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Conventional and Experimental
 Screenshot from Final Fantasy 6
A game like Final Fantasy 6 (3 in the US) is considered to be a very conventional RPG as far as it's design goes. Players embark on a journey in a world made up of an "over-world map" which has areas the player can enter such as towns, caves, mountains, dungeons. On both of these areas of maps
the player randomly encounters enemies that they cannot see and gets taken to a screen (like the one above) where they conduct their battle. The battle is carried out by selecting commands from a menu to instruct the characters on how to fight.
The usual alternative to the random encounter style battle is the on-screen battle in games like the Zelda series.
 The Legend of Zelda: A Link to the Past
In this battle engine the player sees the enemies on the screen and uses a higher level of on-screen manipulation than the Final Fantasy engine.
Many people have complained in the past about "random encounters" becoming a neusence to good game play. A gamer-review from the highly popular website GameFAQs.com describes Final Fantasy 3 in the following terms:
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"...HORRENDOUS random battles! #4 Overchallenging and annoying battles! ... It's as I have said in other reviews:
'An RPG is like a book. Random battles interrupt the book. Imagine sitting down reading a great novel and then being interrupted with banging of pots and pans!' " | |
Granted, this is just one person's opinion written down, but it expresses a concern that other people have as well. To alleviate this problem Chrono Trigger perfected an unconvential method of gameplay: Have the enemies appear on the screen in the environments, make it so that when the player gets too close to these enemies
they enter into a menu-command driven battle mode directly on the screen, and eleminate battles on the "over-world" map.
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