hian
Purist
It doesn't allow me to play the way I want though. I want the game to require me or at least provide great benefit to me using all of the imagined characters, I want the game to be more difficult if I neglect important party members.
So let's say we have an open ended system that has a default setting that is set up exactly like you want, but also a non-default option that allows everyone else to whatever they want -
How do you square your opinion off with such a set-up?
At the end of the day all you're saying here is - I don't want a game to have options that might make me feel as if I'm not being completely dictated to how to play the game, because... feelz?
This does not happen in the materia system. We have very different thinking which is what I have said from the start and you are not wrong in your preference.
Again, I am not talking about preferences here, I am talking about reasons for holding preferences - I am talking about the fact that preferring a system that only includes X, over a system that includes X,Y, and Z, makes no sense by any metric period.
You did one thing though, you attempted to point out that there is indeed one factor that the less versatile system has that more versatile system does not - namely the very lack of versatility in and of itself.
But once again, you're wrong because it's completely possible to create a game that allows for both - hence maximum versatility.
FFX international for instance allows you to choose at the beginning which sphere grid you want to use. You can use the one you would prefer, and the one I would prefer.
It doesn't get more open ended than that - so answer me this, would you still prefer the game to not have that option?
However you are wrong in assuming the materia system allows me to play how I want, it doesn't.
Actually, by your own words previously, it does. It's not my fault that you can't keep consistent.
I don't want to create artificial difficulty for myself,
All difficulties are artificial, and subject to the player.
I don't want to make up the characters in my imagination, I love the games story because somebody else thought up these brilliant characters.
And you don't have to, because we're not talking about the story - we're talking about the character progression system, and combat, which has nothing do do with the story what so ever 99% of the time, except to the extent that it is a symbolic representation of the fact that your cast sometimes fights things.
Or do you really think Cloud, Tifa and Barret stood and waited in line to attack the Air-Buster, and Tifa was knocking it around with her fists, despite being just a normal human being?
You are already forced to imagine the context of the characters of every FF game ever made in regards to combat and character development, because literally non of them are actually made to have the two things be tied consistently together in any meaningful sense.
Yet you, and most other people here probably don't care. You only care when it's whatever system you for whatever reason have an emotional bias against.
I don't want to be limited by my own imagination, I want to experience somebody elses.
I.E "I want to be limited to the expression of the imagination of someone else."
Again though - the story is the story, and that remains untouchable in either case. Furthermore, the materia system is a part of the story of FFVII, so this point is moot in relation to that particular system.
Therefore yes I want square enix to give the characters personalities in combat and yes I want to play them that way.
And there you went off the boat again -
They can give them personalities in combat and still also allow players who want to to pick another personality to do so.
They just need to have a default option for guys like you, and non-default options for everyone else.
You're once again engaging in the fallacious thinking of "allowing people to pick both X and Y means that X isn't a real thing anymore".
I guess at the end of the day my answer is a resounding yes, I prefer to be told by square enix what cloud is like in combat and how he differs from tifa, I don't want to make that up myself.
Well, Square did tell us what Cloud and Co are like in combat - they did so quite well with story-beats and limit-breaks, and they told us that magic is purely the domain of materia, and in that they are all the same.
That being said - there is nothing about open-ended systems that preclude game developers from telling you one thing, while also allowing you to do something else.
In fact, they do so all the time.
And I liked that I didn't have the ability to imagine tidus as the black mage, because it wasn't my story it was squares, and I enjoyed that they made him play how they envisioned him being in combat.
Good for you. The issue here is that you not imagining Tidus as a black mage, and having the choice to play him as you did, is all you ever needed to construct the experience you wanted from the game - and you did.
At the same time, the game allowed those with a different conception to do something else, at no cost to your experience what so ever.
I have no doubt what so ever, that given the international version, and your conception of Tidus, you'd still play Tidus as if it was the original version.
How is that in any cheapened by the added option of early one being able to set him on a completely different path, if someone else should see fit to do so?
I still don't agree that open ended systems are a win-win. Certain kinds of stories can be told with fixed roles that can't be told with an open ended system, a setting can establish that summoners are born, not made, either you have the skills or you don't.
And as I said - that is irrelevant, because stories in video-games are not dictated by the logic of their battle systems.
Not even in the slightest.
Having Vivi start out as a black mage, and then be a black mage outside combat, but having him be a knight in battle, has no bearing on the plot of the game what so ever, and is only going to be an issue for people who don't want him to be knight - but hey, they aren't going to make him a knight to begin with are they, so how exactly does it make sense for them to be bothered by it?
That's the point I'm trying to make here.
In an open-ended system, a player is free to play as they please - that means, in accordance to their conception of the story - or in spite of it.
The possibility of the latter however, has absolutely no bearing on anything except the experience of those who would like that to be an option though - because guess what? The people who don't like that option aren't going to make use of it, hence should not have anything to be bothered by.
Again, the most salient point that can be made in this discussion has already been made, and conveniently ignored by everyone on the other side of the fence :
The addition of cheats, a random encounter turn-off switch, and speed-up play to the FFVII port for PS4.
Do you guys think, or do you not, that this detracts from the game?
If not, how are you squaring that with your stance on character progression systems?
If you have a level of control over the battle system, you can use it for storytelling (Zidane has an oddly powerful trance, what's that about) In FF13, because the characters had fixed Eidolons, it was possible to have them summoned in cutscenes to solve problems faced by the characters.
And you can still do that in an open-ended character system by simply establishing what role is supposed to be canon from a plot-perspective.
No PCs can cast magic in cutscenes in FF7, because the devs can't know what's equipped. (I am not arguing against the materia system, to be clear, but I don't think that fixed roles are something that must be eliminated from every game ever either.)
That's a result of technical limitations though - not one of the system itself.
Given the time and resources, you could easily make in-game engine cut-scenes where how they play out is based on variables connected to the character's equipment.
As for fixed roles being eliminated - In the sense that, I think there is always be an alternative to un-fix them if possible, yes I think it should be done away with.
That is not to say however, I think we should do away with the alternative to play with fixed roles like in the FFX International version.
As far being penalised if you hate close to half the cast (including heavily plot relevant ones you'll be seeing a lot of anyway) and refuse on principle to use the tools given to you, maybe you're playing the wrong game?
How much of a game must you enjoy before it's the right game?
Take FFIX - I loved the world, the sound-track, the overall story, and most of the cast minus Eiko, Quina, Zidane, and the monk character.
Let's change it around though, and switch Zidane for Garnet just for the sake of argument.
Am I really playing the wrong game, or is there something worth criticizing about the game if all it had to do in order to greatly increase my enjoyment of it was to allow me to select my own party, and swap their classes around?
If you're playing an Arkham game, and refuse to use the grapnel on principle, does it make sense to complain that the game is now too difficult?
Bad analogy.
Let's say Batman had two grapples - one that looked and felt like shit, but was great for getting around, and one that looked and felt awesome, but was shit for getting around.
At that point, I think I'd ask myself "why didn't they just allow the player to customize the grapple, and choose a look and feel for themselves?", and I think that it would be entirely fair to say that a customization option would be superior to not having one.