- Magus59
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16Nov 05
Game Rating System -> From Quest 64 to Oblivion!
I've been thinking over the past few minutes, about a new way to rate games that I think would work better for me. I don't really follow the whole "Graphics" "Gameplay" "Sound" "Replayability" etc. Because I've recently gotten back into Quest 64, I wanted to read some old reviews to see what other people thought of the game, and to me, no one, not a single person, understood the game (allow me to clarify this past statement, when I say no one understood this game, I mean, of the 5 reviews I did read, none of them got it.) I would rate Quest 64 an 'all things considered' 5.5/10, but I would also add that it's ambition in the genre is commendable, and the freshness makes this rather lackluster game very worth playing!
Allow me to go into greater detail, you see, Quest 64, for those who haven't played it, it an RPG for the N64 (obviously) where you play Brian, a young lad setting out to save his father, who happens to be the king! There is no monetary system, and you are a party of 1. This is where the game fails, in it's simplicity, there are no weapon or armor upgrades, only 4 stats to level up (all of which happens without any incident) and no items for purchase, just items to be found. There are 4 schools of magic, and ever 5 levels or so you gain in any particular school grants you a new spell from that school. Sounds almost too simple, doesn't it?
Well, that's why it gets a 5.5/10 review from me, but it is really worth playing because of the way the game is presented. This is only the third turn based RPG I've ever played where your battles take place on the same screen where your exploration takes place (Chrono Trigger and Parasite Eve are the other two.) The world is essentially yours to explore, although it's laid out in a linear fashion, you are not forced to do anything at any particular time (like a really low scale version of Morrowind.) The world is worth exploring too, as there are a good number of nice looking scenic spots, and hidden areas, and the towns are very interesting to explore in full 3d. The battles themselves are very fast paces, although they are random and happen very often. But the best part of all is the magic system.
If you ever played Chrono Trigger, you remember that some spells or tech moves would allow you to hit multiple enemies at once, if their lined up right, unfortunately there was no way to manually select where the spell would be cast. Even if three goblins were close enough to all be hurt by fire whirl, you can't cast the spell directly between the three goblins, you have to choose one goblin to center the attack on, meaning that there is no way to hurt all three goblins at once. In Quest 64, you are given a circle in which you have free range of movement, and you line up your spell and cast. Once the boulder is flying through the air, whatever it hits gets hurt! Quest 64 really takes great advantage of this, and considering the fast pace of the battles, makes the game a lot of fun to play!
But....
Instead of the reviews I read talking about these completely unique aspects of this game, I read about how much people hated the unoriginal story, lack of monetary system, or Brian's haircut. Which made me rethink what it is that I like about games, and it's very simple, Objectivity, Believability and Creativity. Allow me to explain in further detail.- Objectivity
- Is it at all times clear what me objective is? This includes the 'Myst' style gameplay where I am dropped into the world and my objective is to find the objective. I hate it, however, when I'm trying to destroy the evil emperor, and I find myself walking around a graveyard, with no clue why I'm there. Unlockables, story elements, challenge, and sidequests often help to enhance this quality.
- Believablility
- Does the game make sense? This includes a lot of elements, some more important than others. They include, but are not limited too, graphics, level design, open endedness, realism, acting, story, etc.
- Creativity
- Finally, and this elements hinges on the past two, because if they fail, no amount of this will save it. How different is this game than all the rest, and in what ways? Does this game takes what was good about the recent popular games and improve upon it, or is it just copy catting, or worse, is it innovative but stupid?
- Objectivity
- Ultimate Objective
- The story is simple, but your ultimate goal is clear
- Immediate Objective
- You essentially follow the designated paths
- Once in a new world, you don't know why you're there, but it's not hard to find things to do
- Fun
- The battles make this game very fun to play
- Character Objectives
- Leveling up is very easy to understand
- Side Quests
- None, but the world is cool to explore
- Challenge
- Vaguely challenging, depending on how much you level up of corse.
- Unlockables
- None that I know of
- Replayability
- The game is fun, but the story being so simple and essentially linear you might not want to play it again right away. it's definitly fun to go back to after some time has passed.
- Believability
- World
- The world is consistant
- Graphics
- The graphics are sharp, clean and often fun to look at
- Level Design
- The worlds are almost too linear, but this doesn't detract from the enjoyability.
- Open Ended
- The world is yours to explore, but again, somewhat linear
- Realism
- All elements of gameplay are easily accepted
- Creativity
- Battles are awesome and unlike most ever played before. RPG in the 3D world is an awesome and enjoyable experiance.
In closing I'd like some feedback. What do you all think, does this make sense? Could I improve it, (which I'm sure I can) and in what ways can I? What kinds of elements go into each category, how specific should I get with each element? Should there be details that only appear in certain genres? I think this is a useful step in the right direction to understanding why some games are more fun than others, but this idea needs some work!
- Posted Nov 16, 2005 8:18 pm GMT
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26Jul 05
Sitcoms...
I've noticed that as far as sitcom's go, the only ones I like that haven't appeared on Nick @ Nite or TV Land so far are Seinfeld and That 70's Show. I like most of what's come on the Nick @ Nite channels, but really don't care for much of the drivel on now-a-days.
I also enjoy Battlestar Galactica, Simpsons/Family Guy/American Dad/King of the Hill, but for the most part, don't like TV.- Posted Jul 26, 2005 5:46 am GMT
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2Mar 05
Types of games I'm looking for, when I can look.
I like two kinds of games best, so let me break it down.
Firstly - FPS - I love Doom, and Half Life, and Turok, games where I'm immersed in a world of combat. I particularly like games like Doom etc, because I don't like fighting enemies like myself, my favorite part of Half Life was when fighting the aliens, not the marines. I like Turok a lot because I'm fighting a lot of big dinosaurs and guerrillas. Turok was great because of the huge boss enemies, lots of fun. I'd like to use this time to examine the best elements of some games, and propose to someone that combining these elements would make for an awesome game experience.
A - Far Cry - The freedom to explore the whole map was great, especially getting the binoculars early on in the game. I also really like the vehicles and the enemy tracking system. Also, objective. Some games leave you blind, with no idea what you're trying to accomplish, and then there are other games where the guy on your radio is telling you every step of thw way what to do. I like how in the game you're told what to do, but not how to dot it, and you always know what your current destination is, but it's up to you to get there, I'm not lost nor am I babied.
B - Thief 2 - This had the best level design ever. Each level was realistic, the stealth was accurate, if you could incorporate the scale of far cry into a Thief game, you'd have an awesome game.
C - Half Life - The fact that the story was told entirely from a first person point of view, and control of the character was never taken away from you made the immersion into the world unbelievable. The AI was great also.
D - FF7 - Not a FPS, I know (obviously) but the scripting of how you could conceivably explore the entire world if there were not rivers and mountains in your way, you see places you can't get to yet, and the acquisition of vehicles to explore this terrain, one piece at a time, finally ending in a flying machine with which you can go anywhere was amazing.
E - Hexen II - The level design in this game, particularly the puzzle solving aspect of it, was phenomenal, especially in the first world. I enjoyed solving puzzles from reading the butchers journal, etc. I also think the medieval castle was just fun to explore. It's just more fun to walk through places that seem real than to be wandering corridors of a random dungeon or cave.
F - Parasite Eve II - Realistic puzzle solving in this game is beyond any other. This is a element that should be employed by both FPS and Survival horror.
G - Turok - The weapons were fun, a FPS needs to pace the weapon acquisition. Also, having large enemies like the Triceratops was cool, although this game was a bit too early for huge enemies, and Half Life added to that. The key collection was awesome here too, allowing for back tracking.
H - Goldneye - Leaving multiplayer aside, the cheats on top of this already awesome game gave me a reason to finish each level on the highest difficulty level.
I - Shadows of the Empire - The Jedi difficultly level was realistic. One laser blast and a storm trooper was down, one from a storm trooper and you lost between 30 and 50 health.I'm sure I'll be able to think of more as time goes by, but by combining all these elements into a new FPS we might be able to create my perfect game. Two other elements which I haven't really seen in any other games are listed here.
J - Real World Environments - Although Half Life and Hexen felt real, I'd like to see someone take the blueprints of a office building, or a nuclear power plan or something of that nature, put it into the computer and make a game out of it. Add dramatic elements based on what already exists. Cause the stairwell to break so I can't get to the top 3 floors, but have to climb the elevator shaft to the roof to repair the elevator, and when I do that all public floors are accessible, and then find a key in the janitors closet and use it to access the basement or something like that, realistic puzzles in a realistic environment that makes sense.
K - The challenge - I get more replay value out of games like this when they add a difficulty level that unlocks something, but it's even better when the difficulty level involves getting more weapons to kill many more enemies. It's still harder, but I'm not scrounging for ammo.So now someone needs to combine all these elements to create the best Single Player FPS experience ever.
Secondly - RPG's - I love Chrono Trigger, for many of the same reasons that I love Half Life. The similarities are really there, and many of the same elements found in a good FPS should be found in a good RPG. Firstly, the games should involve a freedom to explore a world that seems realistic and worthy of exploration. Secondly, there should be an objective, just like in FPS I want to know what I need to accomplish, but I want to accomplish it myself. Thirdly, acquisition, while in FPS you get new guns, in RPG's you get weapons and skills and level up, and just like in FPS these need to be timed well. Lastly, combat, if the combat engine is boring or stupid, I don't like it, thats what makes Chrono Trigger the best RPG of all time.
A - Chrono Trigger - From the above elements, the only thing CT is missing is more unlockables. I'd like to see some hidden characters, or more places to explore, but really, CT is near perfect. I just want more. The elements that this game had that none other has been able to capture are the double and triple attacks, the non-random battles that take place on the same screen as you explore on, and the ability to acquire a character that you originally thought was the big boss.
B - Super Mario RPG - See above. It's really only missing Luigi and Toad, if those two characters were in the game somewhere, this game would be perfect.
C - The Legend of Zelda, Link's Awakening - This game is a triumph of the elements of seeing some place you can't get to yet. It's a great feeling to be able to see some places that are inaccessible, then get an item that allows you to access these places, and then go explore them. All RPG's need this.
D - Morrowind - Ultimate open ended exploration. This game needed some more emphasis on the objective, but it was always there for you, I never felt lost. Being able to grow and develop my character as I saw fit was great.
E - Dungeon Siege - Leveling up Characters by having them get better at whatever it is that they're doing is the best way to do it. That way you aren't able to get better at negotiating by fighting.
F - Diablo (and D2) - The ultimate in acquisition. Getting new items almost never gets old, and some of the best are really really hard to find.
G - Aidyn Chronicles - Despite poor graphics, and mediocre combat, the ideas and vision this game has are amazing, unlike any other I've ever played.
H - Fable - Ways to play like Morrowind, Fable gave you a lot of options about what ways you want your character to grow. This game was a lot like the Sims, in that you had stats which developed, and your character would grow based on these stats, and people would react to you in ways that these stats would reflect.
I - GTA 3 - The 'Hidden' stats are the element which needs to be employed by this game, namely your stamina. If you run a lot and exercise, you will be able to run for longer periods of time before your stamina runs out. You never see any numbers attached to your stamina, but they are there. Originally, Fable was going to use hidden stats, so that you're strength etc were governed by numbers, but they changed that.
J - Knights of the Old Republic - Like Fable, this game let you choose good or evil, and based on that decision, characters would react to you differently. This was not as large scale as fable, but had a more dramatic effect on the end of the game
K - Ultima IV (for NES) - This game was as open ended as Morrowind, but was released in the 80's! You're given an objective to accomplish, helped along the way, but it's entirly up to you how you choose to do it. It is without a doubt the best way to play a game. If game makers would look to this game and remake it using modern graphics etc, it would be the hottest ticket item ever.Again, I'm sure there are more than this, but this is the best of the best. The most important element however, is gameplay, and to develope good gameplay a programmer needs to employ these elements, but they all revolve around objective. Give players a destination, and allow them to reach it themselves, by allowing them to go in directions that aren't the right ones, give them reasons to explore, and keep the pace of the game through aquisition, and keep the development of plot through the puzzles to be solved realistic. This is why without any doubt, Chrono Trigger is the best game of all time.
If, anyone knows of any games that I would like to play that haven't been mentioned above, pleas drop me a line and let me know.
- Posted Mar 2, 2005 3:10 pm GMT
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