That's pretty cool. I never considered playing through the game that way but it sounds like quite the treat. I bet the last level is intense. I like that esperless idea so much that I'm tempted to replay the game and test the water. On Tue, Apr 21, 2009 at 2:45 PM, <figarus@xxxxxxxxx> wrote: > Ok... Check this out... > > Because espers teach magic and alter stats, it basically makes every > character the same - everyone can have all magic spells and everyone can be > a great warrior, special skills aren't that important because everyone > canhave strong regular attack or magic so the skills are extraneous... > > I really feel like not using espers brings out the true flavor of the game > because instead of having teams of super characters, you have characters > with unique flaws and strengths you have to rely on. For example, in normal > play strago was basically useless to me because I had other sources of magic > that were better... In a no esper game, he almost immediately became my go > to attack mage. Likewise, gau's special ability made him my main attack > character because of his versatility. Also, terra and celes as the only > characters that naturally learned magic became important because their magic > was precious. Meanwhile, my fav characters (shadow, sabin, cyan) will > relegated to 2nd or 3rd tier because without stat boosts from espers, they > weren't that great. Also, haha... Genji glove became worthless because cyan > would always use sword tech and sabin would always use blitz because they > did far more damage than a standard attack and the defense a shield provided > was more valuable. I don't think I even equiped the offering for the final > boss. > > Because I had to work with the individual characters strengths and > weaknesses rather than plowing through the game with super characters, I > learned a lot of neat tricks and techniques that kept me alive and I also > learned the value of things I had previously thought was worthless. For > instance, relm was the only character I had who could solo dinosaur forest > because sketch was so potent against trex. I really enjoyed having to use > intelligence and cunning rather than brute force to get through the game... > I also thought it was interesting that characters I ignored in normal play > became the most important characters in a no-esper game due to the unique > skills they brought to the table. > > Sent via BlackBerry from T-Mobile > > ------------------------------ > *From*: Kent Petersen > *Date*: Tue, 21 Apr 2009 14:06:07 -0700 > > *To*: <project1dev@xxxxxxxxxxxxx> > *Subject*: [project1dev] Re: scenario ideas > Not use them at all? No, sounds kinda tough > > On Tue, Apr 21, 2009 at 2:02 PM, <figarus@xxxxxxxxx> wrote: > >> Hey kent, did you ever play ff6 without espers? >> >> Sent via BlackBerry from T-Mobile >> >> ------------------------------ >> *From*: Kent Petersen >> *Date*: Tue, 21 Apr 2009 13:32:35 -0700 >> *To*: <project1dev@xxxxxxxxxxxxx> >> *Subject*: [project1dev] Re: scenario ideas >> Wouldn't that still focus on stats and power building or am I missing >> something? >> >> Because, 2 warriors one strong with minimal sword skills and the other >> weak with great sword skills, still just have strength and sword skills >> stats, right? >> >> On Tue, Apr 21, 2009 at 1:26 PM, eric drewes <figarus@xxxxxxxxx> wrote: >> >>> in sports games, stats like strength, speed, stamina all affect gameplay >>> but just having 99 in those three doesn't make you a good player, >>> athleticism =/= skill. likewise a wizard could be super intelligence but >>> its like having potential, if you dont USE the potential, its worthless... >>> maybe thats where the balance could come from as far as stats and >>> balancing... just being strong doesn't make you a great warrior, but >>> strength could be a crutch for an unskilled player and being weak would be >>> compensated by skill in a savvy player... just thinking outloud >>> >>> >>> On Tue, Apr 21, 2009 at 4:04 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>> >>>> Thats a good point eric. >>>> >>>> What about this....if this helps the situation... >>>> >>>> Lets say you solve a problem that has multiple solutions by using >>>> magic. Maybe in doing so, you find a "seed of wisdom" which increases your >>>> wisdom stat? :P >>>> >>>> shrug, maybe im just mudying the waters though hehe (if so, sorry!) >>>> On Tue, Apr 21, 2009 at 12:59 PM, eric drewes <figarus@xxxxxxxxx>wrote: >>>> >>>>> argh i am so torn because i totally think its awesome to have stats >>>>> hidden and you kinda play to your own strengths and find what works for >>>>> YOU >>>>> and YOUR CHARACTER... like that seesms really neat... but on the other >>>>> hand, >>>>> i know people love stats and i obsess about them too... >>>>> >>>>> maybe not having stats would let people focus on having fun and having >>>>> a well rounded in depth character instead of just min/maxing and focusing >>>>> only on the most deadly skills... >>>>> >>>>> like, diablo 2 is a good game (i havent played in years!!!) but >>>>> basically people found the only worthwhile skills and maxed them out and >>>>> the >>>>> game was balanced for having the best skills maxed out so hybrids or >>>>> mutants >>>>> with quirky unique focuses became obsolete. this happened in gemstone >>>>> too... >>>>> >>>>> i really think a lot of effort should be made on our part to balance >>>>> the game so that its fun without having the numerically perfect >>>>> character... >>>>> we want people to make mistakes and enjoy the flaws their characters have >>>>> by >>>>> compensating in intelligent and clever ways... >>>>> >>>>> On Tue, Apr 21, 2009 at 3:54 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>>> >>>>>> One gripe I have with games that let you pick your stats is that you >>>>>> never really know what your getting yourself into. There have been >>>>>> plenty of >>>>>> games I picked a "perfect" character and spent tons of time allocating >>>>>> points just to realize that the game didn't really play out as I had in >>>>>> mind >>>>>> or that stat I pumped was pretty useless. >>>>>> >>>>>> Do you think showing the stats to the player is even necessary? Does >>>>>> it really make a difference to know your strength is 1 or 10 as opposed >>>>>> to >>>>>> weak and strong? >>>>>> >>>>>> Throughout the course of the game you can have scenarios that modify >>>>>> your stats. If stats are adjustable throughout the game it's not as >>>>>> important to have that perfect set up at the beginning of the game. There >>>>>> could be mini games you could play to modify your stats. For example, >>>>>> there >>>>>> could be a game of chess. If you beat the computer in the game of chess >>>>>> not >>>>>> only do you move on to a harder opponent but you gain an intelligence. If >>>>>> you spend too much time playing chess your strength might go down from a >>>>>> lack of activity. To increase your strength back up you may need to do >>>>>> something more strenuous. I think if there are a lot of ways to lose and >>>>>> gain stats there will be less need to have it perfect and less reason to >>>>>> prompt restarting. >>>>>> >>>>>> Any thoughts? >>>>>> >>>>>> >>>>>> On Tue, Apr 21, 2009 at 12:20 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>>> >>>>>>> It will be perfect timing since josh's storage system is going in >>>>>>> before the next milestone. >>>>>>> >>>>>>> We'll be able to store the decisions the player made so that later on >>>>>>> we can query the system to see what choices they made (: >>>>>>> On Tue, Apr 21, 2009 at 11:33 AM, eric drewes <figarus@xxxxxxxxx>wrote: >>>>>>> >>>>>>>> probably a hybrid of both... i forget if it was just me and alan >>>>>>>> discussing this or if it was a public conversation but here was my >>>>>>>> thought >>>>>>>> on it... >>>>>>>> >>>>>>>> ok so there will be a few mini scenarios that seem existential and >>>>>>>> unrelated in nature that basically test the player's personality, are >>>>>>>> they >>>>>>>> greedy? helpful? do they follow directions? do they think their way >>>>>>>> through >>>>>>>> problems or fight their way through? etc. >>>>>>>> >>>>>>>> there will be a few scenarios (i think this depends on how cool the >>>>>>>> first couple of ones turn out or if we decide this is 100% the way to >>>>>>>> do >>>>>>>> it... in my mind there is up to 10 or so.... but maybe less, depends >>>>>>>> on a >>>>>>>> lot of factors) for the sake of example lets say there are 6. >>>>>>>> >>>>>>>> the player will play through 3 of the 6 in random order, the way >>>>>>>> they work is that the player takes possession of a character in the >>>>>>>> scenario >>>>>>>> and will have to complete it... some examples might be a prisoner >>>>>>>> locked up >>>>>>>> and you have to escape, or a princess who has to decide which prince to >>>>>>>> marry, or a warlord who has to decide whether to burn a city he has >>>>>>>> conquered, etc. the player's actions in the scenarios will go into >>>>>>>> figuring >>>>>>>> out the perks and basic stats, as well as possibly gaining a sidekick >>>>>>>> in the >>>>>>>> scenario, or special perks, or the potential to use magic... >>>>>>>> >>>>>>>> furthermore, the player THINKS these are unrelated scenarios with no >>>>>>>> bearing on the game... not so, their decisions in the scenarios >>>>>>>> actually >>>>>>>> affect the story of the game... maybe later on you run into the escaped >>>>>>>> prisoner, or you stumble upon a burnt down town, or you meet a queen >>>>>>>> who is >>>>>>>> married to a vile tyrant - all things that the player unknowingly >>>>>>>> affected. >>>>>>>> i think this would be really neat :) plus it adds replayability... i >>>>>>>> think >>>>>>>> by having these types of things w/ the customized character and various >>>>>>>> methods of getting through levels, etc... it gives each person their >>>>>>>> own >>>>>>>> experience in the game and invites them to play the game over again >>>>>>>> using >>>>>>>> different styles and methods... >>>>>>>> >>>>>>>> plus the scenarios will be fun and let us explore some diverse >>>>>>>> situations/environments/characters >>>>>>>> >>>>>>>> On Tue, Apr 21, 2009 at 1:13 PM, Kent Petersen >>>>>>>> <kentkmp@xxxxxxxxx>wrote: >>>>>>>> >>>>>>>>> Are we going with playing the character creation process or >>>>>>>>> traditionally selecting stats n stuff from a list? >>>>>>>>> >>>>>>>>> >>>>>>>>> On Tue, Apr 21, 2009 at 8:57 AM, <figarus@xxxxxxxxx> wrote: >>>>>>>>> >>>>>>>>>> im writing up documents related to the mini-scenarios that will >>>>>>>>>> make up the intro/tutorial/character creation stuff... if anyone has >>>>>>>>>> any >>>>>>>>>> ideas for these, let me know... if you're not sure how they work >>>>>>>>>> yet, i'll >>>>>>>>>> post the first one soon so you get the gist of how it will work >>>>>>>>>> (assumign we >>>>>>>>>> roll w/ this method) >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >