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Why do you guys keep the traditional interface of Pokemon?

davidthefat

I Love C++
  • 437
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    15
    Years
    • Seen Mar 3, 2012
    Why don't you guys incorporate the mouse and full screen in more? I mean a couple games do that, but you arent restricted to a couple buttons, in fact you arent restricted at all to memory, the quality of the sprites, as long as they are reasonable. If the game uses over 500 mb of ram, that TOO much, but You guys have to want to push to the limit abit. Why stick with the keyboard input? why not mouse, you can put a menu bar, and infact, why so small spites? Its a pain in the butt to be looking at that tiny window. use the full screen and make the sprites more proportionate to the screen, so draw them bigger, it allows more detail and artistic work. but in the end, they look better
     
    They do look better. But somehow, they doesn't look like Pokemon anymore.
     
    They do look better. But somehow, they doesn't look like Pokemon anymore.

    ^^

    That. One thing I can say about the pokemon games is that their play style was quite revolutionary in the gaming world, it was a game of definition when they first came about, and even now they hold a play style that is quite unique. Without that touch of uniquness you can throw the entire feel of the game off.

    that's my thoughts on the matter anyways.
     
    The simple reason is that a mouse system is beyond most people's scripting abilities, and remaking that many sprites takes way too much effort. People are comfortable with Essentials; it's not broken, so why fix it?

    But I do somewhat agree. This is one of the reasons I restarted Amethyst; instead of using the DS resolution, I'm using twice that (and planning to incorporate a full-screen mode too). If anyone else wants to do something similar, all the 160x160 original Pokémon sprites which will be used are public (obviously they're not finished yet, though; anyone's welcome to help).
     
    What's so "Pokémon" about small sprites and a tiny window? I just don't get that.

    The way I see it, there's always a way to keep the feel of a thing in a remake (i.e. higher resolution). The trick is managing it. But even though many attempts may fail, I see no reason to discourage it.

    As far as I know, it's quite difficult to go bigger than 640x480 in RPG Maker XP, which is where most fangames are made. But I'm all for people trying.

    As for controls, I agree that better use can be made of the keyboard and mouse. However, the mouse doesn't suit basic movement around maps, which is a large negative. Rather than move from the arrow keys to the mouse whenever I open a menu, I think I'd prefer just to stick to the keyboard. And since the official games were made to be played with a handful of buttons, copies of the official games are better suited for the keyboard only, and the same handful of buttons. It takes a significant amount of designing and changing to implement a new control system, and I think most people just don't want to take that time. After all, it works as is, right?

    Again, I'd love to see better/different control systems, but most people just don't want to spend all that time developing them. And I think that's why they're not as common as perhaps they should be.

    Not to mention all the people who can't bear to not have a dual screen touch-screen interface because they can't imagine being even slightly different to the latest game (even though a PC and a DS are two very different systems). Imitation may be the most sincere form of flattery, but it's the lowest form of imagination.
     
    As in mouse control, I meant ATLEAST clicking on buttons to open up the menus and even may be to talk to the person... I just dont get why use the same control system of a highly limited console on a pc
     
    Because it's simple and it works? The official games were created to use just a few buttons, so obviously the menus and things are going to be optimised for just a few buttons. If it ain't broke, don't fiddle with it.

    There are alternative control sets, certainly, but as I said, very few people bother to look into it. My main problem is with the people who do look at another control set, but it's the DS set and they only look at it because they want to mimic the thing exactly. Whenever someone says, "I want it to look like HG/SS," I feel a sudden urge to ignore them.
     
    First off, as previously stated, why fix what isn't broken? The menu system just works, and it actually streamlines gameplay, in this instance. Additionally, simplicity is the name of the game when it comes to Pokémon. Why else would the DS games have 3D buildings but maintain a constant camera angle similar to the one in the Gameboy games?

    Second off, the amount of work involved is a bit too great for some developers. Some people are either unable or unwilling to put in the effort to develop a mouse input system. The difficulty of it is either too great or too time consuming to some people. And in case you haven't noticed, many developers here are still in high school.

    Third off, and this is just my opinion, people seem to want to create the console-style RPG feel. If we wanted to make a computer-style RPG like Ultima or Doom, we would. While yes, RPG Maker XP/RGSS is the typical platform combination used, it's used because it creates this feel both easily and completely (when the Starter Kit is added to it).

    But really, in all honesty, if the developer wants to change the menu system, he/she will. It's up to them, and if they want to try something different, well, all the power to them. If the menu system works well, then, there you go. If not, whatever. If the game is good, you will probably play it regardless of the menu system (unless it is completely broken, of course).

    Oh, and about the graphics thing, speaking as a graphics artist, creating larger sprites in the Pokémon style that aren't boring is quite a difficult feat. I was developing a tileset that utilized RPG Maker XP's default resolution, and I think the only graphic that actually looked decent was the water. Pokémon, well, they are already pretty basic and respriting them to be bigger isn't as difficult, especially with Sugimori art at your disposal.
     
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    I agree with everything stated above, Including the first post... thats why im trying to port my game over to an engine that is capable to distribute on the 360, while I wont be doing this and I know I could get sued for all im worth from nintendo if I did, nonetheless it has the power to produce console style games...

    Im doing this cause yes PE offers alot, and I do plan to use it in the future, I just want alot more... And PE in a sense is limited, yes I could expand it and make it better but I dont know RUBY and I dont plan on learning RUBY. With that said Making a full screen pokemon game with pixel art, well that wont look too great... But in 3d I assume it would look amazing. as for a new UI I think it could be changed a bit but to go through a full revamp is pointless, the UI is for pokemon, its what makes pokemon different from every other game.

    But I do feel most games have the same style, and that is the pokemon style, I plan on making a pokemon game with my own style, in my own vision just with the pokemon base...
     
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    Well I guess saying fixing something that isnt broken is a good argument, but Im saying why use and over used cliche? In an essay, cliches probably won't give you as much points as your own ideas. Why in the world would you want to blend in with the crowd? Like astonish story for the PSP, it was crap, it was trying to copy the great RPGs like final fantasy and cronos trigger, it failed. what you need in the game industry is innovation and nintendo delivered it, from Mario, to pokemon to heck even the Wii, but Sony and Microsoft just raped them with pure power of the consoles. You have to stand out, talent, you are born with, you can master that talent to turn into skill, but without creativity, its useless.
     
    With that said Making a full screen pokemon game with pixel art, well that wont look too great... But in 3d I assume it would look amazing..

    That depends entirely on the skill of the artist(s) involved in the project and how good the resulting artwork/assets are, be it in resolution or polygon count and use of textures/shaders. A 2D game with sprites the same resolution as the GBA games would look terrible blown up to full-screen, but so would a game with poor 3D graphics on the level of early Playstation games.
     
    I agree as well with that is said above. It's a shame to not see people stray a bit in terms of layout.
    I will be encouraging my game to be played in full screen to enjoy the mouse control more.
    Plus, it will be a lot better then playing a game at DS resolution if you have a big monitor.
     
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