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Why Game? 1 - TextFiles.com

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so what’s the point of saving after having a<br />

discussion anyway?<br />

Of course, such a unique system is open<br />

to abuse. The final section of the game - which<br />

leads to the final guardian and the ending - will<br />

take no longer than 45 minutes to <strong>com</strong>plete as-<br />

suming you start from that original shrine visited<br />

earlier, and assuming, of course, that you have<br />

all the knowledge needed to locate and defeat<br />

said enemy. The chances of stumbling across<br />

this accidentally are virtually zero, but there will<br />

always be the temptation for some to skip out<br />

on the 40+ hours of questing, visit <strong>Game</strong>FAQs<br />

for spoilers, and then rush ahead and <strong>com</strong>plete<br />

the game in under an hour.<br />

There are ways to avoid such things, but<br />

the great hope is that the reason for purchasing<br />

the game is not what you find at the end, but<br />

rather the journey you take to get there. Plus, of<br />

course, the final area can have a quiz designed<br />

to test if you’d actually played that far yourself.<br />

For example, there may be a section mid-way<br />

that features some antics on a wrecked pirate<br />

ship; a doppelganger of the ship may be pres-<br />

ent at the end, and if the player doesn’t use his<br />

foreknowledge of said area, then it’s instantly<br />

<strong>Game</strong> Over. The trick to would be subtlety; per-<br />

haps it’s an entirely different ship, but hopefully<br />

the player will heed the warnings of a naviga-<br />

tor’s ghost met previously, who clearly states<br />

the rules for navigating all future ships. The<br />

point is that they remember and work out what<br />

needs doing. Knowledge is key in this game and<br />

this key is worth more than all the Gil in Midgar.<br />

Another element that slows sequence-<br />

breaking is the presence of red herrings<br />

designed to lead people astray when experi-<br />

menting. If only key elements pertaining to the<br />

quest exist, it may eventually be<strong>com</strong>e fairly<br />

easy to stumble across solutions. If you find a<br />

giant statue hidden in the desert, it must obvi-<br />

ously have some importance later on - unless of<br />

course the game is riddled with things to side-<br />

track the player. Just for fun, why not include a<br />

wholly superfluous city floating in the sky? When<br />

players see it, they will be gripped by curiosity,<br />

62 The <strong>Game</strong>r’s Quarter Issue #3<br />

desperate to see how it fits into the main quest.<br />

Of course, exploring it will yield little more than<br />

narrative explanations, but such things should<br />

keep players guessing at to what happens next,<br />

and encourage them to “stick to the path” that<br />

they are given.<br />

On the flipside, such things could encour-<br />

age longevity. Since once the main quest is<br />

beaten, dedicated players will be curious to find<br />

the truth behind so many things hinted at past<br />

the main path. In the same way that people<br />

were fascinated by the airships and distant lands<br />

they couldn’t reach in Shadow of the Beast and<br />

the ghost city in GTA, so will they be interested<br />

in the city in the sky. Some may baulk at such<br />

ideas, arguing that there would be no replay<br />

value to such a game, but I argue the replay<br />

value would be greater than in any similar<br />

game. In other RPGs, great set pieces – such as<br />

the coastline battle in FF7 - may require a dozen<br />

hours of play time to reach. But in Szczepaniak’s<br />

Grand Quest, all your favourite set-piece events<br />

are no more than 15-30 minutes away from<br />

the start, meaning you can easily relive “the<br />

great battle of unholy vengeance” that occurs<br />

mid-game atop a floating battle fortress without<br />

having to play through everything else again.<br />

The final game would be delicate, dripping<br />

with atmosphere, and be pure and ergonomic<br />

with regards to controls, real-time <strong>com</strong>bat and<br />

inventory management. An ethereal atmo-<br />

sphere such as that in Otogi, Zelda, or Shadow<br />

of Colossus would be key, since without clear<br />

achievements such as leveling and item acquisi-<br />

tion, the player would need to be motivated by a<br />

sense of exploration and the innate joy received<br />

from piecing together clues. It would almost be<br />

like a Sherlock Holmes mystery for the modern<br />

day, with each clue leading onto another, even-<br />

tually forming a whole picture. Of course, once<br />

you have a certain clue, you can skip past all<br />

those that came before when you next switch on<br />

your ’Cube.<br />

Sadly, such a game will never be made.<br />

Can you imagine pitching it to a publisher?<br />

“Well, it’s like an RPG, but not. And it’s

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