IGN Gives Square Enix Suggestions on How to “Fix” Their RPGs
By Stephany on Wednesday, November 26th, 2008 at 7:18 AM PST In Game Consoles, Gamer Life, Games, Square Enix
Over on IGN, Erik Brudvig and Hilary Goldstein, wrote an editorial titled The Gameplay Mechanic: Fixing Square’s RPG Machine, regarding some issues they have found with Square-Enix’s latest RPGs The Last Remnant and Infinite Undiscovery. In this piece, they also mention ways in which they think that Square Enix can improve upon their staple game format by getting with the times and create more of a western role-playing game (WRPG) instead of continually churning out the same ole hat every time.
The writers take a few missteps right off the bat–one of which is blasting Square for not knowing how to use the Unreal Engine 3 and suggesting that they either “learn to use it or ditch it”. This caught me off guard a bit because while The Last Remnant does indeed use the UR3, Infinite Undiscovery does not. Instead, it uses one developed in-house by the developer of the game Tri-Ace. Anyone, especially a game blogger/journalist would have known this, so it was either an oversight on their part, or they just have no idea what the hell they are talking about. I choose the latter.
Regardless, when I read that part yesterday, it convinced me to just stop reading where I was and dismiss the whole article out of my mind. I had no reason to continue reading it because in my opinion, complaining about something that had no basis in fact was just not worth my time. However, today the folks over at MonsterVine gave me a reason to read the rest of the offending piece over on IGN thanks to their well thought out rebuttal.
Apparently what I missed by not reading the whole thing on IGN was that the authors also felt that Square-Enix has been using the same animations since the PS1, the towns in the games have NPC’s that you have to speak to for “no reason”, the article (once again) talks about Infinite Undiscovery as a game by Square Enix by stating that the “flute gimmick is completely irrelevant” (again, SE was just the publisher NOT the developer), etc.
I have to agree 100% with the authors Project Sora and William Saw over on Monster Vine. The constant mentioning of “fixing the Square Enix RPG machine” by citing a game they only published-not developed- is flawed. Tell that to Tri-Ace, the actual developer, not the publisher. As far as NPC’s go, I also agree that sometimes talking to a character who will not give you a quest or who seems to have no interest in your quest is just a nice way of rounding out the whole experience by giving you a greater grasp of the world you are playing in. Therefore, how are they not an integral part of the game? The other part of the rebuttal I agree with is that the idea that an RPG does not HAVE to be 50 hours long is something that all makers of RPGs should take into account-not just Square Enix. Then again, when you purchase an RPG you are expecting a decent size game for the money you have spent plus, you expect nothing less than a world that is just as immersive as it is large.
The role-playing genre has changed quite a bit over the last 15 years or so. The graphics have gotten better, the storylines do not seem as contrite, and the level of immersion has become something that all RPG fans can be happy with. However, all makers of RPGs can learn a thing or two when it comes to making their games better, and to single out Square Enix — the makers of the Final Fantasy series for crying out loud– is just silly. Not all companies make a hit every time and on the same token, not all gaming companies make a flawless game every time either so instead of telling Square Enix how to fix their games, the writers should have addressed all gaming companies who have decided to create an RPG. Like I said, singling out Square Enix was just silly.
(Thanks MonsterVine)
(Just in case you were wondering, I referenced the name Square Enix 11 times in this peice–sheesh!)

