If you focus your skills in fallout 3, you tend to do more and do more. Now while you can say "Thats a open choice game" its not, the choices you are given are SET at ther start of the game with the G.O.A.T test that adds bonus points in things you want to focus on. You are defining a role without you knowing. In a JRPG or late (FF12 to the most of it), there is NO set role, it opens up far too quickly and stumbles becouse you can give everyone most things too soon. Thus restricting your choice!
Fallout 3 you only have 1 thing to focus on, which is "the character" (I think) so if all your stats go at the same pace for every set-up then that limits the amount of gameplay options
FF12 wasnt great for how it did it, because the act of "decision making" didnt happen all that much when preparing for battles, the only time it did to a large extent I think was decided which quickenings to go for, which I didnt like that system anyway
Im going to type my reasons here for peopel to read due to the fact i have real life issues so no video currently.
Your argument dosn't work from the perspective your trying to use. Freedom brings limitations far greater then having set rules in games and there area a milion examples i can give and will give soon. Fallout is a good example of a RPG (western, but still) that proves defining a role makes a game more enjoyable. Play fallout 3 trying to get everything and you fail. Cont...
The logic you use is flawed greatly as your basing it from only stats. I knew you'd post this sometime -_- im going to have to do a reply to exsplain.
on the other hand, 6 and 7 gave you set characters with little 'add-ons' to affect their styles either by a little or a lot. FF9 was pretty traditional, but the AP system was great for preparation and customization of every characters strengths, defenses and growth. If I'd have to choose a FF game with an 'cloning' style, it'd be ff5. Each character wasn't given much of a defined trait, so there 'open' styles worked well for a class system.
FF8 makes a pretty bad example, since the GF and attaching magic to stats was extremely tedious. Having to search far and wide for magic (or constantly take notes of which monster had what spell you need) was too much of a chore. In that respect FF8 feels like a failed attempt at 'cloning'.
charecter clones like dan hibiki suck. now some clones r ok. like sean and a few others
nitemaric 2 years ago
If you focus your skills in fallout 3, you tend to do more and do more. Now while you can say "Thats a open choice game" its not, the choices you are given are SET at ther start of the game with the G.O.A.T test that adds bonus points in things you want to focus on. You are defining a role without you knowing. In a JRPG or late (FF12 to the most of it), there is NO set role, it opens up far too quickly and stumbles becouse you can give everyone most things too soon. Thus restricting your choice!
wolfos 2 years ago
those 2 examples you give I agree with
Fallout 3 you only have 1 thing to focus on, which is "the character" (I think) so if all your stats go at the same pace for every set-up then that limits the amount of gameplay options
FF12 wasnt great for how it did it, because the act of "decision making" didnt happen all that much when preparing for battles, the only time it did to a large extent I think was decided which quickenings to go for, which I didnt like that system anyway
I rushed the video
velocityeleven 2 years ago
Im going to type my reasons here for peopel to read due to the fact i have real life issues so no video currently.
Your argument dosn't work from the perspective your trying to use. Freedom brings limitations far greater then having set rules in games and there area a milion examples i can give and will give soon. Fallout is a good example of a RPG (western, but still) that proves defining a role makes a game more enjoyable. Play fallout 3 trying to get everything and you fail. Cont...
wolfos 2 years ago
The logic you use is flawed greatly as your basing it from only stats. I knew you'd post this sometime -_- im going to have to do a reply to exsplain.
wolfos 2 years ago
on the other hand, 6 and 7 gave you set characters with little 'add-ons' to affect their styles either by a little or a lot. FF9 was pretty traditional, but the AP system was great for preparation and customization of every characters strengths, defenses and growth. If I'd have to choose a FF game with an 'cloning' style, it'd be ff5. Each character wasn't given much of a defined trait, so there 'open' styles worked well for a class system.
BlackBeWhite2k7 2 years ago
7 was similar to 8
6 was a bit further away from the cloning thing technique
2, 3, 5, 12 had a cloning thing where you defined their difference through development (though 12 not as much)
and 10 was similar to that
velocityeleven 2 years ago
FF8 makes a pretty bad example, since the GF and attaching magic to stats was extremely tedious. Having to search far and wide for magic (or constantly take notes of which monster had what spell you need) was too much of a chore. In that respect FF8 feels like a failed attempt at 'cloning'.
BlackBeWhite2k7 2 years ago
it wasnt hard nor tedious, you just learned the right abilities
velocityeleven 2 years ago