonus (that lowers it, in 2.5)/resistances/protection reductions are, etc...

Feats. They existed before, but 3rd Edition greatly increased their position and formalized them I think... unless that's just KOTOR? But I know that 3rd Edition did do changes for Skills and Feats. In 2nd Edition you don't gain stuff like that on level-ups... nothing you can choose anyway. Those few skills you get based on your class (or your position as the main character) aren't something you get a choice in.

Quote:KOTOR, so you know, uses MP, well it's FP actually (Force Points). All the spells you have are permanently learned. Force power regenerates over time.


That would fit the way we know Star Wars to work better than a D&D-style memorization system, certainly... it's how I'd expect the magic system's use to work.

Quote:Let me explain what I meant about "defeating a key part of the system". What I mean is that when you get to really high levels, the stat numbers are also really high. As such, a variable of 20 doesn't matter nearly as much as it did when you had a lower level and lower stats. At higher levels, you'll still do massive damage, and a change of 20 in that attack won't really matter at all. Essentially, I'd just like it if the lower levels depended as much on pure stats as the higher levels. Chance is still there of course, and at the higher levels I really don't even mind that much, but it's not the determining factor. Yes, if things ALWAYS hit exactly where the average SHOULD be, my stats would be the primary thing, but on those lower levels, VERY often I'll get my arse handed to me JUST as often as I hand arse over to the enemy, the SAME enemy in fact. It's THAT sort of thing that drives me nuts. Thing is, the only way to get around it is to get my level significantly higher than the enemy's at that point in the game, and that means FIGHTING them over and over, and in that case it also means reloading my old game over and over.


I'm still trying to figure out exactly what your complaint is here... the only difference I can think of between low and high levels is your numbers. As in at high levels you have a better chance of succeeding on those checks. Why is the fact that at lower levels you have less of a chance of success so bad? Why does it change at high levels to you? Oh, and which stat numbers do you mean... like, resistances? In D&D2 resistances like fire and acid come only from items. The stuff affected by level-up is the saving throws and THAC0, really. Now, I'm assuming that you mean saving throws -- that is, your chance of resisting magic, etc. Those are values that start low and grow as you progress. So at low levels you'll be caught in Web most of the time and will almost never resist a spell but higher you have fair chances of doing that... but I don't see your complaint. I mean, sure, at low levels you CAN resist. But it's rare, as it should be... if it happens it's more anomalous. And at high levels it can be the other way around. As it should be. I don't see your problem... you seem to be complaining that at low levels you can fail, or something, but don't mind at high levels because you almost always succed? What, do you not like the whole idea of being hit by spells? I'm honestly confused.

As for something failing half the time and succeeding the other half... um, on averages, shouldn't it work out exactly that way? If you lose to an enemy and later win then you are on some kind of par... why is it so hard to believe that sometimes an attack would succeed and other times fail against the same enemy? It seems perfectly normal to me...

Oh, and when I lose I'd prefer to blame my strategy (and, often, that is the culprit... though which spells the enemy chooses to cast definitely has an effect as well...). :) But NWN has less strategy, I'm sure, because there's only one real party member... Anyway, only rarely can I think of where I could put a lot of blame on some unlucky hit... not that I notice every attack anyway, far too much to do to pay attention to attacks that are happening every six seconds (since in BGII a round is 6 seconds; but that leaves out of course the characters with multiple attacks per round, like most fighter-types...)

Quote:Yeah, the enemies tend to be given some sucky moves and some super awesome moves, and then they use the sucky moves most of the time. In the case of really old Japanese RPGs, like FF1, it goes PURELY on a cycle, and it'll always go in order from move to move on the list. In the case of current day RPGs of that style, they tend to be random, but then you start noticing patterns that are JUST consistent enough to make you wonder if there's some simple AI deciding what moves to make... Anyway, a lot of them DO use randomness, and yes I do prefer when some AI is used to determine what move to perform at a time. Still, that'll leave a chunk of the moves they tend to give the baddies completely unused. That just means they'll put more work into the moves and the AI though doesn' it?

You miss my point, kinda. What would be most realistic is if they used what they have available. Now you say 'but if they did I'd NEVER win'! But that's my point exactly. It's really stupid to design it so you only win battles because the enemies are incompetent! D&D doesn't work that way. Okay, so enemies might not always use the best possible spells, but they do use a lot of them, and enough variety that you know that they're using up what they have... at least, I never felt like I was just winning battles because the enemy held back their best moves. Against really strong enemies who you probably should not be fighting yet they don't hold back... defeating one of those Demons took quite a few tries...

Quote:Anyway, it all comes down to taste. I do enjoy those kinds of RPGs, don't get me wrong, it's just that I hate how near the start victory is very often an issue of randomness when you come up to anything of moderate difficulty. Think of it like how you can't stand random encounters. I respect that opinion because I see your point there for example, it's just something I personally never had a problem with.

In the BG games anyway I've never felt like randomness has decided the battles. Oh, once in a while you'll die and not know why and blame unlucky hits, but that hardly decides the course of the game... when that happens I know that something went wrong (like not paying attention to my main character's health...). Luck has a place, but strategy and skills have a bigger one by far. Even in the beginning... though it's been a long time now since I played as a level 1 D&D character (that would be the start of Torment... which I played several years ago...). :)