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Walkthroughs, FAQs, Movelists, et cetera
I've never understood how resorting to them was any different than cheating.
Edit: Yes, even for fighting games. You're supposed to figure them out on your own, guys- that's half the fun.
Comments
The community aspect of those games is almost a necessity due to the difficulty of the games in question. And they're also very rewarding, since few people will have knowledge of everything. So assistance often becomes quite mutual.
The wiki - which is a walkthrough itself - has been described as the tutorial
Depends. It's using a calculator for a math exam cheating?
Yes.
Unmarked sidequests, on the other hand...
-shudders- Finding Rockopalis was such a pain in the ass. Same with Oasis.
This isn't entirely true. A lot of arcade fighting games actually had the moves listed right there on the cabinet, usually in some highly visible location, like around the controller or around the screen.
And the home ports put them in the manual.
Because of content that can be Lost Forever. Let's use the example of the JRPG(Tales games spring to mind), where you sometimes have to talk to a certain person back in a location visited ages ago inbetween certain plot events, with no indicator that that is a sidequest/extra scene trigger.
So now the question is, will you backtrack everywhere every single time a significant plot event has passed in the hopes of stumbling upon that event, or will you use the a missable content FAQ(these are often despoilerized and have a checklist of "do X before a certain event" without giving too much away of what X is)? The former is pure drudgery and if you like that sort of thing, you might as well stick to bad MMORPGs.
What I've been doing on my latest playthru of Shining Force is just taking notes. When I beat the game I'm gonna go back through and see if there's anything I never figured out or missed, and look up a FAQ for those.
It's a mixed bag, some subquests actually fill out the backstory(which is mainly what I'm in for in a JRPG besides the explosive fight animations and easily broken fight mechanics), and an SRPG with different difficulty settings has more replay value than a 50+hour epic.
On the other hand, enabling godmode in Starcraft and blaze through the game, but you don't have any fun while doing it? Bad. Using an aimbot program to dominate everyone on the server in TF2. VERY bad.
"Despite the fact that most high-level math exams not only allow a calculator, but demand one."
Not in many of my math exams. They did not permit calculators, but the subject material rendered calculators near useless anyway.
In regards to this topic, I will just add a few points. Personally, I find it infuriating that it's considered the standard for RPG's to require a guide for 100% completion and I'm inclined to chalk that up to bad game design.
"Yes, even for fighting games. You're supposed to figure them out on your own, guys- that's half the fun."
In other words, you'd advocate versus battles becoming less about skill and more about who knows all the moves?
I always warn the person first in case if they feel repulsed by this, however
>implying combos aren't right there in the game manual
So, FAQ you. FAQ you very much.
I can garuantee it
(Actually... what's Disgaea? System, genre and as much of an overview of the plot as you can give without spoilers)
Think Final Fantasy Tactics.
Except you can level to level 9999. And level up your items too.
It's possible to get your stats in the tens of millions. And do damage in the Trillions. Hell, I saw some Japanese guy on Youtube do over a 100 Quadrillion damage.
2: PS2, PSP
3: PS3, Vita
4: PS3
NIS tends to remake the games and place them on portavles, adding lots of new content.