Chrono Compendium
Zenan Plains - Site Discussion => Chrono / Gameplay Casual Discussion => Topic started by: chi_z on June 26, 2012, 12:47:18 pm
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Not much to learn from it for those of us at the compendium, but pretty interesting nonetheless. Basically shows how to have a kickass linear story without having to make gameplay linear, repetitive, frustrating, boring, agonizing, etc (random encounters and fighting in general are the worst aspects of rpg's imo).
http://gamasutra.com/view/news/172998/Four_key_design_decisions_to_Chrono_Triggers_sense_of_freedom.php
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Do you have a link?
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think my ctrl v wants an ass whuppin
http://gamasutra.com/view/news/172998/Four_key_design_decisions_to_Chrono_Triggers_sense_of_freedom.php
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Yeah, great article. The New Game + feature never meant much to me. Since the endings aren't part of the story canon, they don't interest me greatly.
But everything else the article spoke of hit home with me, big time. As I mentioned in another topic I started, the absence of random, invisible battles was the key reason I gave this game a chance - I hated RPG's primarily for that reason, at the time. That gameplay element was (and still is) incredibly annoying and frustrating to me. So I didn't feel that frustration as I began this game 16 years ago, and it became my favorite game.
So amen to the article.
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Fantastic article, thanks for finding this chi_z! We've spent so much time analyzing the story, it's great to stop and remember the game design details Chrono did so well.