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<BOARD RULES>
[ /agdg/ | Vidya Porn | Hentai Games | Retro Vidya | Contact ]

File: 706f1d45f7aff6d⋯.jpg (93.74 KB, 430x373, 430:373, Dragon-Quest-XI-3DS-covers.jpg)

File: 964ada906550b96⋯.jpg (43 KB, 450x366, 75:61, metal slug3.jpg)

File: 04673e7fbc11d0c⋯.jpg (271.49 KB, 1777x999, 1777:999, sf3 a3.jpg)

0ea161  No.15836551

Why do rpgs have awful replay value? At most you're gonna play them 2 or 3 times (probably years apart), while arcade-style games have nearly infinite replay value that they get better and better as your skill improves.

How can rpgs transcend this limitation and become more replayable?

>inb4 speedrunning

e9caaa  No.15836567

>>15836551

It's alright to have a heavily story focused game, they can still be enjoyable like a book is.

But replaying them is just like reading a book again.

You counter that by having branching narrative paths and character build options.

Also, action elements in the combat make it more enjoyable even it's something you've already done before.


c139df  No.15836571

>>15836567

I think Dark Souls proved you can have a great rpg, with good replay value, without needing a big, bloated, text heavy story.


e0736f  No.15836572

Arcade style games are the anomaly here, they are designed to have a lot of replay value for obvious reasons. Most other games, not limited to RPGs or even single player games, have a lot less replay value and skill requirements


5b48f8  No.15836575

>>15836551

>JRPG

Slow paced story and lack of build diversity or much choice making. I don't remember how many builds I've tried in Fallout and TES games, especially Fallout 2 and Morrowind. I replayed them a million times without even completing them. I actually find replaying games boring and prefer RPGs that can be played with a single build forever though, like Skyrim and Fallout 4.


f61137  No.15836578

>>15836551

>Why do rpgs have awful replay value?

Because JRPGs are story based games and very time consuming, because they're often over 100hours long while arcade games are rarely longer than 20 minutes. The whole replay value of arcade games is the difficulty and/or multiplayer. As soon as you 1cc any arcade game you don't replay it more than twice either unless you're legit autistic.

>How can rpgs transcend this limitation and become more replayable?

By having multiple paths depending on your dialog choices/actions throughout the game like Shin Megami Tensei games for example.


c59004  No.15836580

If we go by time played you can typically get roughly equal value out of an RPG as most other games provided you aren't aiming for an autistic degree of mastery. We don't all need to beat every game on European Extreme or Dante Must Die without getting hit so we don't all need to invest 2000 hours into a given game regardless of the skill ceiling

RPGs can be made more replayable along a few different metrics: multiple story paths (for example, SaGa), varied character builds (some FFs and DQs), new game + modes, etc.

One thing I particularly like is when foreknowledge makes certain characters' words and actions start to make a lot of sense (Xenogears)

But no matter the method, it's hard to entice immediate replays of an RPG (except Chrono Trigger), much like there's little reason to reread a book the next day


008736  No.15836590

File: 82792f2350bb9c8⋯.png (184.31 KB, 293x362, 293:362, Baiting_nanachi.png)

>>15836571

Of course you can.


120a6a  No.15836626

File: 0a13a698f4ebd18⋯.jpg (23.34 KB, 569x428, 569:428, 0a13a698f4ebd18676f60375a5….jpg)

>plays shit tier Japanese movie simulators

>complains about lack of replayability

RPGs are driven by two things primarily - story content and player input. Given that JRPGs lack both it's no surprise they're shit and have no replay value. By contrast, good RPGs can be replayed a dozen times in various different ways to try out different things.

Take New Vegas for instance, just going down the main story path you have four replays, but then there's major side-quests, faction quests and various other things that would drive a player to have another go. After a while, you may repeat your original playthroughs to relive the experience or simply because you enjoyed it enough.

CRPGs are usually like this because they offer e breadth of content only fully available through repeated experiences. Repeat playthroughs also often lead to the player noticing more things about the game, such as secrets, and getting a better appreciation of story and side-quest events(which should ideally be tied together for an ideal, coherent narrative) given that they now have foreknowledge.

In short, no they don't. They don't have infinite replay value(unless they're suitably sandboxy and easy to overhaul such as TES/Fallout or Mount and Blade) but they do have great replay value when they're great games.

Arcade games have "replay value" because the challenge is in doing the same, usually fairly simple thing, but better every time. That, or actively beating other people. They are, however, entirely different beasts and trying to compare them makes you a retard.


5b48f8  No.15836627

>>15836571

>dark souls

>replay value

There's nothing remotely replayable about Blighttown, Depths, New Londo Ruins, Duke's Archives, Crystal Caves, Demon Ruins, Lost Izalith, and Tomb of Giants.


120a6a  No.15836628

>>15836627

I'm pretty sure that's the entire game, mate.


7500d2  No.15836636

>RPGs

>Posts fake nipshit J"RPGs"


120a6a  No.15836638

>>15836571

>Dark Souls

>RPG

By what criterion? That you have classes and numbers go up? That doesn't make an RPG. Dark Souls is an action game with

stat progression…so basically it's just an action game. A very simple action game, in fact, that just does what it does pretty well.


5b48f8  No.15836642

>>15836628

That's the reason why I enjoy Dark Souls but at the same time hate it. 80% of the level design is just disgusting. Also I'm more of a CRPG fan who loves infinite saves and dying without repercussions. DS is the antithesis of CRPG design.

>>15836638

Yeah Dark Souls is just a Zelda-like game with class based builds taken and streamlined from Severance Blade of Darkness. Actually, the level design is way too linear to be a Zelda-like game, it's more like Ultima Underground or FROM's full 3D clone of it, King's Field.


6fe40e  No.15836649

File: 1e666e68c06a4ec⋯.png (6.53 KB, 320x256, 5:4, Pools_of_Darkness_2.png)

Try to play with different party, or even just a single dude if you think you're that good. It's not that easy.


c139df  No.15836651

File: 235a7fe4708fe34⋯.mp4 (7.71 MB, 480x480, 1:1, arcade azn.mp4)

>>15836626

>Arcade games have "replay value" because the challenge is in doing the same, usually fairly simple thing

>simple

oh you sweet sweet child.


120a6a  No.15836654

>>15836642

>rpgs without consequences

What's the point of that? Don't get me wrong, I like that CRPGs don't force you in that way but still consequences are important in my book.

I agree that a lot of DS level design is just bullshit though, and some enemy design…and then it's combined for absolute bullshit sandwitches that exist just to kill you because you haven't died in a while.


120a6a  No.15836657

>>15836651

>just because it's hard it's not simple

Bullet hell games tend to be hard but usually not complex. Learn the difference, faggot.

inb4 some obscure exception exclusively played by 3 people in Taiwan.


c139df  No.15836670

>>15836657

The game she is playing is known for having an extremely deep and complex scoring system. Actually most bullet hells have complex scoring systems, but this in one particular is very tricky.

They might look simple from the perspective of "just surviving on one credit" but in fact even surviving is very complex as the patterns become more complex as you enter the second or third loops, etc.


c139df  No.15836679

>>15836657

>8ch/v/

no one knows who this is, sad.

the state of a /v/


a60f8c  No.15836680

>>15836670

>>15836657

im just trying to imagine how good it must feel to let her do that to my dick like she did the joystick


5b48f8  No.15836682

>>15836654

Consequence in CRPG's lies in it's classes, builds, and choice making, not how much souls you lose after dying twice that can never be taken back without 3 hours of grinding. I can say that the CRPG consequence is usually more narrative-affecting and illusionary than other genres of video games where the consequence is game over screen. CRPG fans love the adventure rather than the punishment.


a60f8c  No.15836685

>>15836679

…who is it? for science


c139df  No.15836688

>>15836685

It's a trap, for one.

Also the best player in the world at that particular shooting game.


f5b502  No.15836689

>>15836679

>caring about nobodies and has beens

The absolute state of /v/


bd4a7f  No.15836691

File: e5e8023f28bcd38⋯.jpg (55.67 KB, 527x705, 527:705, smug 06.jpg)

>>15836551

>He doesn't play Chrono Trigger at least once a week.


c139df  No.15836702

>>15836691

>playing an easy, story game multiple times

Already beat it once.


c7b717  No.15836727

Some things you consume again once every few years, some things you dont. I'm far more likely to leaf through an old copy of white dwarf than reread the lord of the rings every year.

OP seems like a real "film is for snobs, i prefer to switch my brain off and enjoy flicks" kind of guy.


76ee74  No.15836730

>>15836702

>playing Chrono Trigger only once

Good counter bait.


a60f8c  No.15836747

>>15836688

>It's a trap, for one.

proof


58fc7a  No.15836763

Because most RPGs use a set story method rather than a predesigned world or procedural generation with a huge number of variables and prefabs. Some will tell you that RPGs are reliant on the stories, because those people are the same people who want to deconstruct video games down into walking simulators and text adventures again.


17129f  No.15836768

Games don't need replay value and replaying certain games constantly is a meme some of you fell for that basically crippled your tastes.


7aeca9  No.15836789

>>15836551

>Why do jrpgs have awful replay value?

Because they have story that puts you on rails and there's nothing you can do about it.

Exception to this are rogue-likes or some rpgs with sandbox mechanics.


000000  No.15836818

>>How can rpgs transcend this limitation and become more replayable?

Roguelike.


4a742f  No.15836823

File: e1db8110de9b330⋯.jpg (128.88 KB, 736x1164, 184:291, Succubus.jpg)

>>15836575

>unironically liking western RPG's

shit taste kiddo

>>15836551

>once you consume the "story" most JRPG's become worthless

It's just one of the many reasons why story in video games was a mistake. This is also why I often prefer TRPG's and the rare JRPG's that are light on story but have good combat. An example of the latter would be the older NES Dragon Quest games that can be completed in under 15-20 hours of gameplay.

>>15836571

While I would push back on the idea that Dork Sowells is an rpg, I would agree that the focus on the story in RPG's is a bit misplaced. Even turn based systems can be fun if well designed. Even the typical JRPG grinde can be fun if well designed. If JRPG developers stopped trying to be FF7 and started to be more like the original Shin megami tensei or Old school Dragon Quest then there could be more to your bog standard JRPG that focuses more on quantity than quality. If I was a game developer I would attempt to make game systems that worked in spite of a story, then wrapped a fun story around an already fun system (Sorta like how I assume Disgaea 1 was probably made).

>>15836551

Also, one last thing. Stop being a faggot. If you don't like JRPG's them don't play them.


c139df  No.15836824

>>15836768

>the mindset of someone who never got good at any game


000000  No.15836937

They do have replay value if your character(s) can be built in meaningfully different ways with an impact on gameplay. Go play CRPGs if you want replayability, JRPGs are at their core adventure games with underwhelming combat, which doesn't hold up well after multiple playthroughs.


32805d  No.15837015

>rpgs

>japanese "rpgs"

Get better taste, dumbfuck. It's because JRPGs are for low IQ retards that want to grind for 10 hours to see a cutscene so they can continue on and repeat that again.


d465db  No.15837037

They have terrible play value. Why would the replay value be any better?

>mash x for 5 hours

>avoid every non-essential battle possible to make the game harder

>mash x, but also sometimes use a healing item


17129f  No.15837056

>>15836824

>if a 120 hour long rpg isn't prime material for replaying right after you finish it, it's bad

Flaccid retort m8


c139df  No.15837113

>>15837056

>120hours game

>80hours spent spamming (X) on trash encounters

>20hours spent clicking menus at "shops"

>10hours of cutscenes and poorly written anime dialogue ^_^;

>8hours of backtracking and talking to NPCs to trigger new dialogue events

>2hour spent beating bosses and solving "puzzles" meant for 12year olds

Now THAT is a challenge!


32805d  No.15837120

>>15837113

>implying JRPGs are even role playing games

wew


8d9126  No.15837121

>>15836551

I want to take a nap on Fio's butt.


2f99c6  No.15837124

>>15836627

Blighttown and tomb of giants sure, but the rest are pretty cool


741c97  No.15837137

>>15836626

>Given that JRPGs lack both it's no surprise they're shit and have no replay value.

>Take New Vegas for instance

Top wew, as expected of a westaboo numale. He even used a Simpsons image.


c139df  No.15837146

File: 51f01b66d98b312⋯.jpg (104.1 KB, 810x456, 135:76, skyrim.jpg)

>>15837120

>j-jrpgs d-don't count!

Yep, Western Walking Simulators, now THOSE are a challenge.


db037f  No.15837159

>>15836651

So what is this game/who is this? Out of curiosity


e81380  No.15837169

>>15837146

>tfw the muh western rpg meme is just /tg/ drop outs that cant admit they want a moddable dating sim.


06f183  No.15837170

>>15836768

Nah, you're a fucking casual, there's no better feeling than mastering a game, that's what replayability should be about not "oh geez what would happen if I took the left path instead of the right one to get to the same place"


61f755  No.15837172

>>15836551

>Why do rpgs have awful replay value?

Combination of time necessary to clear them, amount of thought that might be needed for a run with regards to planning out character builds, exploring the main/side quests, grinding, etc. And overall how good the story and mechanics are because nobody wants to slog through 120+ hours of RPG nowaday if they didn't like it the first time through. Even if they didn't complete everything on their first run.

>while arcade-style games have nearly infinite replay value that they get better and better as your skill improves.

Diminishing returns on arcade games though. They have simpler gameplay loops and simpler narratives, but it's not like everyone is going to keep playing Tetris as obsessively as the pro-circuit or dedicated fans will. Arcade games are something people will pick up and drop depending on availability and personal interest just like RPGs. The difference is it's easier to convince someone to put in 60 hours playiing metal Slug since it's a shorter game, has co-op, and isn't turn based. Than it would be to get someone to sit through 60 hours of the newest Tales game.

>How can rpgs transcend this limitation and become more replayable?

Some things games can do to make RPGs more replayable are:

<Become real-time based games.

<Stop inflating the story to <30 hour experiences.

<Stop with the feature bloat, streamline the experience down to a handful of mechanics that the player is guaranteed to interact with

<Stop making combat braindead, make enemy encounters challenging across the board by doing more than health sponges

<create interesting combat mechanics in general

<Reduce cutscene bloat

<Make alternate endings worth the time investment

<give players more choice in the story

The biggest offenders are JRPGs as they are bar-none the worst grouping of RPGs when it comes to replayability. So heavily focused on the story that in current iterations gameplay can get ripped from the players hands because the plot dictates you spend an hour advancing dialogue or watching a movie.


c139df  No.15837181

YouTube embed. Click thumbnail to play.

>>15837159

>>15837159

Game: Battle Garegga

Player: T3-Kamui

Kamui is the current World Record holder, has been playing Battle Garegga (and only Battle Garegga) for over 20years.

To new players it just looks like she's dodging bullets and shooting shit, but actually the scoring strategies are super complicated and require a lot of finesse to pull off. Here is a demonstration video where she explains some of it.


3f5a08  No.15837189

>>15836551

>Why do rpgs have awful replay value?

It's inherent to their design, that's just how games with lots of dialogue are- you already know the story and get bored tapping through it again. Plus the combat is slow and not based on any realtime skill- You solve it, and that's it. With realtime combat, there is always something you can get a little bit better at, or always some new combo or setup to try out.

Rpgs cannot transcend this limitation, and there is no reason to.


c139df  No.15837193

>>15837181

For an example of the complexity of what effects your scoring:

>The default autofire rate is 8.6Hz.

>The actual steps (and rank multipliers) are: 8.6 (1:7 frames) - 22 rank/frame (x1) 10 (1:6 frames) - 22 (x1) 12 (1:5 frames) - 33 (x1.5) 15 (1:4 frames) - 44 (x2) 20 (1:3 frames) - 66 (x3) 30 (1:2 frames) - 88 (x4)

>note that once your rank-per-frame has been increased, it CAN NOT be decreased. This makes it doubly important to not set autofire rate too high too soon.

>Another interesting fact - at Stunfest 2013, Kamui mentioned to me that she knows the tapping rhythms to get the exact autofire frequencies off by heart. This is so she can execute her strategies on any controller. Now _that's_ skill.


c139df  No.15837204

>>15837193

In another part she says

>Kamui: I suicide here for bomb fragments, and to use invincibility to destroy the remaining boss parts. I aim to destroy the body after I've destroyed the central propellor and main turret.

>ICR: A sword destroyed the central propellor so she lost 50k, but otherwise this was a good first boss kill.

So not only how fast you kill things matters but the order and how good you are at it (the better you are at killing shit the harder the game gets so you need to suicide to reduce rank, etc)


db037f  No.15837336

>>15837181

>>15837193

>>15837204

That's… incredible. I mean I've never heard of a strategy in a bullet hell that involves losing a life on purpose or knowing exact rate of fire - to me they were always about player skill and simply clearing it quickly without deaths to save time/get a high multiplier. Shows how much I know. Cheers for the info!


3b869b  No.15837466

>>15837181

>click video

>expecting cute jap girl to explain vidya

>it's text

You bastard.


9663d2  No.15837972

File: a3c968abb7ffd2a⋯.jpg (75.31 KB, 800x600, 4:3, image89.jpg)

>>15836551

Why do you make (1) and done ambiguous shit threads?


7ee819  No.15837987

>>15836551

replaying shit is stupid


b8705d  No.15838011

File: 952277a0e98a32b⋯.png (76.57 KB, 180x180, 1:1, stunfest2013kamui.png)

File: 027ba2e4fee3684⋯.png (172.58 KB, 294x442, 147:221, (meme arrow)her.png)


bbe625  No.15838103

It's not even that they don't have much replayability - because a lot of them do, or would, it's just that they're so goddamned long that it's a huge waste of time to even bother. You could rip through 20 decent length modern-ish titles, or hundreds upon hundreds of arcade/classic games in the time it would take you to slog through one 80 hour JRPG.

This idea of dollar per entertainment hour has warped the idea of value proposition, since it puts undue importance on the time invested in a title rather than the quality of a title making you more willing to invest time into it. Shooters should be no more than 5~6 hours, and RPGs no more than 20~30 hours. Some of us have shit to do.

And yes, prices should fall in accordance to the lower production budgets.


4463df  No.15838151

File: 0d2189b0c42221a⋯.jpg (27.55 KB, 486x472, 243:236, Succubus.jpg)

>>15836823

>succubus.jpg

That's Lilim you faggot, this is succubus.


4a742f  No.15838171

File: fbc32f0a842a3ee⋯.png (723 B, 80x92, 20:23, succubus.png)

File: 2f43163d22ec9ac⋯.png (721 B, 80x92, 20:23, Lilim.png)

>>15838151

Nigger that is the original art for form SMT 1. Lilim and Succubus was just a recolor back then.


4463df  No.15838321

File: 5886f149c70fe8a⋯.jpg (34.52 KB, 528x599, 528:599, Am I gonna have to smack a….jpg)

>>15838171

Nigger the picture you used is the Lilim colorscheme, how dare you set off my autism




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