[QUOTE="Jag85"][QUOTE="StaticOnTV"]No the transitions were real0time as in they put a cover over where you were at and then removed the cover it was not actually a completely different era that was loaded.StaticOnTV
You mean like the early Dragon Quest games? Those games did what you're describing as well.Anyway, the early Ultima games did do a complete screen transition. For example, Ultima III and IV (and I think V as well) switched over to a seperate screen when a turn-based battle began. In fact, I believe that was where Japanese RPG developers may have even got the idea from in the first place.
Also the stories in American Rpgs, which eventually just focused mostly on PC, had way more depth and mind questioning and messages than Jrpgs did. You state that FFIV and stuff had a greater emphasis on storytelling, it was more like a scripted story book yes, but it did not have the depth of story telling American rpgs had at the time.StaticOnTV
Some of the Ultima games back then did have some interesting plots and even raised a few moral issues, but that still doesn't approach the kind of storytelling emphasis that Final Fantasy IV had. To sum up why this game was a significant milestone in RPG stoytelling, I'll just post some excerpts from a Dragon magazine (American tabletop & computer RPG magazine) review written by Sandy Peterson (a notable American tabletop & PC RPG designer) for Final Fantasy IV back in 1993..."In a role-playing game, the party sticks together through thick and thin. It is rare for the group to split up, because of the difficulties it causes the gamemaster and players. This is even more the case in computer role-playing games. If one of your party members dies, you reload a saved game, bringing her back to life, and keep playing. But in a good novel or movie, this isnt the case. In The Lord of the Rings, the Fellowship doesnt stay together throughout. At the time of Boromirs betrayal, the Fellowship is shattered for good - Gandalf and Boromir are dead, two hobbits are kidnapped by orcs, two hobbits are striking out on their own, and the remaining three Fellowship members try to run down the kidnapping orcs. In The Man in the Iron Mask, a famous adventure, the four friends (the three musketeers and DArtagnan), never act together as a group at any point in the entire book!
Of course, computer role-playing gamesthat have only one party member (yourself)avoid this problem. But Final FantasyII has attempted to address this. In thisgame, party members join your group, then leave it for their own private reasons.One fellow even betrays the rest of theparty! Others sacrifice themselves, dyingin various heroic ways for the good of the quest. (My favorite is the guy who jumpedinto a volcanic crater with explosives tiedaround his waistwhat a guy!) As thequest progresses, you find your girlfriend, are forced to leave her, then she getssickyou get the idea. Its as if you are following the storyline of a fantasy novelrather than playing a role-playing game.
Because of the possibility of losing and the fact that the characters often spoke up for themselves, I got much more attached to my party in Final Fantasy II than in any other computer game Ive played. The NPCs were certainly two-dimensional, but they were a big step up from the one-dimensional characters normally plaguing the role-playing computer game player."
Coming from a publication and game designer focused on tabletop & PC RPG's, those are some pretty huge compliments if you ask me. Essentially, what this 1993 review seems to be saying is that FFIV was unique because of how it blurred the lines between a fantasy novel and a role-playing game, and its much stronger emphasis on characterization than American RPG's at the time. In other words, there's no denying that Final Fantasy IV was indeed an important milestone in RPG storytelling.
That's not to take anything away from American RPG's of that era, since, like the Ultima games above, a few of them did have some pretty interesting plots and raised moral issues. However, keep in mind that this is from an American perspective. From a Japanese perspective, RPG's that were never released state-side until recently (if at all), such as Dragon Quest V and Shin Megami Tensei, were pushing the boundaries of RPG storytelling and/or moral decisions even further than what American-released RPG's (whether American or Japanese developed) were doing.
There were also plenty of action-rpgs on PC, which were actually action rpgs instead of action-adventure games with lots of text (which many considered to mean rpg for no real reason.)
Have the elements you mentioned didn't differtiate anything.StaticOnTV
I didn't say there weren't any action RPG's on PC's, but there's no denying there was much less of them on the PC than there were on consoles. Back then, the action RPG was seen as a largely console genre. For example, even American PC gaming magazines in the late 80s to early 90s, such as such as Computer Gaming World and Dragon, largely associated associated real-time action combat with Japanese console RPG's rather than American computer RPG's. A few early 90's letters from American PC RPG fans printed in Dragon magazine even dismissed console RPG's as a whole as just "arcade" action games, giving the impression that action RPG's like Zelda and Secret of Mana were "representative" of console RPG's at the time, so much so that Sandy Peterson (the same reviewer and game designer I referred to above) had to point out that turn-based console RPG's like Final Fantasy and Lufia do exist as well, and that a few PC RPG's like Ultima VIII have also started to incorporate action RPG elements (though Ultima VIII was not well received). In other words, the action RPG genre was not widely accepted among PC RPG fans like it was among console RPG fans at the time. 1.You are talking about games before the NES now.
2.This is one person, there were tons of rpgs with more orgnized less predictable stories with depth, you are forgetting how popular PC gaming was. it was not until a ta later that PC gaming started SUPER bombing again, unless you played a lot of PC games, FFIV (and 7) would impress you.
3.No they were not, Action rpgs on the PC were completely different, the reason why people considered Zelda LTTP or Sword of MAna Action-Rpgs, were because they were still in the era where games with lots of text were usually instantly called Rpgs for no reason on consoles. That did not end until a tad bit later. Actual Action Rpgs do not play like Sword of Mana or ALTTP, and they both in many places since (though not as much the former) got those labels dropped.1. I didn't know Dragon Quest and Ultima IV were before the NES...
2. What kind of RPG's are you talking about? Like I already said above, that review I posted is from 1993 and was published by one of the foremoest PC RPG specialist magazines at the time, having printed countless PC RPG reviews, so I'd take their word over yours any day. And what they are saying is that FFIV has deeper characterization and more novel-like storytelling than any PC RPG they've reviewed (up until 1993), which says a lot... Also, PC gaming was not that popular at all in the 16-bit era, and certainly not when it came to RPG's. PC gaming didn't start gaining mainstream popularity until the mid-90's, with the rise of the IBM PC and its clones, while PC RPG's in particular didn't start going mainstream until Diablo and its clones in the late 90's.
3. What kind of action RPG's are you talking about? Like I already said, even PC gaming magazines in the late 80s to early 90s, like Computer Gaming World and Dragon, were stating that action RPG's are a mostly console genre. Again, I'd much rather take their word over yours any day, And what do you mean "Sword of Mana" (I assume you mean Secret of Mana?) is not an "actual" RPG? Nearly every RPG fan today widely regards Secret of Mana as a true RPG... even more so than most modern action RPG's.
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