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I tend to be attracted to any game which places "fantasy" at the forefront of its gameplay and visuals, but far too often in games of this nature I find that the fantasy elements are not implemented in the extreme and flamboyant manner which I expect.
Time and time again I witness the golden beginnings of an interesting vision slip slowly into the swamp of cliché and mediocrity.
So I thought I'd point my finger in the general direction of four of my favourite ingredients which I believe should appear in every fantasy-based game as standard.
*DREAMING OF ICARUS*
That is: the superhuman ambition of flying without the assistance of standard technology.
Every fantasy adventure should incorporate this character ability into the gameplay.
It doesn't really matter how it's done: on a magic carpet, on the back of a mythical warbird, by way of a magical cape, as an attained special ability, utilizing a jetpack etc….
Exploring a fantasy gameworld via the freedom of the sky is always enjoyable, and seeing that the environments of these types of games are becoming larger and larger, I think it's definitely the best and most pleasing manner in which to quickly get about.
It certainly beats the uninspiring and overly-used warp portal method.
~As a wise old sage once said: *I'd rather fly like Icarus than be beamed-up by Scotty*~
*CASTING THE LIGHT FANTASTIC*
There's hardly anything worse than mediocre spellcasting, or the lame destruction of enemies.
In a game wherein casting spells and using magic in general is a main feature of the gameplay, I want to see nothing less than a psychedelic fireworks display of Jimi Hendrix proportions.
Every time I press the spell-attack button I want a light-bedazzling extravaganza of devilish exploding colour.
It's got to be so spellbindingly impressive that even a spaced-out hippy would sit up and take interest.
Spellcasting only hits-the-mark when it's juiced-up to the max, and that means: a visual orgy of orgasmic rainbows.
*TRANSMOGRIFICATION*
That is: "to change or transform into a different shape, especially a grotesque or bizarre one". -
Unrealistic gameplay is the heart & soul of the fantasy adventure.
The ability to shape-shift the controllable character into monstrous forms is another always-satisfying trick.
Empowering the player is where the enjoyment lies, so there is no point in stifling him or her with the limitations of so-called realism.
Thus the special-attack of instant-evolution into an all-powerful doombringer is just about essential.
The ability to go temporarily "beserk" and annihilate everything on-screen is always a welcome and wholesome treat.
~As a wise shaman once told me: *Allow the lush monster within to gallop free*~
*CLOUD-CUCKOO-LANDISHNESS*
The more outlandish and fantastical the game environment is the better.
The whole point of fantasy is to see things we've never seen before, and to do things which are most definitely not possible in reality.
Fantasylands should always embrace and capture the peculiar, the grandiose, the preposterous, the sublime, the fairytale, the fabulistic, the bombastic, the eccentric, the romantic, the wondrous, the curious, the awe-inspiring, the exotic, - (I'd better stop there because I'm running out of adjectives). -
Anyway, I've invented a silly word ("cloud-cuckoo-landishness") which for me sums up the philosophy which I believe should always course through the veins of every fantasy adventure.
The "F" in fantasy stands for *Flabbergast*: never let the dynamism of the visuals and the gameplay be limited by the shackles of realism.
I think I basically want to play a game that goes completely over the top, but which still has a good storyline and is a big adventure.
Every fantasy-based game I've ever played has always been limited by visual and gameplay "realisms".
Now I know there has to be some structure and limitation to the framework of any game, but I'd just like to see the "fantasy elements" - both in the graphics and the gameplay - "pushed" further into the realms of extreme flamboyance and extravagance.
>
>
> I tend to be attracted to any game which places "fantasy" at
> the forefront of its gameplay and visuals, but far too often in games
> of this nature I find that the fantasy elements are not implemented in
> the extreme and flamboyant manner which I expect.
>
Me too. A talking duck and an Ant with a sword isn't as crazy as I'd expect.
> *DREAMING OF ICARUS*
> That is: the superhuman ambition of flying without the assistance of
> standard technology.
> Every fantasy adventure should incorporate this character ability into
> the gameplay.
Don't they all though?
Of what I've played, they all contain some way. Breath Of Fire uses dragons, Grandia uses that little bird, Final Fantasy uses boats and aisrships. I think nearly every fantasy game allows you to fly, however maybe you are hinting that you cannot do it as often? I share that vew, and in Grandia and BOF the flying sections are just cut-scenes, and you cannot control where you go.
Bear in mind that to be able to fly everywhere right from the start (like you can in Drakan), this means that nearly every area in the game is unlocked. This works in GTA, but in games so dependant on storylines, too much freedom is basically erasing some of the story. Like:
"Let's go to the Ice Mountain"
"Where's tha.. oh, I remeber, I flew there right at the start of the game to have a look around"
It's not as good as:
"Let's go to Ice Mountain"
"Where's that"
"Well.. blah blah"
It means each section is new and refreshing, instead of just passing through an area you have already seen.
On another note, bits in FF9 like Dagueero which you only find if you explore using the freedom of the Airship were nice. However, as said, if yopu have too much freedom it can spoil things.
> It doesn't really matter how it's done: on a magic carpet, on the back
> of a mythical warbird, by way of a magical cape, as an attained
> special ability, utilizing a jetpack etc….
Let's not go crazy now.. I mean, jetpacks, sheesh ;-)
> Exploring a fantasy gameworld via the freedom of the sky is always
> enjoyable, and seeing that the environments of these types of games
> are becoming larger and larger, I think it's definitely the best and
> most pleasing manner in which to quickly get about.
I recommend Drakan on PS2. You'll like that.
> It certainly beats the uninspiring and overly-used warp portal method.
I can see what you mean, but then it's so much easier for a developer to do a portal than work on a dragon/carpet etc, where they have to design physics and controls and whatnot.
>
>
> *CASTING THE LIGHT FANTASTIC*
> There's hardly anything worse than mediocre spellcasting, or the lame
> destruction of enemies.
I liked perfecting fights in FFX, where at points you could defeat sets of 3 enemies with just 3 attacks. It was samey, but very satisfying.
> In a game wherein casting spells and using magic in general is a main
> feature of the gameplay, I want to see nothing less than a psychedelic
> fireworks display of Jimi Hendrix proportions.
> Every time I press the spell-attack button I want a light-bedazzling
> extravaganza of devilish exploding colour.
> It's got to be so spellbindingly impressive that even a spaced-out
> hippy would sit up and take interest.
> Spellcasting only hits-the-mark when it's juiced-up to the max, and
> that means: a visual orgy of orgasmic rainbows.
But that would be completely over the top, in my view. Magic cab be subtle, you don't want to fill the screen with every colour of the rainbow with every spell. That's where the whole developing your character comes in. For instance, compare Vivi's Fire to Firaga.
>
> *TRANSMOGRIFICATION*
> That is: "to change or transform into a different shape,
> especially a grotesque or bizarre one". -
I've always wanted to be a Turkey in an RPG..
> The ability to shape-shift the controllable character into monstrous
> forms is another always-satisfying trick.
> Empowering the player is where the enjoyment lies, so there is no
> point in stifling him or her with the limitations of so-called
> realism.
It'd be cool if you could do this by developing a character, where he learns the ability to morph into any foe he meets. Imagine going through the last disc of FF9 as Kuja.
In FF6, that character you meet out on the plains has the ability to learn all his foes moves.. try that for a simpler realisation of what you are looking for.
> Thus the special-attack of instant-evolution into an all-powerful
> doombringer is just about essential.
Aeons..
> The ability to go temporarily "beserk" and annihilate
> everything on-screen is always a welcome and wholesome treat.
Also one that brings a happy tear to the eye of every crap gamer out there.
> *CLOUD-CUCKOO-LANDISHNESS*
> The more outlandish and fantastical the game environment is the
> better.
Yeah, but they can't go over the top too far, otherwise it'd be just plain silly.
> The whole point of fantasy is to see things we've never seen before,
> and to do things which are most definitely not possible in reality.
Have you ever visited a land where a big destructive mutant patrols the sea, or one where it's everyday stuff to see fish-men riding dragons through a panel between worlds?
> Fantasylands should always embrace and capture the peculiar, the
> grandiose, the preposterous, the sublime, the fairytale, the
> fabulistic, the bombastic, the eccentric, the romantic, the wondrous,
> the curious, the awe-inspiring, the exotic, - (I'd better stop there
> because I'm running out of adjectives). -
> Anyway, I've invented a silly word
> ("cloud-cuckoo-landishness") which for me sums up the
> philosophy which I believe should always course through the veins of
> every fantasy adventure.
But it does. I don't think I've ever been in a 'realistic' Fantasy world.
Oh, and sorry because I'm so picky. :-) Some good points made by you there.
I'd also like to add the ability in fantasy games to create a nice big clan of people you have had to persuade to join your army. And also the ability to take over a castle or fortress as HQ. Kinda like Suikoden....
anywhoo thats just me, good post though :D
I tend to be attracted to any game which places "fantasy" at the forefront of its gameplay and visuals, but far too often in games of this nature I find that the fantasy elements are not implemented in the extreme and flamboyant manner which I expect.
Time and time again I witness the golden beginnings of an interesting vision slip slowly into the swamp of cliché and mediocrity.
So I thought I'd point my finger in the general direction of four of my favourite ingredients which I believe should appear in every fantasy-based game as standard.
*DREAMING OF ICARUS*
That is: the superhuman ambition of flying without the assistance of standard technology.
Every fantasy adventure should incorporate this character ability into the gameplay.
It doesn't really matter how it's done: on a magic carpet, on the back of a mythical warbird, by way of a magical cape, as an attained special ability, utilizing a jetpack etc….
Exploring a fantasy gameworld via the freedom of the sky is always enjoyable, and seeing that the environments of these types of games are becoming larger and larger, I think it's definitely the best and most pleasing manner in which to quickly get about.
It certainly beats the uninspiring and overly-used warp portal method.
~As a wise old sage once said: *I'd rather fly like Icarus than be beamed-up by Scotty*~
*CASTING THE LIGHT FANTASTIC*
There's hardly anything worse than mediocre spellcasting, or the lame destruction of enemies.
In a game wherein casting spells and using magic in general is a main feature of the gameplay, I want to see nothing less than a psychedelic fireworks display of Jimi Hendrix proportions.
Every time I press the spell-attack button I want a light-bedazzling extravaganza of devilish exploding colour.
It's got to be so spellbindingly impressive that even a spaced-out hippy would sit up and take interest.
Spellcasting only hits-the-mark when it's juiced-up to the max, and that means: a visual orgy of orgasmic rainbows.
*TRANSMOGRIFICATION*
That is: "to change or transform into a different shape, especially a grotesque or bizarre one". -
Unrealistic gameplay is the heart & soul of the fantasy adventure.
The ability to shape-shift the controllable character into monstrous forms is another always-satisfying trick.
Empowering the player is where the enjoyment lies, so there is no point in stifling him or her with the limitations of so-called realism.
Thus the special-attack of instant-evolution into an all-powerful doombringer is just about essential.
The ability to go temporarily "beserk" and annihilate everything on-screen is always a welcome and wholesome treat.
~As a wise shaman once told me: *Allow the lush monster within to gallop free*~
*CLOUD-CUCKOO-LANDISHNESS*
The more outlandish and fantastical the game environment is the better.
The whole point of fantasy is to see things we've never seen before, and to do things which are most definitely not possible in reality.
Fantasylands should always embrace and capture the peculiar, the grandiose, the preposterous, the sublime, the fairytale, the fabulistic, the bombastic, the eccentric, the romantic, the wondrous, the curious, the awe-inspiring, the exotic, - (I'd better stop there because I'm running out of adjectives). -
Anyway, I've invented a silly word ("cloud-cuckoo-landishness") which for me sums up the philosophy which I believe should always course through the veins of every fantasy adventure.
The "F" in fantasy stands for *Flabbergast*: never let the dynamism of the visuals and the gameplay be limited by the shackles of realism.