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Original post by Genjix
games deal with physical aspects rather than concentrating on emotional side as that what a game is, controlling a character
Now that right there is a misconception. If you were talking about an arcade game I might agree with you, but you''re talking about an RPG, and along with adventure games RPGs are the least physical action filled, most emotional genre of game. Haven''t you ever played a hentai or ren''ai game like ahw and I were just talking about? They generally have no fighting at all, and most of the actual gameplay is making dialogue choices, giving presents, and sometimes solving puzzles (dialogue puzzles where you have to convince someone to do something more often than physical puzzles). Now if you did this for the romance part of the AI game (and the idea is _way_ stronger as a romance than if the AI were child-like), and you handled the fighting parts of the game with one of the standard RPG methods (Vagrant Story''s is my favorite, as I''ve said before in other threads), you should logically have a nice emotionally involving RPG.
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Final Fantasy 7 was ''no more'' of a game than any other game, it was just a better game than final fantasy 8. If you''ve ever completed Final Fantasy 7, you could see that they way the game was structured was so amazing, that you felt part of the story. Some of the things they did actually made you feel part of what was happening. Final Fantasy 8 on the other hand felt like an interactive movie with its tons and tons of boring uninteresting monologue, and cut scenes every 5 minutes. The game had the best graphics, but the style of the game felt too ''cheesy'', and as such it was very uninteresting and boring. The plot twists were also boring, and I didnt feel anything when I found out Eden was controlled by Ultimecia (someone we''ve never before met... wowweee).
Compare this with Final Fantasy 7 on the other hand, you have Aeris death (which was the saddest, biggest shock I have ever got in a game) and Sephiroth. One of my favorite parts of the game is when you get Cloud telling the story and you get to play him as a young man, when Sephiroth was in his team (I know its Zack but anyway). You get attacked by a dragon and when Sephiroth attack bar zooms up, and he attacks with such powerful attack comparedto you, it fucking amazes you how powerful and strong and everything he is compared to you even at that point in the game with your measly stats. Its the little things like this in games.
Anyway I could see the story as a potential for a book, or even a movie, but not a game.
I''ve actually completed FF7 twice, the first time because I was playing it, and the second time because my little brother wanted to play it, but he was only 7 or 8 so he wanted me to read the subtitles aloud and take care of the equippage and other strategic stuff for him. FF7 is certainly one of the best RPGs ever made. Notice, BTW, that the examples you just cited to demonstrate why it''s great are _emotional_ ones.
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If I was going to list strengths of FF7 I would first mention the subgames such as the fight on the motorcycle and defending the phoenix nest. Then I would list the choice of more adult themes such as the fall of the city plate, the death of aeris, and the part where cloud is catatonic and in a wheelchair; - these adult themes are the reason why FF7 was able to evoke so much more emotion in the player than the average RPG. Another important strength I would list for FF7 is that it had a reasonable number of playable characters and developed all of them well, giving them strong (emotion based!) motivations and personal histories, and both comic and serious aspects so they weren''t one-sided. (Except the easter egg ones like Vincent, but I guess they don''t count). And I suppose the final strength of FF7 was its beautiful FMVs.
FF7 had some weaknesses too of course - too much of the game was spent fighting monsters, IMO. I got really sick of it at points. I personally though the game was a bit too long, although that could have been solved simply by removing about 30% of the fighting. And the environmental philosophy was a bit heavy-handed and cheesy. And the ending was totally underexplained.
Anyway, if we''re going to use FF7 as a model for this AI romance game idea, let''s do that. The first thing to realize is that FF7 is mostly composed of little episodes, often confined to a location to make the puzzles easier and make it more clear where the player was expected to go next. This was a good thing, and the few episodes of FF7 that aren''t like this were some of the weakest in the whole game. So let''s list some episodes we might have in our AI love game:
- The girl is interacting with the AI, the AI starts paying too much attention to her, and the scientists cut off their contact. (tutorial level and some puzzles; like Cloud finding his way into the rebel gang and the initial info about his relationship with Tifa.)
- The AI must break out into the net to look for the girl (first dungeon/boss; equivalent to blowing up the Shinra reactor)
- Now the AI is in the network and has to figure out how to use it and act within it so he can stay alive and find the girl. (the more advanced tutorial level, some puzzles; equivalent to learning to use materia and limit breaks.)
- The alarm is raised, security programs or maybe a human hacker are set to hunt the AI and they have their first run-in (dungeon and boss two; equivalent to the first run-in with the Turks)
Notice that we have a nice little pattern of alternating story/puzzle and action segments so the player doesn''t get bored?
- Okay now it''s time for the girl to be the main character for a while. She should be angsting over not getting to play with the AI anymore when wham! real-world problems smack her. What could this be? Well, it could be that the scientists, when they found out about the AI''s escape, decided to grab her and try to use her as bait to capture it again, but I think we should save that for a little later. So what elso could it be? Well we could have an evil stalker ex-boyfriend for the AI to look like a good romantic interest in comparison to. Or we could have the AI''s escape accidentally have caused big blackouts and things, and the girl could be trapped in the middle of, say, a mall or, better yet, an amusement park, and have to solve puzzles to get inactive machinery to work so she can escape. Anyone have any opinions about this?
I''ll stop there with plot episode ideas because I want to hear other people''s ideas. But tell me if that''s the kind of game structure you mean, since I''m still not quite sure what you mean by that phrase.