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Star Ocean 3

New Game +

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Something I've brought up before...

 

Every single RPG should have a new game plus option. It should let you choose if you want to keep your levels, money, items, etc., or everything. I see no reason not to have one. I beat the game, and if I want to play it again and just blast through the battles enjoying the story, why can't I?

 

Could it really be a problem to include this? Would it take up too much space on the disk, be too hard to do, etc.? It seems like something every game can have, actually, not just RPGs.

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Guest Smues

It's nice when games have a 'new game +' option, but it's the developer's choice to include one or not. If they don't want you to be maxed out int he first dungeon that's their call. And you can always use an external cheat device if you so desire.

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Guest Princess Leena

If Chrono Trigger, a 1MB game, had enough space then it shouldn't be any problem for games today.

 

I concur that every RPG should have this.

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I think one of the Golden Suns had this feature (and not just the carry-over codes between games), and I agree, it would be a good feature to have - to save on having to level up to face bosses all over again and instead be able to play through the story seamlessly.

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Most RPGs now-a-days don't require extra leveling to fight bosses, thank christ.

 

I actually don't mind if RPGs are lacking a New Game+ as long as they make the last save point in the game accessible. This makes it possible to start at the end of the game and have access to all the side-quests and what-not. New Game+ is always a necessity for games with multiple endings though.

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Though I'm not into RPG's as much as I was during the SNES days, I wholeheartedly agree. Multiple endings are also great. I loved that Chrono Trigger had both of those features. Such a great game, I really miss those days (16-bit gaming).

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Wee... Time to use personal knowledge!

 

Actually to code a new game plus, you would likely hafta write a code to store the information that the save is a new game plus save, then turn around and make sure it doesn't get overwritten by the original code that would make it "everyone is level 1" type of deal. Now while you can say that is easy, its not really. That code takes up valuable developing space that could be devoted elsewhere, say to some really cool quest (main part) that makes the game that much better, gives a lot of player depth, and adds to the story.

 

Also here's something to consider:

 

Character Name: Jack Frost

Level: 32

HP: 2398/2398

MP: 345/345

STR: 346

DEX: 287

VIT: 371

EVA: 132

 

I'll just go that far, as I forget the other catagories, but that right there from my coding experience is worth about 50kb (give or take 10-20kb, I ain't about to build a program to be precise). Not a lot right? How big is a save file though? 268kbs-780kbs? The game also hasta use the exact same save file format originally planned, otherwise you'd hafta use another code to seperately make a different savefile for it to access; which you guessed takes up more room and therefore bye-bye some more goodies elsewhere.

 

BTW, before you bring up Chrono Trigger again, and its one megabye, the save battery was also built right in, so all you hafta do is save it to the built in battery, and just build a single code to boot up with that information. Not like what the game would hafta do with the savecards, where it hasta find and determine what savecard, what's saved and that. Chrono had it all built in, no looking required very hard required, and therefore less code required.

 

Although, this is all my conjecture with my programming knowledge and how its done with the way I do it for my programming. Then again, I wouldn't mind them hacking off a few graphical imputs (which take up the most room) to give way to that.

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The Tales games (at least Symphonia and Abyss) have a feature of this sort.

 

On a replay game, you get a particular number of points depending on how well you did during battles on the clear save. This lets you get all of the abilities you had from the last game, for example. Or make the game easier/harder, and a number of other things.

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Also here's something to consider:

 

Character Name: Jack Frost

Level: 32

HP: 2398/2398

MP: 345/345

STR: 346

DEX: 287

VIT: 371

EVA: 132

 

I'll just go that far, as I forget the other catagories, but that right there from my coding experience is worth about 50kb (give or take 10-20kb, I ain't about to build a program to be precise).

 

FIFTY KILOBITES? Are you kidding??! An int is 4 bytes. To hold all that information, you need 9 ints, so that would be 36 bytes. Then you have the string, which at most, is gonna be like, 30 bytes. How in the blue holy hell do you get 50K?

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Also here's something to consider:

 

Character Name: Jack Frost

Level: 32

HP: 2398/2398

MP: 345/345

STR: 346

DEX: 287

VIT: 371

EVA: 132

 

I'll just go that far, as I forget the other catagories, but that right there from my coding experience is worth about 50kb (give or take 10-20kb, I ain't about to build a program to be precise).

 

FIFTY KILOBITES? Are you kidding??! An int is 4 bytes. To hold all that information, you need 9 ints, so that would be 36 bytes. Then you have the string, which at most, is gonna be like, 30 bytes. How in the blue holy hell do you get 50K?

I fucked up with adding a k, which was a force of habit with what I do now (which doesn't have anything to do with programming sadly, what a waste of two years). Thanks for pointing out the fuck up Thoth.

 

Edit: I really probably should've did a program up just so I'd have precise information. Something else I'll apologize for, though I did state I hadn't...

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