Well, to be fair, "A Dress + Some Kind Of Shield" barely qualifies as a hintRodyle2 said:Yeah I found DQ8 a pretty straightforward affair overall. Even for crafting it's not like they don't give you hints for it.Carnagath said:Really? I only used a crafting list FAQ on DQ8, I never got lost once while playing the game. There's always some massive dialogue telling you where to go next, and every "next" location is conveniently a few minutes right down the road from where you came. Didn't get that feeling at all there.Comic Sans said:If you think this was hard try DQ8 on the PS2. DAMN good game, one of my favorites, but it could be hard to figure out exactly what you needed to do at times.
is it? I never thought soRodyle2 said:It's funny you should say that when your supposed "greatest console game of all time," FF6, is absolutely FILLED with that shit.
It was mostly when you had to fulfill a specific criteria to make something happen. At that part where you need to head to the top of the mountain at night to help make the king happy, I stood there for ages because I had talked to everyone in the area and it was obvious where I needed to go. I didn't know I was supposed to go to the castle at night and see the king and talk to the maid before I could move on. I had skipped the middle man unintentionally. I also had a little bit of trouble finding the village David was from if I remember right. I haven't played the game in ages, but don't remember finding something specifically telling me where in the world I needed to go.Carnagath said:Really? I only used a crafting list FAQ on DQ8, I never got lost once while playing the game. There's always some massive dialogue telling you where to go next, and every "next" location is conveniently a few minutes right down the road from where you came. Didn't get that feeling at all there.Comic Sans said:If you think this was hard try DQ8 on the PS2. DAMN good game, one of my favorites, but it could be hard to figure out exactly what you needed to do at times.
Well yeah that was kind of my point...LordNue said:Because the fucking average player isn't supposed to find them. It may be harsh but it's true. If it's something not crucial to the main plot of the game that has no effect on the game at all beyond making your little men stronger and it's obtusely obscure to find, chances are it's meant for the dedicated players and obsessive types who care way too much about little numbers. Not people who just pick up and play games for the story and nothing else, who don't even care that they don't have maxed stats and optimum shit.Icecoldcynic said:I disagree. Plenty of games have incredibly complex things that really can only be found out using guides, or simply never found out at all. For example, getting the ultimate weapons in Final Fantasy games. Without a guide, the average player would NEVER attain them, but does it make the game suck? No.
Difference being I never once felt lost while playing through it (in 1994, before there was such a thing as GameFAQs, and without a strategy guide of any kind.) The first part of that game was disturbingly linear, the World of Ruin was just familiar enough and kept its quests pretty self-contained that a guide wasn't necessary.Rodyle2 said:It's funny you should say that when your supposed "greatest console game of all time," FF6, is absolutely FILLED with that shit.
Umm finding the sword was pretty dang easy. Did we play the same game? It was located at one of the only places you couldn't get to without the balloon. It was pretty easy to figure out.SimuLord said:I'm no stranger to ancient JRPGs. DQ4 was just very poorly designed as far as the Guide Dang It factor was concerned. When I read the hint I needed on GameFAQs about the Zenithian Sword, my main thought was "well, that would've been obvious if I'd been playing this game five hours a day, but it's my bedside game. The NPC who indicated what he needed to me was a throwaway line of dialogue in a far-off town masquerading as a Chekhov's Gun."
That's just poor design. I'm not averse to exploration. But parsing line after line of stilted dialogue over and over again is not fun, and it is not acceptable game design.
Figuring out where the guy with the balloon was---that was the hard part because, like I said, far-off town, one-line throwaway dialogue Chekhov's Gun, and no clear indication from any NPC in the game to put me back on the trail. After a good four hours of stumbling around and leveling up, I finally was like "fuck it, I'm going to GameFAQs."Comic Sans said:Umm finding the sword was pretty dang easy. Did we play the same game? It was located at one of the only places you couldn't get to without the balloon. It was pretty easy to figure out.SimuLord said:I'm no stranger to ancient JRPGs. DQ4 was just very poorly designed as far as the Guide Dang It factor was concerned. When I read the hint I needed on GameFAQs about the Zenithian Sword, my main thought was "well, that would've been obvious if I'd been playing this game five hours a day, but it's my bedside game. The NPC who indicated what he needed to me was a throwaway line of dialogue in a far-off town masquerading as a Chekhov's Gun."
That's just poor design. I'm not averse to exploration. But parsing line after line of stilted dialogue over and over again is not fun, and it is not acceptable game design.
You didn't explore well then. The town wasn't hidden or anything, I found it by accident. You just didn't explore enough. That was on you, not the game.SimuLord said:Figuring out where the guy with the balloon was---that was the hard part because, like I said, far-off town, one-line throwaway dialogue Chekhov's Gun, and no clear indication from any NPC in the game to put me back on the trail. After a good four hours of stumbling around and leveling up, I finally was like "fuck it, I'm going to GameFAQs."Comic Sans said:Umm finding the sword was pretty dang easy. Did we play the same game? It was located at one of the only places you couldn't get to without the balloon. It was pretty easy to figure out.SimuLord said:I'm no stranger to ancient JRPGs. DQ4 was just very poorly designed as far as the Guide Dang It factor was concerned. When I read the hint I needed on GameFAQs about the Zenithian Sword, my main thought was "well, that would've been obvious if I'd been playing this game five hours a day, but it's my bedside game. The NPC who indicated what he needed to me was a throwaway line of dialogue in a far-off town masquerading as a Chekhov's Gun."
That's just poor design. I'm not averse to exploration. But parsing line after line of stilted dialogue over and over again is not fun, and it is not acceptable game design.
This violates one of my most basic rules as a gamer: "No outside help until I've beaten the game."
Even if people use a guide I doubt a lot of them will look for that stuff anyway. The ones who just pick up and play games for the story may or may not want to find the ultimate weapon that is difficult to find. If they do want to find it and use guides to find it than I don't see a problem with it.LordNue said:Because the fucking average player isn't supposed to find them. It may be harsh but it's true. If it's something not crucial to the main plot of the game that has no effect on the game at all beyond making your little men stronger and it's obtusely obscure to find, chances are it's meant for the dedicated players and obsessive types who care way too much about little numbers. Not people who just pick up and play games for the story and nothing else, who don't even care that they don't have maxed stats and optimum shit.Icecoldcynic said:I disagree. Plenty of games have incredibly complex things that really can only be found out using guides, or simply never found out at all. For example, getting the ultimate weapons in Final Fantasy games. Without a guide, the average player would NEVER attain them, but does it make the game suck? No.