The
JSH Anthology Retrospectives
Part I: Query Part I: Who Am I?
An Informal Reanalysis by Joseph S Hall
Download Here
So there are 18 games in my
anthology, and I’ve been asked to give some commentary on them for the
readers. There are a few games that I
have omitted either because I no longer have a copy of them or they were really
just wastes of space, but this anthology covers what I consider the entirety of
my ‘good’ OHR phase (Who Am I? through OHR House 3). I encourage new users to take a look at some
of the games and see my progression away from game design.
My games can essentially be divided into three categories: RPGs, joke games, and movies. The movies are generally my best work, but I think I did OK with some of the RPGs, and joke games are always fun for at least 5 minutes or
So. I want to go into detail, so I will
focus on just one game this week. Since
it is probably my most important early work, I will be looking back on Query
Part I: Who Am I?
So here we have the first game
(Other than a really old crappy game called Pixilation) that I finished for
the OHR. At the time, I was quite proud
of it, because I had actually finished a standard RPG, but I got very little
attention from the community. No
reviews, maybe 10 or so replies to a message board thread, then nothing. The lack of response was disheartening to
say the least, but I feel that this game is actually quite good considering its
age, and I actually replayed it for this write-up. The original notes have been lost, but I will share what I can.
The story is very shoddy. I was just beginning to develop as a writer
(I was only 16 when I finished the game…) and a lot of it was based on another
story I had planned. The Query Series
was originally going to span five episodes, but it got to be too much work to
complete so it was scrapped, naturally. Nevertheless, I’m proud of some specific things in this game, and I’ll
do my best to point them out.
One thing that I focused on a lot
in this game was the inclusion of sidequests, all accessible once the player
obtained the airship. The game is a lot
easier if you do the sidequests, but I imagine most would not have bothered to look for
them. I think that a lot of OHR users
include sidequests that do not benefit the player in a big enough way; it is
nice when the super equipment one finds in these quests is actually very
powerful.
The best sidequest I included was a
timed one, reminiscent of the Excalibur II sidequest in Final Fantasy
IX. If the player reaches Tate Island
within 30 minutes of starting Who Am I?, he can get the best weapon in the
game, the Ow. (Later renamed in newer versions of the game) Sure, that kind of quest is annoying, but at
least I was thinking outside the box. OHR developers should try little things like this.
Another thing that I think I did
right in this game was giving the player a lot of equipment options. In too many RPGs, the player equips the same
old junk, maximizing defense and strength, etc. In this game, I offered lots of equipment with varying elemental
properties and statistic boosts. These
things do not make such a big difference that they are vital, but they do help the player immerse himself into the game by
providing input on the characters’ stats.
Playing the game now, I also notice
that all of the characters have good strengths; in fact, this might be the most
balanced game I ever made. It is a
little difficult to decide whom I want to use against bosses because I remember
designing all of the characters to be different and wanting to use them all. (To clarify, I am not saying this game’s
characters are the most unique, interesting, or whatever; I’m just glad that
the player can win with any party and have a good time deciding who to use.)
So, I guess I should talk a little
bit about what’s WRONG with this game. The first should be obvious, looking at the screenshot. Why did I bother to make all these towns and
not include any NPCs?
Well, the answer is: I was going
to, but the game was taking too long to make and I wanted to finish it up. As a result, the game looks really lazy and
bare. The important thing about this,
though, is it really reflects my philosophy on towns in RPGs. The NPCs that I would have added probably
would have been boring to talk to, so they would have been pointless to have
anyway, so the game might actually be better off without them. In my later games, I made towns much smaller
and with very few or no NPCs at all.
Of course, this raises another
issue common to my games: I always forget about LITTLE problems. Little problems are worse than big problems
because the game designer can consciously choose to look over them, and after a
while, they add up. Sure, Who Am I? isn’t bad for an indie RPG, but it does not look professional at all, and it is
largely because I chose to ignore small problems like the lack of NPCs and
characters ending up in odd places during dialog scenes. The game plays like a demo even though it is
supposedly complete. I would advise my
readers not to make this mistake.
The last slip-up I want to focus on
is how I used an incredibly stupid, contrived plot to fuel gameplay. Seriously, this game’s plot does not make
any sense. Taking people into a dream
with you? What the heck was I
thinking? Well, I was thinking, “I want
to have a bunch of bizarre enemies that could only exist in a dream for the
heroes to fight.” It’s as simple as
that.
I sacrificed having a deep plot to
enrich gameplay, and the result is pretty messy. I named characters after friends just so that I could have a Red
Mage, a Thief, a Knight, a Summoner, a Wizard, a Dragoon, a Priest, and an Arc
Knight. The plot is poorly constructed
and pretentious—nobody wants to play a game about my friends! This is such a common mistake that OHR users
make that it is hardly worth mentioning, but I wanted to say that even the
“well-known” developers make dumb newbie mistakes. The fact is, no matter how good an OHR game is, its audience is
limited. Who Am I? had problems, some
of them glaringly stupid, but if all that you want to do is make a silly RPG,
it can be done, and you can even make parts of it good.
If I want the reader to walk away
with anything from this retrospective, it is that we all have our strengths and
weaknesses. Surlaw (creator of
Walthros) is not a great pixel artist; heck, not even a great game designer,
but his games focus on what he is good at: plot construction and comedy. Fenrir (Final Fantasy H) is not good with
music placement or battle balance, but he is a great artist and makes good
maps. Don’t be afraid to sacrifice
one thing when you are good at something else, especially with your first real
game. Your game will be sloppier than
it should be, but GETTING DONE is more important.
It’s more fun to finish than to
quit because the game is taking too long to make. Besides, you have to prove that you have stamina if you want
other people to work with you on later games. When that happens, you can work with someone who is a good artist (if
you aren’t good with graphics) or who makes good maps (if you have no sense of
design whatsoever), etc. Yes, I realize
this paragraph goes against anything ‘high-brow’ game designers will try to
tell you, but if you are not making a high-budget game, have some fun before
you decide to get serious. You can
always go back and fix little problems, like I didn’t.