I thought this would be a good companion to the "Writing in Videogames" thread.
http://forums.penny-arcade.com/showthread.php?t=16495
So it seems we all have different opinions on what did or didn't work in some of our favorite games. So, in the spirit of people editing their favorite movies (
http://www.originaltrilogy.com/forum/messageview.cfm?catid=11&threadid=6363), I've made this thread to give everyone the oppurtunity to edit and rewrite the games of their choice, creating what they believe would be a better experience based on their edits. Would X game have a better story if Y character wasn't featured, or if the group never went to Z area? Or what if the story originally featured something that was previously ommited in the conceptual process?
I'm sure everyone has made claims about how certain games would be better if this or that happened. Now's your chance to speak up on it, to direct your favorite titles away from the luring shark and have them sail over clear waters. Just please keep one rule in mind; any changes or edits you make MUST be within the realm of possibility in each game's established "universe". You cannot give Link an Uzi, or give Cloud the ability to stop time.
And on that note, please try to keep the "I would prevent Aerith's death" entries to a minimum.
For me, I would change Final Fantasy IV. The game featured, to this day, the darkest opening out of any entry in the series; the main character relucantly but dutily performs heinous crimes by order of his king. He reaches a breaking point when he inadvertly causes the death of a little girl's mother, along with burning the rest of her tribe into genocide. From then on, the Dark Knight breaks his oath to the king, and vows to protect the little girl, not once asking for her forgiveness.
I always felt that FFIV would've worked much better if they focused soley on Cecil's devotion to protecting Rydia, slowly redeeming himself for taking the life of her mother, while Rydia herself grows to love Cecil like a father. It was pretty disappointing when Rydia vanishes from the story, and by the time she comes back, she's both older and forgives Cecil entirely. Waste of a very powerful relationship, one not seen in the series since (well, FFXII had something similar with Basch, but that's another game I'll getting into revising later on).
I also would've completely skipped the entire later half with the Moon; sure, it was probably cool back in 1991, but these days a finale involving your characters traveling to the moon to assit a bunch of bearded moon people to stop an evil hillbilly-named alien....eh. The story would've been better if they kept things grounded in earth. Golbez would've been just fine as a final boss, evil of his own free will or not.
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Also, any part of viper manor sucked all kinds of ass in Chrono Cross.
Anyways, the only thing I can think of atm is the ending of crackdown, where
It just doesn't work for a sandbox game. You go back to fighting crime, and think to yourself "Why am I doing this? I know what I'm fighting for now", and... yeah. It was a cool ending, but since you get to go back and keep fighting, I'd have much prefered a generic "Good job soldier! Blah blah blah... you must remain ever vigilant, for crime could sprout up once again(Cue continued sandbox gameplay).
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Dragon Quest 8.
Maverick Hunter X.
I am dead serious.
This is just my taste speaking, but I honestly would have preferred it as an RPG.
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I'll blame the current hour for my cloudy memory, but could you remind me how you got the medallion originally?
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Metroid Prime: I'd find a way to integrate the artifact search into the story better, so that there wouldn't be all that running around, backtracking everywhere. Would have been ok for 3-4 artifacts, but not for 12. I don't mean all the other artifacts should have been lying along the "main path" of the game, but at least, if they'd been lined up so that there'd be more clues leading to them, and placed so that the last 3-4 wouldn't require traversing all of Tallon (or traversing it only once, in a more or less straight line, that would have been nice.)
In general, I find that a lot of big Japanese games tend to take a long time to really start. The 3D Zeldas, for example, have you running around and talking to everybody for too long before things get really interesting (I haven't played Twilight Princess yet...) Final Fantasy 4 and onwards, and Dragon Quest/Warrior 2 and onwards are also guilty of this. Give me the shortest cutscene you can to present the first characters and the setting, and then give me some exciting stuff to do. At least, Final Fantasy 6 drops you in the middle of combat pretty quickly, but it all still feels like a non-interactive cutscene, since it's practically impossible to lose.
It's like the movies: some movies take a long time to get started (usually, long epics are like that) while others just start with an action sequence that doesn't necessarily have a lot of importance in the plot of the rest of the movie, but they get things started more quickly (the James Bond films have turned this into an artform in itself, the Indiana Jones movies also do it very well.) The difference with games is, we don't want to be told what's happening, we want to PLAY it!
I would actually love to play a game that doesn't tell you anything, and then drops you in the middle of somewhere, and you have to figure out by yourself how to play, where you are, who you are, and what's going on. Cutscenes are only crutches for when you need to:
a) force the plot to go a certain way -- sometimes, this is needed if your game is plot-heavy and linear -- this is usually done really well by Square Enix, but with the caveats I mentioned earlier.
b) to provide information to the player that could not be communicated any other way (this should be avoided wherever possible.)
One good game with a linear story that doesn't stop for cutscenes but instead makes you play through is Half-Life (I haven't played the sequel yet...) This game proved that in-game scripted events are more powerful than unchangeable cutscenes.
Well, I don't think I'm done with this subject yet, but I'll have to think some more before I write anything more.
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Pretty sure Ico does this (or do they briefly tell you how the controls work? It's been a while), but I think the closest game I've played that match your description is Out of This World (I played the SNES version). There's no tutorial, dialogue, or hints of any kind.
I'll tell you in advance; it's at least 4 hours before the game officially "starts".
I very much aggree with this. After playing God of War II's "not the last level" opening level, I've also come to acknowledge that most RPGs have very slow openings, when in fact they should focus on giving you an action-packed beginning to capture your interest, THEN take things slow afterwards. Most of the FF games use a lengthy CG opening to accomodate you, but it's not nearly as effective as playing an explosive opening to get your hands dirty. I think FFVII probably does it best; you take part in an action-packed level and are slowly given information about the world and characters as you play along.
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If you lose to her, the invitation to the Mushroom Kingdom tournament is recinded until you do beat her since you will have lost your championship status on one of the courses. When you do beat her, she'll cheer up knowing she gave her very best effort and that while she knows she won't be the best, she can certainly compete with the best. A happy doubles team once again, onward to Mushroom Kingdom with the extra experience points gained from that extra part of the story.
I WILL NOT BE DOING 3DS FOR NWC THREAD. SOMEONE ELSE WILL HAVE TO TAKE OVER.
Spoiler contains Friend Codes. Won't you be my friend?
More Friend Codes!
Mario Kart Wii: 3136-6982-0286 Tetris Party: 2364 1569 4310
Guitar Hero: Metallica: 1032 7229 7191
TATSUNOKO VS CAPCOM: 1935-2070-9123
Nintendo DS:
Worms: Open Warfare 2: 1418-7870-1606 Space Bust-a-Move: 017398 403043
Scribblenauts: 1290-7509-5558
I think I'd go out and buy Marvel vs Capcom 2 right now if the music wasn't so horrid and painful. It just doesn't work, in my opinion.
WarioWare: Smooth Moves - Making us beat single player before allowing us to multiplay? Seriously what the fuck were you thinking Nintendo? I don't care what you were thinking, actually, you were wrong.
Advance Wars DS should have had WiFi support. I thought it did back in the day and was pumped. Now I'm considerably less pumped.
simple gripes.
For me, it'd probably be Deus Ex: you should've been able to stay at UNATCO even after making your discoveries. It would've taken a whole lot of effort to add a completely different story arc, but god that would've been awesome.
You could've fought your own brother, for a start...
I think that Final Fantasy VIII would have been much, much, much better without the whole amnesia plot contrivance. That, and if the characters weren't all anime archetypes (Squall is the aloof hero (think Heero Yui of Gundam Wing), Zell is the annoying dumb hyper guy, Selphie the hyperactive girl, Irvine the cool womanizer, Quistis the quiet, thoughtful girl, and Rinoa the typical irritating girlfriend who just can't leave the aloof hero alone). And the whole "I'm a knight" crap by Seifer. Bah...can you tell I really disliked this game?
For me, though, Xenogears has to be the game that I feel would most benefit from a rewrite. As much as I love the game, there's just a lot of added bloat to the script. I mean, is the Soylent System really necessary to the story? What about the scene with the crucified gears and Chu Chu? For a 'main character,' Rico gets the least amount of meaningful screen time (although, that's not necessarily a bad thing as Kislev bored the shit out of me), so why not flesh him out a bit more? And then there are the pacing problems and the entire second disc (mainly because of budget problems, but still).
No kidding. With all his popularity and permanent placement in the logo, Kain's role in the game basically comes down to "best friend who's under mind control. oh wait, no he's not. oh wait, yes he is again. wait, he's better this time, honest." They could have at least given him an additional ability other than Jump (even though Jump is real useful).
On the contrary, it would have been much, much better if the amnesia angle played a bigger role in the story. I was hoping somewhere down the road, one of the characters would have to overexert their GFs, causing them to lose their memory. I remember thinking up a great story for FFVIII-2 a bit back; imagine if the group lost their memories of each other due to the GF use. Friends could be enemies, new romances would be made, etc. Squall could inadvertedly end up on the wrong side and forced to fight one of his former allies. It would turn that Orphanage plot twist into a GOOD thing.
The Soylent System was very necessary to the story (in disc 2). Chu Chu basically needs to be erased from the game completely. Rico actually got a decent amount of development, but he became forgotten in Disc 2 just like Maria and Billy. Maria got far less development, and we never even find out what was inside the core of her Gear.
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Heh, I've been replaying SO3 recently, I actually kind of like that plot twist. At least I give it points for 'shit I never saw coming'.
No argument on DQ8 though. Also I'll chime in on FFVIII, I thought the whole orphanage thing was pretty retarded.
I am a freaking nerd.
I would rewrite FF7 so that Cait Sith was an actual cat and enormous moogle. That would have been so much more awesome. After having Mog in FF6, I miss having moogles in my party.
But then he wouldn't be a renegade coporate executive who somehow hasn't been arrested despite the fact that his robot is routinely beating up tons of Shinra troops. And that wouldn't be anywhere near as fun.
You didn't multiplay the single-player mode? The game is awesome when no one has seen any of the games before, the modes are being directly introduced, and if you mess up an action that you have to figure out on the fly, you get mocked by everyone else and possibly screw them over as well. I played a fresh save with like 10 other people a while ago, and it was great fun.
I like how the first Lufia handled it.
The twist in SO3 wouldn't have been so bad if it was introduced more dramatically and it it didn't make the ending kind of retarded.
I'd also let Sora learn and train with the heroes he meets. If he's going around to save the universe, it'd only be appropriate to learn from the best first.
Even if the SO3 twist was dumb, at least it was sci-fi, unlike the rest of the goddamn game. How is it that a game which is theoretically a Star Trek-esque sci-fi rpg always involves mostly being on a planet stuck at a dark ages level of technology?
I'd have the dialog involve less "heart heart friendship heart friendship".
Pretty much the entire ending would be changed to something that wasn't retardedly cliche. Also the voice over would have been done by a professional voice actor and not Bob from accounting.
Also choosing the retarded path during the final confrontation would result in an appropriately punishing ending
Man, what is it with you people? Complaining about Kingdom Hearts' dialog is almost as bad as complaining about the dialog in the Metal Gear series.
It would be completely hillarious though if they were to hide a couple of scenes, maybe as an unlockable bonus or something, that are the same as normal cutscenes except with the voice actors just repeating the words "light", "darkness", "hearts", and maybe some other stuff over and over again.
Oh well. Pretty much the perfect game other then that.
Yeah, this actually sounds like a good plot for the sequel. It sounds a lot better than either FFX-2 or Advent Children.
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-Make Balthier or Basch the main lead.
-Have Vaan and Penelo leave the party early. They basically get no real screentime and have a DS sequel anyway.
-Show Vayne more. A lot more.
-Not reveal Basch's true involment with the King's death until later on. Keep you guessing on what side he's on.
-Visit Rozarria.
-Able to fully control guest characters ("Beware tripping the lasers, or the guards will come. Look, a guard!" (trips lasers)
-Flashbacks for every party member.
-Cutscenes for every new area you enter.
-Battle all the Judges at least once.
-Airship battles.
-A Moogle joins your party (my biggest disappointment.)
I could go on like this. So many things they could've done with FFXII.
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I dare say that main appeal of Balthier's awesomeness is due to the fact that you see it through someone else's eyes.
Too true, my man. Too true...
I would have changed pokemon as to get rid of pokemon ass.
Same note. Make Marche a giant douche. And make it so that there are pretty valid questions upon the nature of the world, since the book god sort of changed things PERMENTLY, and the ramifications upon what would happen if you killed GOD. Could you go back? Is it possible? Or could you end up destroying the entire world if you suceed?
It would have been worthy of the FFT name.
Also, I thought it was pretty simple, yet people are always fighting about it. I thought that when they wished using the book, it just put a "layer" over everything (explaining that scene where everyone in the town got turned into stuff), and the Totema and the Queen were tethering the layer down. Once you beat them, it got lifted and everything went back to normal. Not too hard.
But yes- I'd go back and rewrite pretty much every line of dialogue in FFVII to make it non-crappy and cliched.
I'd give VIII a bit of a rewrite, too. Some of the earlier dialogue... ugh.
NWN had some really, really stupid alignment-based dialogue choices for evil. Really stupid.
In fact... the hell with it. Those are lesser offenders. I could do a better job than 99% of the people who write videogame plots.
Because you hate walking?
But there were no paths or anything. And where did it even come from? I'm pretty sure they wouldn't just have a stable or something laying around on a military base.