Quick thoughts on various subjects...
Classes: Actually, I had in mind more of a Knight-type tank as opposed to a Barbarian (UC smash!). And if I get to pick, I'd be a Knight/Monk tank, mostly because I like the idea. As for the attacking stat, you're all very kind.
Regarding virtual worlds, I find they don't interest me unless they offer some form of advancement. So while getting trophies for games might amuse me for a while, it wouldn't have lasting value. However, if beating a fantasy game gave me a sword trophy that I could carry around my house and use to slash things, I'd be all for it.
Omega Amen: My chance to play God of War 2 immediately has been lost, so you can write a review at your leisure.
RPG Guidelines: For me, the biggest thing about exploration is that I want to feel free to explore a bit without being penalized. That is, I don't want to worry that if I go left instead of right I'll be annihilated by the first monster I see, or somehow miss an entire subquest. Or that if I take a step too far in one direction I'll be caught up in a cutscene and unable to return to the area for half the game.
Related question - what do you think of various techniques of blocking players from going places early in the game? The classic being guards that won't let you through a gate, of course. Is it better for the characters to inexplicably be unable to walk to a certain area (similar to when a map ends without a definitive barrier) or should the game designers invent some obstacle? The latter seems to make for a more "realistic" world, but it can get in the way when the reason you can't enter an area is ridiculous ("I'm sorry, sir, but our religion believes standing in a line and blocking off streets is an act of great devotion").
On a random note, I think it would be interesting to hear the Gamecast discuss the "hardest bosses" thread. The CAA podcast discusses threads, and here we have a gaming one that I think could lead to a quick bit of interesting discussion.
Link Antilles wrote:Question to the Audience: What are your guidelines to a great RPG?
Two occur to me:
- The characters in the party should have distinctive roles. Everyone should have skills that make them valuable and are useful for different situations. Or, in the case of games where the characters are completely interchangeable, they should be able to be customized to a variety of useful roles.
- Gaining levels should not simply be a matter of increasing stats or gaining abilities that are direct upgrades of previous ones. Different degrees of customization work for different games, but I would like to be able to develop my characters to some degree instead of merely climbing a preset level path.