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    Auto Battle in JRPGs - An Upgrade or a Shortcut?

    You’d be strapped to find a gaming review that doesn’t address grinding. Grinding is usually a process of gaining character experience, including repetitive tasks such as farming items or engaging in enemy battles. Over and over and over again – ad nauseam. In recent JRPGs, the concept of auto-battle has been introduced. In games such as Square Enix’s Bravely Default and Atlus’ Persona 4, the player is granted the ability to create an enemy-shattering battle strategy. This strategy, once plugged into the game’s battle system, can be automated. No more memorizing moves or smashing X. The game plays itself.

    By eliminating the need for grinding, does the inclusion of auto-battling present an upgrade for JRPGs? Or does automating battle systems cheapen the game and ultimately result in developer-condoned cheating?

    Possible approach: Comparing and contrasting auto-battle in other games.

    • I think this topic will be particularly interesting to pursue considering the general focus on the story in JRPGs. Is it the case that JRPGs care more for story than they do for gameplay and does this affect whether we view Auto Battle as an upgrade? The option to Auto Battle in some entries in the Fire Emblem series seems particularly interesting, considering the series is notorious for its difficulty and strategy elements. – Lbrook4 6 years ago
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    Latest Comments

    Interesting bit about the National Film Registry. Time travel is certainly a unique facet of human wanderlust.

    I wonder what you think about more philosophical time travel. For instance, in the novel A Tale for the Time Being by Ruth Ozeki, one of the characters “travels” in time by writing a diary in the past. That is to say, her words keep her alive in the present (to the diary reader) while all indications seem to point that she died in the past.

    If a living memory constitutes time travel, I wonder what that says about The Time Machine – and the other works you have mentioned. You’re writing about them, so maybe they have found a place in the future.

    Time Travel: The Literary Way To Wander

    My problem is, as you mentioned, the latent Eurocentrism behind the “classics”. Who gets to decide what constitutes a classic? And what gives that person, or body of people, the right?

    At the same time, I honestly do see the merit in the classics you’ve mentioned. As I continue to further my studies, I’ve become more and more convinced that acknowledging the classics is important.

    But, I am equally convinced that it is our responsibility to delve outside our own ethnographic perceptions of “classic”. Why not read the classics touted by a foreign, minority, philosophical, or pop culture? LGBT classics, Southeast Asian classics, feminist classics, African American classics, science fiction classics – the list goes on and on…

    Perhaps the classics I’ve mentioned are not universally relevant. But by the standards of the cultures representative of those classics, I doubt the classics celebrated in Western academia are either.

    The Importance of Learning the Classics

    I haven’t personally played the new Crash game, but your opinion surrounding “cheap deaths” seems pretty universal to me. I wonder if part of the problem is that the structure (that is, the super dated game engines) of old games makes revising a remake difficult. I imagine that the “remake” more or less replicates the source game’s mechanics with the simple addition of higher quality graphics. While new features may be included, editing minor details such as visual-depth might seem inconsequential, if not altogether tedious.

    By all means, I agree with you – remakes tend to be lazy when it comes to enhancing game mechanics. But from an effort versus profitability outlook, I can understand why.

    Crash Bandicoot Teaches A Thing Or Two About Revivals