Category Archives: All Text

23 Things Secret of Mana and Tales of Symphonia Share In Common

As noticed by someone who’s played each at least half a dozen times! I’d rank Tales of Symphonia easily in my top ten games of all-time and a lot of that came from how familiar it felt. I truly wonder how much I would have enjoyed it if I hadn’t played Secret of Mana over a decade earlier.

Major spoilers for both games, obviously!

 

  1. They’re action RPGs.
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  3. They’re noted for great soundtracks.
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  5. At least three-player co-op! Now there’s an RPG rarity.
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  7. Both games have a way to break boss battles with stunlock by exploiting quirks of magic animations. In Secret of Mana you can begin casting a second attack spell before the first spell’s animation ends; in Tales of Symphonia you can cancel a casting animation to reset your combo, giving most magic users near-infinite combos. (Tip: It’s easier to get the timing down for Colette and Sheeena than for Kratos, Zelos, or Regal. Raine can technically pull it off too, but it’s much, much tougher.)
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    4 down, 19 to go. And most are infinitely more interesting than the first 4!

The Indie Developer Seizure: From 2013 to 1997 With Love (and Reciprocity)

While creating wiki templates for my upcoming RPG, I used sample information from my character Celty. I could stop there and ask a question I’ve thought about idly: I spotlight my characters like Final Fantasy VI or Tales of Vesperia spotlighted theirs, where each of them has shining moments and a fan could make a dozen compelling cases for who the “true” hero is, so why is Celty my “default” character—my template? Is she my favorite? No. Is she my strongest hero? No, although she’s up there. Is it because she’s playable for a longer time than any other character? We’re getting warmer, but then why is she the first playable character—the Terra or Yuri Lowell to others’ Celes and Estelle Sidos Heurassein and Rita Mordio?

I found that my answer lies in the heart of battle my history. (Sorry, Ryu!) Most of Celty’s modern profile was created within the past three years, but when I decided to add a Trivia section about her past, I set myself on the path to uncovering ancient secrets. At first I meant it only for simple asides: her gameplay abilities were designed with speedrunners and single character challenges in mind, she was originally imagined as a warrior mage and not a martial artist, and her name predates Celty Sturluson from Durarara!!.

On that last point I paused. Celty was one of my longest-surviving characters, going back at least to 2000 or 2001 when I first had the crazy notion that I could make an RPG one day—but could I find out how long she’d been with me? I dug into old documents. The truth I found shouldn’t shock you (hint: it’s up in the blog post title), but it shocked me: I’d created Celty as early as December 1997. I had made her a legendary NPC in the computer RPG creation tool Blades of Exile. She was not only “one of” my longest-surviving characters, but the third longest-surviving.

Celty is my “Bulbasaur”: a character who wasn’t my first creation but will always be #1 in the Pokédex.

If that was the end of the story, it wouldn’t be worth mentioning. The real end of the story is that I found epiphany and revelation and truth. I dug into my past to answer a single question and walked away with an answer to a second and infinitely more important one.

Click to read the rest of my descent into indie insanity.

Game Titles and Imaginary Words

Hypothesis

Big video game publishers often make up words for their titles, but indie teams not so much.

Evidence

Video Game Titles Made By Indies

Artizens, Avernum, Cryamore, La-Mulana, Odallus: The Dark Call, Phantasmaburbia, Satazius, Zenonia

Video Game Titles Made By Big Publishers

ActRaiser, Aldynes, Aleste, Alshark, Alundra, Arcus Odyssey, Arkanoid, Axelay, Barunba, Bubsy, Castlevania, Chack’n Pop, Coryoon, Crusader of Centy, Dimahoo, Disgaea, Drakkhen, Elysion, Etrian Odyssey, Faxanadu, Gaiares, Galaga, Golvellius: Valley of Doom, Gurumin, Journey to Silius, Klonoa, Langrisser, Lufia, Metroid, Neutopia, Nexzr, Parodius, Pikmin, Plok, Pokémon, Pokémon Trozei, Pulstar, Ristar, Robopon, Shantae, Shining Force: The Sword of Hajya, Soul Calibur, Star Parodier, Sylpheed, Sylvalion, Tactics Ogre: The Knight of Lodis, Tales of Eternia, Tales of Phantasia, Tales of Xillia, Terranigma, Tetris, The Legend of Zelda: Majora’s Mask, Toki Tori, Turrican, Tyrian, Valis, Xexyz, Yosumin, Yggdra Union, Ys, Zanac, Zupapa

Stuff I’m Not Counting Because Reasons

(but all of it would fall under the big publisher category, only strengthening the case)

Crystalis, Gemfire, Grandia, L-Dis, Popful Mail, Skyblazer, Tales of Eternia, Tales of Legendia, Tales of Symphonia, Tales of Vesperia*, Ufouria, Ultima, Windjammers, Xenoblade Chronicles

*Trivia: “Vesperia” looks more made up than “Eternia” or “Legendia,” but it was a candidate when naming Canada!

Notes

I only listed titles of games that I’ve heard of and usually played. If you can feed me more confirmation bias and/or counterevidence, post a comment! (It won’t show up immediately since I have to approve comments, so don’t panic when nothing appears.)

Gameplay vs. Story: The Catch-22 of Permanent Missables

If villains didn’t destroy cities, half the universe’s game heroes would sit on their sorry bums. We’d have no Mario, no Link, and not even Cloud. He helped Tifa and company for the money at first, but even a selfish motive required bad guys to battle; no one would have paid him otherwise.

I had this topic in mind well before Xenoblade, but its leaping cornucopia of sidequests demands that I write about it sooner than later. Xenoblade pushes incentive to thwart an imminent threat and pushes freedom to devote ages to exploring an expansive world—and that means it takes on the catch-22 challenge. The greater the major story events, the tougher the justification of minor events.

If a girl asks the party to collect honeybees and afterward her town is set on fire by dragons and run over by tanks, anyone will have trouble suspending disbelief that she still cares about those honeybees, owns amazing rewards to heap into players’ hands, and holds enough altruism in her heart to dish out those treasures instead of selling them off to help the reconstruction efforts. Permanent missables can have powerful story-based reasons for existing; it requires no suspension of disbelief that this same girl’s quest could only be fulfilled before her town’s untimely demise. Conversely, an experienced player who finds no hint of sidequests in a new town will be immediately alerted that it’s a worthless and doomed location doomed; the solution is not to cut the girl from the game’s final draft.

Many players hate permanent missables and feel cheated by them. Fair enough, but the point of this blog will never be to spread negativity. We should learn from them and the designer’s dilemma: an important NPC fated to die can’t issue a sidequest without introducing permanent missables; if no important NPCs die, the story loses its sense of danger; if only nameless NPCs issue sidequests, the story risks taking on a frivolous feel; if a game has no sidequests, it becomes linear. The only question for game developers, game designers, and even players is which they consider the lesser evil. From my time with Xenoblade so far, it sides with throwing away the danger; no matter how trumped-up the threat level of the villains, there’s always time to find a missing animal or fix a broken watch. The Legend of Zelda: Majora’s Mask had a similar feel; because Link could press an in-universe reset button, no one questioned whether he would eventually prevail.

A game without permanent missables isn’t better for being designed that way, nor is it worse; it simply chose its path and left the player to decide whether to follow.

Brevity is the Soul but not the Whole of Hits

Wit isn’t the only part of communication—just the most important one.
Wittiness means no downtime.

I haven’t played Final Fantasy XIII. I haven’t played Castlevania: Aria of Sorrow. If my sources are trustworthy, I’d beat the latter before finding fun in the former.
I have played Dragon Quest VI. Love it! It dominates other DQs, like Dairy Queen and disqualification. Still took longer to ramp up than Mega Man X took to wrap up. (No, I didn’t mistype Dragon Quest VII.)

Repeat: Wittiness means no downtime. It doesn’t mean front-loading your best stuff; it means not-loading your best fluff. Start great; end better. It’s not proposing one-hour game; it’s opposing one-minute lame. No Boredom Ever!

Whether it’s 5’1″ or 6’10”, a witty game drops the waits and hits the weights. A witty game turns into heavy stuff for its length, but it’s all muscle.