Showing posts with label Phantasy Star. Show all posts
Showing posts with label Phantasy Star. Show all posts

Monday, January 24, 2022

Let Me Be Your Phantasy

I finished Phantasy Star!

It only took about 30 years.


I'm pretty sure Phantasy Star was the first computer role-playing game I encountered. The genre wasn't common in the UK in the 80s, I think because tape was the medium of choice for home computers and most of the big name rpgs were released on disk, and because console rpg releases were spotty in Europe until Final Fantasy VII crashed in and changed everything. I got my copy of PS at some point around 1992, second hand and without a manual, five years after the Japanese release, from a fellow called Graham, who operated a "computer club" from a converted stable, and yes, in hindsight the whole thing seems a bit dodgy.

I have no idea why I picked Phantasy Star up. I hadn't heard of it, and I wasn't into rpgs in general at that point, beyond the Fighting Fantasy phase every 80s kid went through. Whatever the reason, I fell in love with the game, and despite having no manual, and with no coverage in the magazines of the day -- because, remember, it was five years old and it was all about Sonic by then -- I somehow muddled through. I remember getting about halfway through the game when the save erased itself; it wasn't the battery because I started again and the saves were fine. A mystery for the ages.

(I also played it for hours in a bedroom that my father was painting, so I always associate the game with the smell of paint, and vice versa.)

I didn't finish that second play either, because I became distracted by other things. The PlayStation came out. I discovered actual tabletop rpgs. I mutated into a hormonal teenager. Beer. Girls. And so on.

In 2009, Phantasy Star came out on the Wii's Virtual Console, and I gave it another try, this time as a sort-of-professional. I didn't finish it that time, either, which is probably a breach of journalistic ethics.

Later, I got it as part of a collection of old Sega games for the PlayStation 3 and decided that this time I would complete it. Reader, I did not.

This chunky fellow is standing right on top of a hidden trap door. Does he set it off?
He does not. Unfair, I say!
And then in January 2022 something in me -- possible because we recently had our kitchen painted; that smell! -- made me try again, this time via emulation, and in four lengthy sessions, I did it. I finished Phantasy Star. I didn't get every character to level 30, but there's no difference to the game if you do so, so I'm happy to let that go. I did defeat the "impossible" Saccubus, which I had done only once before in my many, many playthroughs, so I'll consider that an achievement.

But finishing the game at all, after a literal lifetime, is what's important. Well, not in fact important, obviously, but you get my meaning. Important to me. Phantasy Star has been part of my life for so long, always there, from when I was a child, discovering the world of console gaming, to when I was -- briefly! -- a computer game journalist, and now as I turn grey and withered, as an actual games designer, albeit in a different medium.

Will I go back and play it again? I'm not sure I will, in part because I've seen everything it has to offer over my many attempts, but in part because I always put off playing the three sequels until I finished the first one.

The road, as they say, goes ever on.

Wednesday, May 13, 2020

Yummy Yummy in My Tummy

Patrick Stuart has written an interesting post about tweaking the rules of D&D -- or rather tweaking how you use the rules of D&D -- to encourage a different play style, one that is gentler and more social. One of the things he talks about is food, how the sharing of food is an important social ritual, and how that could be reflected in a game.

(Be warned, I am now about to miss about 98% of the point of Patrick's post.)

That got me thinking about how food is used in role-playing games, or rather how it isn't. Meals and rations appear on equipment lists and you may have one of those GMs that pays attention to whether the player-characters are eating enough, but for the most part it's either a background element or a nuisance, a "starvation counter" that needs to be managed along with how many arrows or torches you have.

It seems a bit of a waste and it would be nice if more were made of food in games, as Patrick suggests.

(It's interesting that what fantasy games have taken from Lord of the Rings is the long walks but not the many, many pages of discussion of what the characters are eating and how it tastes. That's a bit weird.)

I've always been fond of how food is used in Fighting Fantasy, perhaps because I grew up reading-playing the books. There food is presented as a source of healing; if you are stabbed by a GOBLIN then you get better by eating sandwiches. It's an abstraction to the point of nonsense but the silliness is part of the charm. I love the idea of a battered group of adventurers having a picnic and emerging healed of their wounds.

Food-as-healing seems common in computer games, I suppose again because it's a useful abstraction that sort of makes sense, and the immediacy of the idea works well in context. Another seminal influence on my philosophy of games -- ludo-philosophy? -- is Sega's Phantasy Star, which has a science-fantasy setting somewhere between Greek myth and Star Wars, and in which the main healing items are burgers and cola. Again, the absurdity of the idea of adventurers going around a dungeon with a bag full of Big Macs and bottles of Pepsi appeals to me.

A recent and more complex implementation of the idea is Final Fantasy XV, which makes food the most important part of the resting mechanic, and gestures in the vague direction of the social elements Patrick is talking about. Ignis, the party butler -- they never say it, but he's obviously the butler -- cooks a meal for the adventurers every time they rest. Most of his dishes give some sort of bonus to character statistics and if the recipe is a favourite of one of the other party members, there's an added effect for that character. Travelling the world and speaking to people exposes Ignis to new ingredients and tastes that he can add to his notebook, which is a nice way to integrate the characters into the setting and reward exploration.




Almost all of the bonuses are combat related, because that's the sort of game FFXV is, so it doesn't get into the sort of thing Patrick discusses, but the fact that different characters have different favourites is a nice touch -- and one easy to pull into your average D&D game; a d100 table of favourite meals is easy enough to do -- and we are at least treated to a little cut scene each time, with the lads sitting around a camp fire in those flimsy folding fishing chairs, enjoying the meal and each other's company. It's a start, anyway.

Where am I going with all this? I don't know. Perhaps nowhere. I think all I wanted to say is that because of how I started in gaming I have this feeling that food should be more prominent in our games, even if it's just replacing healing potions with meatball subs and packs of Monster Munch, but it would be nice to do something more.