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Index du Forum » » Discussions & Débats » » C'est en anglais, c'est long, mais ca m'a bien fait rire.
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Auteur C'est en anglais, c'est long, mais ca m'a bien fait rire.
mickmils
Gros pixel


Score au grosquiz
0000200 pts.

Joue à Morrowind, Yakuza 3, Persona 3 Portable, et des horreurs casual

Inscrit : Aug 30, 2002
Messages : 1866
De : Paris malgré lui.

Hors ligne
Posté le: 2003-01-22 17:21
Trouver dans google groups dans un post lui meme copié d'une page web qui n'existe plus... tout les stéreotypes rencontrés dans les RPGs. A se tordre de rire tellement c'est vrai, mais attention, en lisant ca, vous risquez de regarder d'un autre oeuil le RPG auquel vous jouez actuellement !


7-11 Rule. Shops never close. At the least, they close very rarely and only
during certain major events.

8-bit plot. Oldest RPG plot. You are the legendary hero. Kill the Big Bad
Demon. Most 8-bit RPGs (and some 16- and 32-bit ones) use this plot.

16-bit plot. Standard RPG plot. The Corrupt Empire rules the world. You're
the leader of a small rebel band. Overthrow the Empire. Usually the hero is
a soldier for the Empire at the start of the game (as in Suikoden,
Vandal~Hearts, or FF6), but soon realizes that the Empire is evil and joins
the fight against them. General standard for RPG plots.

32-bit plot. Similar to a 16-bit plot, but somehow religion is involved.

64-bit plot (Quest 64). See 8-bit plot.

American RPG plot. Similar to 8-bit plots, with personality-less characters,
but gothic, medieval, or sci-fi themes are involved.

99. Maximum number of units of any item of type you can carry, often leading
to peculiar situations in which you could carry 99 Potions and 99
Hi-Potions, but not 100 Potions and 0 Hi-Potions.

1000 years. Frequently-occurring date in RPGs. The evil demon (or demons)
shows up every 1000 years, or was sealed by the Ancients for 1000 years. Why
can't they just kill them off permanently?

Ability Loss. Whenever you fight a character before they join you, they have
abilities that they can't use once they actually join, and more HP. (see
young Rydia, Yuffie, Sonya in Suikoden)

About Face. Characters can be walking right and instantly start walking
left, without having to turn around (exception: Wild Arms).

Accelerated Sleep. A full night's sleep never takes more than 3 seconds.

Airship. Every RPG has a flying vehicle, usually an airship or a flying
dragon, which is obtained near the very end of the game. (although in FF
games, you tend to get the airship sooner).

All-Terrain Party. The party is immune to extreme temperatures or other
hostile conditions -- fighting in a volcano or running through an ice field
is no big deal.

Ambidextrous. All non-polygon characters are ambidextrous. This is to save
time by just flipping the character's image for both the left and right
facings. Exception: Dragon Quest

Amnesia rule. Whenever there is a good character with amnesia, they were
always a bad guy before they got amnesia (see Shining Force II and Lufia).
In addition, everybody with amnesia is cured at some point in the game.

Ancients, The. Ubiquitous race that vanished long ago (typically 1000 years
ago), but left behind advanced technology. Usually, however, one of your
party members is a female magic-user who is the last Ancient or a member of
some other special race. (Terra, Aerith, Rydia, Mariel, Eleni in
Vandal~Hearts, Asellus, etc.)

Ancient Flying Castle. Generic final dungeon.

And Behind Door #2... When in you are in a dungeon, and you come into a room
with two doors, you generally want to go through the door further away from
you, as it will have a switch or something that opens a passage behind the
closer door.

Anonymous Hero Rule. Up until recently, the main character never had a name
and you had to enter one. (You can still usually enter a name, but there's
also a default one)

Anorexia Rule. RPG characters never seem to need to eat. (exceptions: Wild
Arms and Earthbound) This may explain Brave Fencer Musashi's appearance.

Army rule. No matter how big the armies of both sides are, the final battle
always inevitably comes down to a few chosen heroes versus a big bad evil
monster. Particularly ridiculous in Suikoden.

Asbestos Rule. If something is burning as part of the storyline, it will not
burn down until whatever you have to do there is accomplished, yet it stays
burning. (See the burning house in FF6 or any burning town)

Atheist rule. All priests and churches are up to no good (the same with rich
guys). Religions that do not involve priests and/or churches are ok (Wild
Arms) and in fact are always on your side.

Backwards Day. Whenever somebody tells you not to do something or go
someplace, you should.

Bad Guy Speech. Must include the following lines: "You're too late, fools",
"You're just in time to witness my triumph", "You did well to get this far",
"Your journey ends here", "I've been expecting you", "Now I will show you my
power", and an offer to join them.

Bad Trip Rule. A hero with amnesia or mental problems always has bizarre
and/or undecipherable flashbacks.

Beat You To It. Whenever the heroes go to stop the bad guys from getting
something/somewhere, the bad guys are always there when the heroes arrive at
the end, but they apparently didn't have to go through the dungeon because
all the puzzles weren't solved, switches not flipped, etc.

Block Home. Towns are always completely safe -- those wandering monsters
just don't feel like coming inside for some reason.

Block Home Rule #2. Nobody cares if you just walk into their house and start
talking to them as if they were family and not some strangers with weapons.

Blues Brothers Rule. The heroes are always right, no matter what they do.
Whatever side the heroes are on is the good side.

Bonus Boss. Feature of many recent RPGs. Extremely tough boss that you don't
have to beat to win the game and is just there as an added challenge.
(Weapons, Elidibs, EarthDragon, ArchMage, Ragu Ragla, etc.) Usually, you get
some really powerful item for winning that isn't at all useful because if
you're tough enough to beat the boss, you don't need it. (Like the Sheriff
Star in Wild Arms or the master materia from the Weapons)

Broken Bridge. Adjunct to a Fetch Quest. An obstacle, frequently a broken
bridge, prevents you from progressing to the next town. Once you complete
the Fetch Quest, however, the bridge is fixed. What a coincidence!

Broken Record. Townspeople will continually repeat the same message over and
over, even if you revisit the town later in the game and the message doesn't
make sense anymore. (Exceptions: FF7 and Wild Arms)

Buddy rule. Whenever the hero has a more experienced buddy or leader, that
character always dies, leaving the hero to fend for themselves (Suikoden
[Odessa], Phantasy Star IV, etc.).

Building Ordinance. All enemy castles, towers, etc. are all designed as a
maze, which must make it really hard for the people living in the castle.

Cait Sith's Rule.. Whenever a character permanently leaves the party (due to
death or otherwise), all their items and equipment are usually returned to
you. So named for the absurdity of Cait Sith No. 2 inheriting all of No. 1's
experience, equipment, and Materia, even though No. 1 was crushed in the
temple. (Of course, we all know what really happened to Cait Sith No. 2 ^_^)

Call For Help. Annoying enemy move in which an enemy summons other members
of its kind (see Phantasy Star games and Shining the Holy Ark). Can lead to
frustratingly long battles.

Carrot On A Stick. Most shops have chests behind the counter. Frustrating as
it is, there's no way to reach them.

Chancellor rule. Chancellors or other advisors to kings are always up to no
good.

Charades Law. Whenever a character performs an action such as handing
something to somebody else, they usually hold out their hand, but you do not
actually see the item in question. For example, when Celes attacks Kefka on
the Floating Continent in FF6, her sword cannot be seen. (Exception: the
Zodiac Stones in FF Tactics)

Chicken In Every Pot. People in games keep stuff in weird places, i.e.
valuable heal potions inside pots, powerful equipment just sitting around
caves in chests, etc.

Clown Car rule. All buildings, towns, vehicles, etc. appear tiny on the
overworld map in relation to your character, but when you are inside them,
they are much bigger.

Clown Car rule #2. All vehicles have infinite seating capacity. Can all 9
FF7 characters really all fit in the buggy?

Coliseum Rule. Every recent RPG has included some sort of coliseum or arena
location where you fight battles. Usually an optional event that you can do
to win prizes.

Collapsing Castle Law. Major enemy hideouts (especially the final dungeon)
always collapse when you beat the dungeon, even though there is absolutely
no physical force that would cause them to collapse.

Communist Choice. A situation in a game where you are presented with a
choice, but if you choose one of the choices, you just have to choose again
until you choose the choice the game wants you to choose.

Confidential Information. You can never see how much HP a boss has -- spells
that normally show enemy's HP don't work.

Confusion Rule. When characters are confused, they somehow start attacking
themselves, which usually involves swinging their weapon normally and
mysteriously taking damage.

Conservation of Death. In most RPGs, one major good character dies, but only
one (FF4, FF6, Wild Arms, etc.). There are a few games (Suikoden, for
example) where more than one major good character dies.

Countdown Rule. Whenever you have to escape from a place within a time
limit, the location will blow up / collapse as soon as you leave, no matter
how much time is left on your timer. (See the Mako No. 1 Reactor)

Cowardice Rule. The major bad guys keep running away, leaving flunkies for
you to fight, until you finally fight them near the end of the game.

Crono's rule. Except in Final Fantasy games, the main character never talks
(unless you are choosing the response), although other characters react as
if the character was talking.

Currency Name Convention. All currencies in games start with the letter G.
(gil, gella, goth, gilder, gold, gald, etc.)

Cute Animal Character. Stereotypical cute and furry animal character.
Usually worthless in battle and just intended for comedic relief, but is
sometimes really smart (e.g. Hanpan). Sometimes speaks in weird words
("Kupo", "Wark", "Pukyu", etc.)

Daravon's Law. Bad translations are always funnier than the "jokes" in good
translations.

Dead or Alive. Characters and enemies can have 1 out of 2500 HP and be
perfectly healthy, but as soon as they drop to 0 HP, they suddenly die.
(exception: Kartia)

Deja Vu Dungeon. Cliched plot device in which a dungeon you visit in the
beginning of a game (generally in the game's opening sequence) later is the
last dungeon or a dungeon near the end of the game (see BOF2, Mario RPG,
Shining the Holy Ark, Shining Force 2, Suikoden, and others).

Dekar's Rule. If you don't actually see a character die (or are explicitly
told so by somebody who did), they're not dead.

Desperation Rule. At certain parts of the storyline, characters that are
about to be defeated (as part of the story) will suddenly use some ultimate
attack (that they can't normally use) to obliterate the enemy. However,
after the battle, you still can't use that ability until you get it later.
See Ryu turning into the Kaiser Dragon in BOF3, Fei uses his Infinite Attack
Level ability in Xenogears, etc.

Dibs Rule. In most cases, your party are the only ones trying to save the
world. Nobody else ever beats you to it or even tries. Anybody that is
trying to save the world on their own ends up either joining you, or dying.

Dilbert Rule. Mid-level officers of the bad guys' army are always
incompetent and cowardly.

Double Agent Rule. Whenever there is a spy for the bad guys in your party,
that spy always up turning good and staying in your party after being
unmasked (see Cait Sith, Kira in Vandal~Hearts, and Sanchez in Suikoden).
Similar to the Party Compulsion Rule.

Disappearing Act #1. Any overpowering character that joins your party soon
leaves your party for any number of reasons (killed, is actually a bad guy,
etc.)

Disappearing Act #2. Semi-important characters often vanish near the end of
the game. Witness Jane's total disappearance in Wild Arms after the Sweet
Candy sinks, Palmer vanishing after the rocket launch in FF7, etc.

Dissection Rule. Every game has a boss with several body parts (head and
arms, or several heads), each of which can be attacked and destroyed
separately.

Distant Noise. Whenever you solve some sort of puzzle to open a door
elsewhere in the dungeon, you get a message like "Heard a distant noise" or
"That sounded like a door opening".

Dolly's Rule. All enemies of the same type are completely identical clones
of each other (you never see a Slime that happens to be a bit stronger than
your average Slime, for example). In addition, many enemy types closely
resemble each other with just a variation in color.

Doubt Rule. In many games, the hero doubts whether to continue fighting or
not. Any such scene is completely uninteresting, because we all know the
hero will or there would be no game.

Dronejam. When annoying townspeople stand in front of a door or passage and
won't move.

Duel boss. Most games have a boss that you have to find as just the main
character.

Durability Rule. Unless it is being directly replaced by a better one,
controllable vehicles are rarely lost -- despite whatever happens to them,
they are always repairable (see the comeback of the Sweet Candy in Wild
Arms, or the Yggdrasil in Xenogears). An exception, of course, are the buggy
and Tiny Bronco in FF7, which just sorta vanish on Disc 2...

Eager Beaver Rule. In a 16-bit plot, towns and people join the rebellion
without hesitation and have no fear of the Empire attacking / killing /
destroying them. Exception: Narshe in FF6.

Earthbound Rule. All final bosses have some special super duper dimension
background that you fight in, frequently out in space. So named because
Earthbound has these in every battle.

Earthquake Rule. Most earthquakes spells generally involve the ground simply
shaking, which somehow damages people.

Eccentric Inventor. Stereotypical character in most RPGs; usually builds
your airship. See Momo, Cid IV, Lucca, Lexus, Emma, and many others.

Ectoplasm Rule. Despite having no physical shape, ghosts and other
spirit-like creatures can be physically damaged (by swords, lightning bolts,
etc.)

Emperor's Clothes. RPG armor is apparently invisible; none of the characters
ever look like they're wearing armor, just their normal outfits.

Ending rule. All endings are considered poor by the majority of players.

Ending Song. Lately it has become fashionable for a song (with actual
lyrics) to play during a game's credits. See BOF3, Xenogears, Castlevania:
SOTN, Wild Arms (the Japanese version), Tales of Destiny (Japanese version),
Parasite Eve, etc.

Endless Fount of Items. Stores never run out of items.

Endurance rule. Both party members and bosses can survive an incredible
amount of damage (shot repeatedly, hit with meteor, electrocuted by
lightning, attacked with 15-hit sword techniques).

Energizer Rule. Lights (torches, campfires, lamps, whatever) never burn out
or run out of electricity -- unless, of course, the story requires them too.

Equal Opportunity Dialogue. Generally, townspeople never seem to notice the
various weird critters (moogle, mutated onion, mole, fish merchant, phoenix,
etc.) you have in your party and treat them as if they were just totally
normal people.

Equipment Progression Rule. The farther you get away from the starting point
of the game, the better equipment the stores have. This is true even when
there is no reason for it (why does a Podunk place like Icicle Inn have
better weapons that Junon?)

Evil unleashed. Frequently in a Deja Vu Dungeon, the hero accidentally
unleashes the big bad evil monster, which was sealed there (this can
sometimes be an Unbeatable Boss). The hero is then sometimes exiled or
punished for doing so, but in the end defeats the monster, and all ends
well.

Evil laugh. Most games have a bad guy with a weird laugh ("Mwah ha ha!",
"Gyaa haa haa!" [Heidegger], "Khhk khhk khhk!" [Alhazad], etc.). Of course,
none of them can beat Kefka.

Fake King Plot. Oldest RPG subplot known. A town has a fake king that is
really a monster, while the real king is imprisoned. Sure signs you're
dealing with a Fake King Plot are messages like "The king has been acting
strange lately" or "The king hasn't been himself since ...". References to
this plot have even been found in primitive cave paintings.

False Endgame. Transparent attempt to make you believe you are at the end of
the game when you aren't (Photosphere in Wild Arms, battle with Zog in BOF1,
Floating Continent in FF6, etc.). Believed by no one because there is still
a lot of the map you haven't explored, items you don't have, etc.

Family Feud. One of the major bad guys is always related to one of the major
good guys.

Feeling of Impending Doom. Save points and healing items inexplicably
congregate just before a dangerous area or boss.

Fetch Quest. Any subquest unimportant to the plot, in which you are sent to
find a key / rescue a lost kid / save the workers in the mine / otherwise
resolve a town's problem. Lufia 2 is filled with these.

Fire! Fire! All materials in RPGs are flammable, including metal, stone, and
even ectoplasm (Mommy, look at the burning ghost!).

Fish Out of Water. In almost all games, you fight fish-like enemies when on
land, and the fish just float in the air.

Flea Market Rule. All shops will buy any type of item, even if they have no
use for it. Want to sell bazooka ammo to a fishing goods shop? No problem!

Flea Market Rule. All shops will buy any item, no matter how expensive it
is. You can sell stuff for 100,000 gil in poor item shops in the slums of
Midgar. Where do they get the money?

Flunky Boss. A boss that keeps summoning a group of flunky enemies; if you
kill all of them, it will just resummon them. Thus, your strategy is always
to kill all but one of them. (See Hidon in FF6, Mack in Mario RPG, etc.)

Free Inn Rule. When an inn is free for no reason, don't stay there. Somebody
will steal your money during the night. Does not apply to inns that are free
for a reason (i.e., you saved the town, main character's hometown, etc.).

Freud Rule. All characters' psychological problems can be cured by defeating
the demon or monster in their mind.

Gas Shortage? There is usually one airship in the world. Despite the bad
guys usually being a big empire/company that rules the world, they
apparently can't build another airship. Perhaps this is due to a gas
shortage... on the other hand, airships never seem to run out of gas.

Gates' Rule. In almost every game, you accumulate a huge amount of money by
the end of the game, due to the fact there are usually no new shops in the
last third or so, and you have nothing to spend your money on.

Glass Ceiling of Magic. Most (but not all) female characters are
magic-users.

Gold Saucer Rule. The price of items does not seemed to be based on their
actual value -- one play of an arcade game at the Gold Saucer costs more
than a stay at an inn.

Government Rule. There are no democratic governments -- all large towns or
cities have a monarch or dictator, and are small towns are communist.

Granstream Rule. Except when characters have their mouths opens, they never
appear to have mouths.

Gratuitous Flashback Sequence. The name says it all. Especially annoying
because these are usually extremely linear, change scenes frequently, and
have no fighting. They also frequently appear in gray or yellowish tones.

Graveyard Rule. All graveyards have a secret passage revealed by pushing one
of the tombstones.

Groundhog Day Rule. Townspeople remain in the same place, doing the same
thing, the whole game.

Hands Off rule. Nobody ever opens chests except you. In rare occasions,
another important character will open them. (like when Locke opens all the
chests in the Phoenix Cave)

Hardboiled Rule. Characters who have never had any previous combat
experience have no problem killing anybody in their path.

Healing Items Rule. In an effort to avoid using the standard herbs, every
series has its own type of healing items, which are usually pretty weird
(Vitamins - BOF, Berries - Wild Arms, and the weirdest of them all, Gels -
Tales).

Heat-Seeking Magic. Magic never misses. In addition, it will never harm
people on your side (even if a huge tidal wave just swept across the
battlefield, only the opposing side is damaged).

Hometown rule. The hero's hometown, or other town where you start, is
usually destroyed, or the hero is somehow otherwise prevented from returning
(being exiled in Secret of Mana, FF7, or Wild Arms, for example).

How Many People You Got In There? In the majority of RPGs, only the main
character is seen walking around. When an important event appears, the other
characters come out of the main character.

HP Imbalance. The enemies always have far more HP than your characters do,
but inflict less damage than your party does, so it all comes out even. I
guess they don't want your party's HP numbers to get too big...

Ingratitude Rule. Despite the fact that you're saving the world, shops still
make you buy items and inns charge the normal price.

Inn Inflation Rule. Each inn in the game gets progressively more expensive
for no logical reason.

Inn rule. Whenever the characters go to the inn without you controlling
them, something important happens during the night (such as a Nighttime
Chat).

Inn Accommodation Rule. There is always vacancy at any inn. The inns
apparently reserve a room for the party just in case they happen to show up.

Innocent Bystander. Townspeople that wander dungeons and caves (i.e., to
give you hints and stuff) are never attacked by monsters. Only the heroes
have to fight them.

Internic Rule. Apparently all characters own the exclusive rights to their
name, because no two people ever have the same name (the only exception: the
two Lanses in Tactics Ogre).

Invisible Cooler. Food never goes stale, unless it is stale to begin with.

Invisible Guardrail. Except in action-RPGs, you can never walk off a pit or
into water. You can only walk off ledges in certain circumstances, when
there is a need for you to be able to jump off ledges.

Item Duplication. Almost every recent RPG has had a glitch that lets you
duplicate items. (FF7, Wild Arms, FF Tactics, etc.)

It's A Small World After All. If you think about it, most RPGs take place in
an incredibly tiny world with only a few cities and a surface area less than
the moon. The same applies for towns -- they have about six houses, tops.

Jewelry Rule. Whenever a character has some sort of jewelry that is
mentioned (usually a pendant), it inevitably is some ancient relic that
becomes important later on.

Kain (or Kane). Most common name in RPGs. Used in: FF4, Shining Force 1,
Phantasy Star 2, Vandal~Hearts, Persona, Xenogears, Legacy of Kain (duh),
and the old Sega Master System game Spellcaster.

Kartia Rule. All monsters behave completely randomly and act without
logic -- i.e., healing themselves when they're at full HP, attacking your
most useless characters, using fire spells on characters that have armor
that absorbs fire, etc.

Key Items. Special category of items that you can't sell or use, and have
their own items screen. Called something different in every game (Rare
Items, Key Items, Valuables, etc.)

King's Treasure Room. After you somehow help a king, he gives you access to
his entire treasure room and lets you just loot the place -- which is weird
on its own, but gets weirder when all these kingdoms have in their treasure
room is a couple of herbs, a sword, and some money.

Kleptomaniac Rule. In most games, you can just walk into houses and loot
people's cabinets, chests, and pots; and nobody cares, even though they are
standing right in the room as you are ripping them off.

KOTR Rule. Most recent games have some ultra-powerful spell, item, or
character that does absurd amounts of damage and makes the game incredibly
easy once you acquire it (KOTR, T.G. Cid, DSC, etc.)

Lame Duck Rule. In any recent RPG, the last boss is always really easy to
beat.

Last Breath Rule. Whenever you find somebody dead, they are not quite dead
yet and live just long enough to give you one last message before they die.
(See just about any RPG in existence)

Last Moment. The heroes always arrive just as the bad guys are about to
execute their plan. The bad guys always wait patiently for the heroes to
arrive, even if you go off and spend several days building up levels.

Lava Rule. The obligatory volcano dungeon always includes patches of lava
that will damage you if you walk through them.

Law of Foreshadowing. Whenever there is any mention that a character might
die, that character always does. (for example, Gremio in Suikoden; there are
some other examples I can't think of right now). In general, whenever there
is a hint that something might happen or be true, it always happens or is
true.

Law of Geometric Impossibility. All RPG world maps wrap around on both sides
of the map (east/west and north/south). This is physically impossible.

Law of Magical Incompetence. A character's physical strength is always
inversely proportional to their magical abilities.

Law of Sequels. In most RPG series (Suikoden and Arc the Lad excepted), each
sequel has nothing to do with any of the previous games, but a few
characters and locations inexplicably appear in every game in the series.

Law of Unnecessary Stealth. Your characters often have to sneak into some
bad guy headquarters, even though they are powerful enough to just walk in
the front gate and slaughter anybody in their way.

Laws of Monarchy. There are never ever queens in games, nor are there any
princes (okay, okay, besides in FF4). Any princess in a game is always
important to the storyline.

Laws of Parents. Similar to the Laws of Monarchy. The only living parent of
male characters is the mother; for female characters, only the father is
living. See FF7 (Cloud's mother is living, but not his father; Tifa's and
Yuffie's father are seen but not their mothers) or Chrono Trigger (Crono's
and Magus's fathers are never mentioned, Marle's mother is dead).

Laws of Programming. Programmers do not want to expend extra effort on
characters and artwork that aren't essential to the game. Thus, any
character that joins your party for any length of time (in a game where you
can choose which characters you want to use) is not going to die, because
the artists don't want to spend time on a character that isn't going to be
used much (FF7 is a notable exception here). Also, any character (such as
Mina in BOF2) with their own unique sprite is important, even if it doesn't
seem like it at the time, because otherwise the artists would not waste
their time drawing a different sprite.

Legendary Sword. Obligatory weapon that can only be drawn by the hero.
Needed to kill the big bad evil demon.

Leo's rule. Any bad guy that turns good dies, except for characters (Kain,
Magus, the generals in Suikoden) that were possessed by or under the control
of one of the truly evil characters.

Leo's rule #2. No rumor is ever true.

Leo's rule #3. All characters named Leo die. (FF6, SoulBlazer, Y's IV).
Okay, EXCEPT for the one in Lunar.

Level Equality Law. All characters join the party at a level about equal to
what the rest of the party is at, regardless of how much training they have.
Occasionally, though, you get a character who starts at level 1 and must be
brought up to a normal level.

Life's A Sport... Mad scientists to turn themselves into a monster (by
drinking something or injecting something into themselves) when you fight
them (see Cort in BOF1, Hojo in FF7, Palet in BOF3, etc.)

Little Shop of Horrors. RPGs are frequently populated by plants that wander
around and attack people. This is not common in the real world.

Locked Door Rule. To open any locked door, you must have the key. You can
never just break the door down, despite having spells that could take out a
small village.

Lost Kid Plot. Fetch Quest plot second-most common to the Fake King Plot. A
kid from the village has gotten lost in the cave. Go find him.

Lunar Rule. Every cliché has an exception. (So named because of all the
messages I got telling me that the Leo in Lunar didn't die)

Machiavellian Rule. Every villain will give a speech about power is the only
thing that matters at some point in the game.

Magic Loophole Rule. Every RPG must have some type of magic, so the
developers find a way to weasel it in even when it makes no sense (Parasite
Eve, for example).

Magic Ship Rule. Characters seem to be able to run away from sea battles and
still keep their ship. The monsters magically disappear from it.

Main character. With the exception of Suikoden (uh, and Mario RPG), the main
character invariably wields a sword. A large majority of main characters
also have spiky hair, generally blue.

Main Character Intermission. Segment of a game, usually about 3/4s of the
way through, in which the main character leaves the party briefly due to
some physical ailment (dead, missing arm, Mako poisoning, etc.), leaving the
other party members to take over. Occurs only in recent games.

Malak's Rule. Every RPG has at least one completely useless character.

Max's Rule. Characters carry their weapons in an invisible space until
battle comes, then they appear out of nowhere without being drawn
(exceptions: Chrono Trigger and BOF3). So named for Sam and Max's Max, who
pulls out of gun out of nowhere.

Metal Babble Rule. Monster with a very high defense (you can usually only
take 1 HP off it with each hit) that runs after a few turns. Difficult to
kill, but you get a lot of experience if you do. So named for the first such
monster, in Dragon Quest. Other examples include Cores (Lufia 2), Gold Eggs
(BOF3), Movers and Sabotenders (FF), and Acid Bunnies (Wild Arms).

Mimic Rule. Formerly, almost all games included a Mimic enemy that
masqueraded as a chest. Now almost non-existent because all that thinking
involved on whether or not to risk opening a chest might make our heads
hurt.

Missing Family Member Rule. Most main characters must have a dead or lost
family member.

Mithril. Usually, you have to find some sort of rare or precious mineral
(generally mithril) to repair or upgrade something.

Modesty Rule. Whenever anybody asks if you want a reward for helping them,
say no and you get a better reward than if you had asked for one. Teaches
that the only reason to be modest is to get money.

Moebius Rule. Most RPGs have exactly one major plot twist.

Monopoly Rule. There is usually only one item shop, inn, weapon shop, etc.
in each town. However, there is almost always one town that has a huge
number of shops (Knaya in FFL3, Neuestadt in ToD, Cantlin in DQ1, etc.)

Monster Money. For some reason, all monsters carry money to give you after
battle, even though wolves, slimes, dragons, etc. have absolutely no use for
money.

Monster Progression Rule. All monsters gradually get tougher as you go
through the game, no matter what circumstances would normally lead them to
be otherwise. (i.e, if you go into a flashback, the monsters will be
stronger there, which makes no sense)

Moon Law. All planets have exactly one moon, which appears identical to
Earth's moon.

Mop Rule. The attack power of a weapon in a game is completely independent
to how strong that weapon would actually be. Witness Tales of Destiny, where
a lute is more powerful than a bastard sword.

Moron Rule. Science progresses extremely slowly in RPG worlds -- usually the
war 1000 years ago destroyed all technology, but since that time, they
haven't rediscovered gunpowder, let alone anything more advanced.

Mother of All Clichés, the. In every single RPG, without exception, you are
trying to save the world.

Grandmother of All Clichés, the. In absolutely every single RPG (except
BOF3), you are trying to defeat a bad guy.

Natural Ability. All party members are already trained fighters and/or magic
users, even when there is no reason for them to be so. (look at Chrono
Trigger... why does Crono, who's just some random kid, be a trained
swordsman? Why would the princess know how to use a bow? etc.)

Niche Market. Despite the fact that nobody except the heroes is off fighting
monsters, you can find plenty of stores selling weapons and armor (see the
ARMs meisters in Wild Arms).

Nighttime Chat. Obligatory scene in which the hero and love interest talk
outside the inn and resolve their problem (see Wild Arms and FF6).

Nomad Rule. Parties never get tired, no matter how far you walk on the map
or in a dungeon.

NRA Law. No guns ever run out of ammo. Even in SaGa Frontier, where guns
have ammo, they magically reload after battle.

Null and Void. Most enemies that can inflict some kind of status change
(poison, silence, etc.) usually drop the item that cures that change
(antidote, echo screen, whatever) when killed.

Numerical Rationalization. All damage inflicted can be expressed as a
number, which helpfully appear over the target's head.

Obligatory Dungeons. Every game has a mountain, at least one cave, some type
of icy dungeon, a tower, a volcano, a castle, a high-tech dungeon, a forest,
and a shrine.

Obligatory Items. Every RPG has some healing items, some MP-restoring items,
an item that restores both HP and MP, an item to boost a stat permanently,
and an item that cures any status change.

Obligatory Status Changes. All RPGs have the following status changes:
poison, blindness, sleep, confusion, and paralysis.

Obligatory Tool Rule. Every action-RPG, or game with action-RPG style
puzzles (like Wild Arms or Lufia 2), has bombs and a hookshot.

Obstacle Course Rule. Simple objects such as pots and chairs serve as major
obstacles, forcing you to walk around them, rather than just step over them.

Old Guy Rule. All old men are powerful magic-users.

Ominous Ring of Land. Any ring of land has something evil (usually the
Ancient Flying Castle) underwater inside (Lufia, Actraiser, Wild Arms). Said
rings of land frequently do not appear on the map (as in Wild Arms).

Omniscience. Before any new characters introduce themselves, you know their
name because it appears before their dialogue (i.e. "BOB: Be afraid,
heroes!" "BILL: Who are you?")

One Size Fits All. Self-explanatory -- all equipment fits all characters.
Relm wears the same size armor as Sabin.

OPEC Rule. No vehicles ever run out of gas.

Packrat Law. Most RPGs have you collected some type of shiny magical object
throughout the game (Crystals, Mana Seeds, Huge Materia, Zodiac Stones,
etc.).

Parallel Universe Rule. With the exception of Wild Arms and the Phantasy
Star, every game takes place on what the characters refer to as "Earth",
except that the planet bears no resemblance to Earth. Particularly silly in
FF7, where Sephiroth blows up the actual outer planets of the solar system
when he casts Super Nova.

Party Compulsion Rule. After a character joins the party, they never
permanently leave (unless they are killed) even if their storyline would
cause them to part ways at some point. Through some silly plot device, the
character decides to come with the party anyway (for example, in FF7, Red
XIII is about to leave the party when you get to Cosmo Canyon, but
Bugenhagen tells him to go with Cloud).

Pawn Shop Rule. If you sell something to a shop that the shop doesn't
normally stock, there is no way to buy the item back, even though the
shopkeeper still has it.
Potty Emergency. Aside from BOF2, FF7, and Tales of Destiny, there are no
toilets or bathrooms in games.

Preview Rule. In games where you can name all the characters, you can tell
that a character will join you by the fact that you get to name them when
they first appear. (Like in FF6... you meet Shadow in South Figaro, he
doesn't join you, but you get to name him so you know he joins later)

Preview Rule #2. Usually you can start buying or finding weapons for a
character before they join you. (scythes for Magus, rods for Philia, claws
for Doyle, etc.)

Primary Elements. All games have fire, ice, lightning, light, and darkness
as elements. Most have earth as well.

Prison Rescue. Whenever the party is thrown in prison, somebody immediately
shows up to rescue them.

Prison Rule #2. When you're thrown in prison, your captors never bother to
take your weapons and other equipment. (except Chrono Trigger)

Prophecy, the. Your heroes are usually prophesied to save the world,
sometimes by some old guy who shows up in the game to give you advice.

Punctuation. RPG characters have the unique ability to pronounce punctuation
marks, as in "....", "...!", or "???".

Pyrotechnics Rule. All bosses have extra-spiffy death effects that normal
monsters are not worthy enough to have.

Rags to Riches. Your initial characters (and frequently even your later
recruits) always start out with horrible equipment, frequently worse than
even the weakest stuff you can find in stores. You also almost begin the
game penniless... don't any of these heroes have money?

Rain on the Parade. Whenever there is a celebration, something bad happens.
(Ruin Festival in Wild Arms, the Millennial Fair, etc.)

Rambo Rule. Having a higher Strength statistic increases the amount of
damage guns do (exception: Chrono Trigger). This makes no sense whatsoever.

Randomly Drops. Words every gamer dreads. Means you have to spend countless
hours fighting an enemy over and over so it will drop the super-duper piece
of equipment that you have a 1 in 127 chance in getting. See FF4,
Earthbound, and the BOF games.

Rebellious Princess. Stereotypical character in many RPGs. Rebellious
princess escapes from castle and joins party (Marle, Cecilia, Nina, etc.).

Remote Control Rule. Whenever you use a spell to teleport to a town, any
vehicles you have magically appear there too.

Repeating Boss. Many games have a boss that you fight over and over again
throughout the game (FF7: the Turks, Wild Arms: Boomerang and Zed, Mario
RPG: Croco, etc.).

Reject Room. Any RPG where you can switch characters has a room where all
the unused characters hang out and demand to be added to the party.

Required Character Sequence. Annoying part of a game where you progress
partway through a dungeon, only to discover that you need a certain
character to complete it and have to leave, put that character in your
party, and return (see BOF games in particular).

Resale Anomaly. Really strong/rare items usually have a resale value of 1
for some reason (perhaps to dissuade you from selling them).

Revival Law. Logical loophole that allows you to revive dead characters in
battle with items and magic, but keeps characters dead that are killed for
plot purposes. See also Soft-Hard Rule.

Reznor Rule. Every RPG has enough teen angst to fill an entire Nine Inch
Nails album.

Right-Hand Man rule. Whenever the Emperor in a 16-bit plot has a "right-hand
man" character, that character always kills the Emperor (or helps you kill
the Emperor) and ends up being the final boss. Frequently, the Emperor just
wants to rule the world, but the "right-hand man" character wants to destroy
the world. (See Secret of Mana, FF6, FF7, Breath of Fire 1, Wild Arms,
etc.). Probably the most common cliché; just about every game uses it.

Ross Perot Rule. When you defeat a major boss (one that's a character) in
battle, it will usually disappear, but once you're back in the normal
non-fight screen, the boss will reappear and start talking.

Roster Rule. The manual always lists all the playable characters, thus
spoiling any surprise as to who joins your party.

Safety Net. Characters can jump or fall unlimited heights without ever
getting hurt.

Satellite Photography. All maps show the entire world (even the "unexplored"
parts) and are totally accurate. The only exception is the Ominous Ring of
Land, which usually doesn't show up on the map.

Second Banana Rule. The main character is rarely the strongest character in
the game; there's always somebody else who's better (exception: BOF3).

Second Fiddle Rule. The obligatory Legendary Sword is never the strongest
weapon; there's always another sword that's stronger. (Goo King Sword is
stronger than Dragon Sword in BOF3, Ragnarok is stronger than Excalibur in
the FF games, etc.)

Self-Awareness Rule. In totally dark rooms, you can always see yourself
perfectly. This is not true in real life.

Self Help Booklet. Sequence right before the final boss (sometimes occurs
elsewhere in addition) in which every character proclaims their reason for
fighting against evil and what they've learned on their journey in an excess
of melodrama. Named after Kefka's classic "This is pathetic! You sound like
chapters from a self help booklet! Prepare yourselves!" line in FF6 after
such a sequence.

Setzer's rule. Any character with a carefree attitude has a tragic event in
their background (see also Locke, Jack, and Gen).

Shadowboxing Rule. In the majority of RPGs, characters fight by simply
swinging their weapons in the air and not coming at all close the enemies.
(This is not true for games with polygonal battles)

Share and Share Alike. All items carried by your party (except in
Earthbound) are carried in some sort of void that can be accessed by any
member of your party no matter how spread out your party is.

Shooting Blanks. Guns are always weaker than swords.

Side Quest Rule. There are never any side quests until near the very end of
the game, when a whole bunch of them appear. (See Wild Arms, FF7, FF
Tactics, Tactics Ogre...)

Singled Out. Almost all party members are single. If they are married, their
spouse either dies or is already dead. (exception: Lufia 2)

Size Doesn't Matter. Characters can perform martial arts moves on enemies
many times larger than they are. Want to have Sabin do a suplex on a train?
No problem!

Skepticism Rule. Nobody ever believes you are the legendary hero at first.
You have to perform some fetch quest (defeat a monster plaguing the town,
retrieve an item from a tower, etc.) before they believe you. "I'm not a
bum, I'm just like dressed like one!"

Slime. The easiest enemy in most RPGs is some type of slime.

Smokey's Rule. Fire spells do not start fires; they can be used in thick
forests with no repercussions. (Exception: Kartia and Bahamut Lagoon)

Soft / Hard rule. Characters can get hit with all sorts of attacks
(lightning bolts, earthquakes, meteors, etc.) during battle and still be
standing, but for purposes of the storyline, they can be killed by a lowly
dagger or sword.

Somnia Rule. Characters never have any problems getting to sleep. You can
stay at an inn, wake up, and go right back to sleep, or go to sleep in broad
daylight.

Sound Sleeper. Characters put to sleep during battle can sleep through the
various sounds of battles, including meteor strikes, summoned dragons,
exploding bombs, and never wake up -- not to mention being actually attacked
and not waking up. In addition, almost all RPG characters either sleep
kneeling or standing up. (Chrono Trigger is the only game where your
characters actually lay down when they're put to sleep)

SST Rule. Flying vehicles are extremely fast; they can cross the planet in a
few seconds. Of course, the fact that all the planets are tiny doesn't
hurt...

Stahn's Rule. All RPG heroes oversleep, leading to scenes in which they are
woken up by another character, usually the main female character (see Tales
of Destiny, Terranigma, Chrono Trigger, etc.)

Status Change rule. All bosses are immune to status changes (poison, sleep,
etc.) and instant death spells.

Stealing. In a trend began by FF6, nearly every recent RPG has included a
spell or ability that lets you steal items from enemies. (FF5+, Wild Arms,
BOF3, ToD, etc.)

Sudden Growth. Until recently, all bad guys would always grow much larger or
transform into a different form when you fought them. In most recent games
(FF7, Chrono Trigger, Wild Arms, Suikoden), however, this is not the case,
except on the final boss.

Superweapon Rule. In most recent RPGs, the bad guys have some sort of super
weapon (usually a big cannon) that they use to destroy entire towns (Sister
Ray, Belcrant, Light of Judgment, etc.). Luckily, they only fire it when the
story dictates it, or everybody would be dead by now.

Swiss Cheese Room. Common type of dungeon room in which there are many pits.
Falling in one puts you in a large, empty, room with a single staircase that
leads back up to the room with all the pits.

Symmetric Building Law. Almost all castles in games are symmetric, and most
towns are as well.

Taking Turns. Combatants will always move one at a time, then sit back and
wait patiently while others take their turns. (exception: Suikoden)

Telepathy Rule. Whenever you are giving permission to go through a pass /
gate / whatever, you can go there immediately and they know to let you
through, even though you just got permission a minute ago.

Tellah's rule. Old men usually get killed (Tellah, Bugenhagen, Galuf, etc.)

Temporal Battle Shift. Whenever encountering an unfriendly personage, one
usually experiences a psychedelic effect, followed by a transition to a
background that does not match where you are standing. (Exceptions: BOF3 and
Chrono Trigger)

That's Enough, Sir. All character statistics (HP, level, attack power) have
a limit, which is either a power of 2 (256, 512, etc.) or a bunch of 9s
(999, 9999, etc.)

Tide Law. Tides never change.

Titanic rule. Whenever the characters get on a ship, it sinks. The exception
is ships that you control, but even these sink frequently.

Too Many Cooks. You can never have more than 3 or 4 characters in your party
for a time. For reasons that are never explained (except in Chrono Trigger),
you always have to leave the other characters behind.

Training Rule. It used to be that every RPG had a room / building with
people that told you how to play the game (Earthbounds, all the FFs, etc.).
Now usually replaces with a tutorial mode.

Trauma Inns. For sword impalements, dragon attacks, meteor strikes,
gunshots, and even death, nothing beats a nice, refreshing, stay at an
inn -- guaranteed to cure all your wounds!

True Form. The final boss always has several forms (usually three) that you
fight in sequence. The transformation is often accompanied by a message like
"______ reveals his true form!"

Unbeatable Boss. Obligatory boss that wipes you out easily, but you don't
lose the game when you die. Generally a major bad guy fought again later in
the game, and often appears in a Deja Vu Dungeon .

Unfinished Business. You must defeat all the enemies to get experience/money
for killing them. If you kill some of the enemies, and then run away, you
get no credit (i.e., experience) for killing the ones you did. Obviously
does not apply to action-RPGs.

Universal System Rule. All game worlds (er, except Evermore) have a
universal currency system, and a universal language (except FF1). This is
despite most worlds having lost cities, remote elf villages, warring
kingdoms, obscure islands, etc.

Unlimited Warranty. Weapons and armor never break.

Untamed Wilderness Rule. There are never any roads (paved or otherwise)
between towns, even in games like FF7 where you would expect there to be.

Underwater Vacancy Rule. In games with submarines, there is almost nothing
of note underwater. (See FF7 and Lufia 2). Usually there is just a cave or
two, and a place where you have to dive to get under some shoals.

Vanity Rule. In addition to characters being available to survive floods,
lightning bolts, meteor strikes, etc., their clothing, hair, and appearance
are never affected.

Vegas Law. Many games have a place for you to gamble away your money
(Suikoden, Final Fantasy 7, Lufia 2). Most of these gambling games require
no skill, but a very few of them do. They are also usually impossible to
win, and/or the prizes cost so many "coins" that you could never afford
them.

Vegas Law Corollary. Saving and resetting negates the difficulty in winning
with the above law.

Vehicle Progression Law. Each new vehicle you get allows you to get to some
new place which the designers didn't want you to go to before. Used to force
you to visit locations in the right sequence.

Venus Rule. It is eternally daytime in games (BOF1+2 excepted), which is
weird enough, but it also will suddenly become nighttime during certain
scenes.
(so named because one day on Venus is as long as 118 Earth days)

Villager Level. Annoying level in strategy-RPGs in which you must defeat the
bad guys without harming the villagers that are in your way. (See Shining
Force 3, Vandal~Hearts, etc.)

Villainous Disbelief Law. When defeated, all major bad guys are amazed that
you beat them and usually make some remark along the lines of "You're
stronger than I thought."

Wandering Mercenary. Another stereotypical character in almost every RPG. A
wandering ninja or mercenary that is helping the party, but doesn't really
care about what they are fighting for. Frequently a popular character. (see
Shadow, Magus, Boomerang, etc.). Usually wants revenge on one of the main
bad guys (as in Magus or Vincent's case), and rarely talks.

Warm-up Battle. Rather than just have you wander around town talking to
people, many games start with a really easy dungeon or battle (sometimes a
Deja Vu Dungeon). See the bombing mission in FF7, attack on Narshe in FF6,
opening battle against Zoot in Vandal~Hearts.

Waterfall Rule. All waterfalls have caves behind them.

Weapon Specialization Rule. Each character is very limited in the type of
weapons they can use (except in the SaGa games), usually only having one
type (swords, axes, staffs, etc.) that they can use.

Wild Goose Chase. Annoying part in RPGs where you have to chase some
character (sometimes a villain, sometimes an ally) around the globe, being
informed you "just missed" the person at every stop. FF7 and Tales of
Destiny are the biggest offenders here.

Xenogears Rule. Whenever a character is unconscious and then wakes up,
another character invariably says "You're finally awake", or something to
that extent. Named after Xenogears because it happens all the time there.

  Voir le site web de mickmils
xiga
Pixel digne de ce nom



Inscrit : Oct 09, 2002
Messages : 137
De : Marseille

Hors ligne
Posté le: 2003-01-22 20:31
:
Excellent ! Avec ce cahier des charges , j'vais sortir le RPGmaker et te pondre un jeu qui "déchire sa race" !

SFC
Pixel de bonne taille



Inscrit : Dec 11, 2002
Messages : 349
De : Canada

Hors ligne
Posté le: 2003-01-22 20:57

Odysseus
Pixel planétaire

Score au grosquiz
0004305 pts.

Joue à lâcher trois poissons-ballons sur la ligne de départ.

Inscrit : Sep 15, 2002
Messages : 10891
De : ?????

Hors ligne
Posté le: 2003-01-22 22:07
je dois avouer que je n'ai pas:

-tout lu
-tout compris

mais, certains trucs m'on bien fait rire...rire jaune, car c'est on ne peut plus vrai, et c'est ce qui fait qu'aujourd'hui, j'ai totalement laché les rpg...
_________________

"Il n'est pas de lutte plus violente et déterminée que celle d'un homme face à son envie d'aller aux toilettes" - Karate Boy


IsKor
Camarade grospixelien


Joue à Diablo 3

Inscrit : Mar 28, 2002
Messages : 13495
De : Alpes Maritimes

Hors ligne
Posté le: 2003-01-22 22:18
Oulaaa....je lirai tout ca à tête reposée... c'est trop long

xiga
Pixel digne de ce nom



Inscrit : Oct 09, 2002
Messages : 137
De : Marseille

Hors ligne
Posté le: 2003-01-22 22:40
Maintenant , j'aimerai qu'un fan de RPG m'explique l'interêt de ces jeux , dont on voit bien que le parcourt depuis bon nombres d'années est une veritable eloge au poncif pollué de multiples stéréotypes affligeants , dont l'evolution se restreint à enjoliver la forme pour livrer un fond toujours aussi pitoyable à de trops rares exeptions prêtes .

Wild_Cat
Anarchy in the UK


Score au grosquiz
0031906 pts.

Joue à Kiesel A2, MusicMan Sterling 5

Inscrit : May 01, 2002
Messages : 11282
De : Laval, de l'autre côté du pont

Hors ligne
Posté le: 2003-01-22 23:07
Mouarf! Excellent! J'en ai subi un gros paquet, de ces trucs... Le pire étant que j'ai bien dû passer tout le CD2 de FF7 à me demander à quel point Cloud et les autres étaient cons pour ne pas penser à utiliser un de leurs 32768 phoenix downs pour ressusciter Aerith... (sans compter que, je veux bien que ce soit un coup d'épée de Sephiroth mais avec tout ce qu'on s'est pris d'autre dans la gueule pendant le CD1, ça doit être largement soignable, bordel!)


[EDIT] J'avais pas vu ton dernier post, xiga, et je suis à 95% d'accord avec toi. Depuis Final Fantasy 7, presque aucun RPG console ne m'a fait vibrer de cette manière. Je trouve les scénars actuels se ressemblent un peu trop pour moi et sont d'un ennui profond, à quelques rares exceptions près genre Parasite Eve (qui n'est pas vraiment un RPG). J'espère très sincèrement que la fusion Square/Enix mènera à des concepts et surtout des histoires originales, parce que je commence à perdre goût aux RPG alors que c'était un de mes genres préférés...
Allez quoi, un bon scénar, c'est pas si dur que ça à pondre... [/edit]

Bruno
Pixel visible depuis la Lune



Inscrit : Mar 09, 2002
Messages : 9454
De : ???

Hors ligne
Posté le: 2003-01-23 14:48
Pourquoi j'aime les RPG comme un fou ?

D'une part, les scénarios sont souvent passionnants à mes yeux. L'après FF7 ? Xenogear, Valkyrie Profile, Chrono Cross, FFX et tant d'autres proposent des scénarii bien pensés et très étudiés. C'est subjectif mais si ce genre rassemble tant de fans (autant de vieux joueurs que de jeunes joueurs), ce n'est pas pour rien.

L'aspect artistique est aussi primordial et tient une place de haute importance dans ce genre. Les centaines de décors exotiques, les personnages et tout le toutim, tout ceci requière un travail d'artistes considérable. Le seul genre de jeu vidéo à me proposer une telle richesse et recherche visuelle, c'est le RPG.

A ce titre, les RPG sont pour moi les jeux les plus imbibés d'art graphique et musical. Car oui, la musique est un facteur important et elle est, pour la plupart du temps, très soigné malgré la centaine de morceaux présent dans le jeu. Ce genre me procure tellement d'émotions fortes... L'émotion, autre critère très important. L'ambiance est, pour mes titres favoris, si enivrante. Le mélange des visuels, de la musique, du scénarios et du déroulement de ce dernier, c'est un pur bonheur.
Les systèmes de jeu et de gameplay me ravissent et changent d'un titre à l'autre tout en gardant certaines règles. Alors je n'impose pas mes goûts mais c'est le genre le plus riche à mes yeux. Est-ce un crime de penser cela ? Et puis je ne suis pas soupe au lait mais quand la notion de critique devient du cassage gratos d'une subjectivité ahurissante, c vraiment énervant. Et j'incite une fois de plus les joueur non initiés au genre d'essayer, voila.

Wild_Cat
Anarchy in the UK


Score au grosquiz
0031906 pts.

Joue à Kiesel A2, MusicMan Sterling 5

Inscrit : May 01, 2002
Messages : 11282
De : Laval, de l'autre côté du pont

Hors ligne
Posté le: 2003-01-23 17:03
Le gros ennui vient probablement du fait qu'ici on est en France, trou du c** du monde vidéoludique, où on trouve sur le marché 3 RPG qui se battent en duel, généralement des Final Fantasy, série qui à mon goût commence à s'essouffler sérieusement, du moins au niveau des scénarios. Parce qu'à part FFX, aucun des jeux que tu n'as cité n'est sorti en Europe, Bruno. Je suis convaincu que Xenogears et Valkyrie Profile sont d'excellents jeux -- grâce à toi, d'ailleurs. Mais je ne suis pas super motivé pour pucer ma console et/ou payer 80€ pour un jeu en import.
D'où mon précédent post.
Y'a des jours, j'en ai marre d'être Français...
_________________

https://twitter.com/MaxNoelBass
https://www.youtube.com/c/TheTiberianSons


SFC
Pixel de bonne taille



Inscrit : Dec 11, 2002
Messages : 349
De : Canada

Hors ligne
Posté le: 2003-01-23 17:12
Au moin Wild_Cat, en france la plupart des jeux du genre sont traduit en français maintenant, ce qui est loin d'être le cas ici au Canada :-/

Wild_Cat
Anarchy in the UK


Score au grosquiz
0031906 pts.

Joue à Kiesel A2, MusicMan Sterling 5

Inscrit : May 01, 2002
Messages : 11282
De : Laval, de l'autre côté du pont

Hors ligne
Posté le: 2003-01-23 17:21
Je ne considère pas ça comme une chance, SFC. Pour tout te dire, j'achète tous mes jeux au Royaume-Uni pour y échapper, à ces horreurs de versions françaises (et aussi parce que c'est moins cher). Si tu te demandes pourquoi, essaye Metal Gear Solid en VF (le premier -- pour le 2 ils ont compris le message et ils l'ont sorti en version originale Anglaise sous-titrée).

D'un strict point de vue vidéoludique, j'échange ma place avec la tienne quand tu veux, SFC...
_________________

https://twitter.com/MaxNoelBass
https://www.youtube.com/c/TheTiberianSons


CBL
Pixel visible depuis la Lune


Inscrit : Jun 02, 2002
Messages : 9108
De : Versailles

Hors ligne
Posté le: 2003-01-23 18:03
MGS en vf.. Ou comment Snake peut avoir la voix de Rambo

  Voir le site web de CBL
Wild_Cat
Anarchy in the UK


Score au grosquiz
0031906 pts.

Joue à Kiesel A2, MusicMan Sterling 5

Inscrit : May 01, 2002
Messages : 11282
De : Laval, de l'autre côté du pont

Hors ligne
Posté le: 2003-01-23 22:36
Perso, j'ai toujours rêvé d'un RPG où le personnage principal est un gros enfoiré embarqué dans une quête pour sauver sa peau, pas le monde. Un jeu où les héros (ou plutôt les anti-héros) collaborent par obligation plus que par choix (chantage?) et où ils se mettent des backstabs entre eux 24/7 (un peu comme Mel Gibson, Jodie Foster et les autres dans Maverick). Où l'on avance en dépit de la loi et de la morale, parce que sinon on va crever et surtout parce qu'on s'en fout, de la loi et de la morale. Un jeu où plus on avance et plus on met le bordel en s'enfonçant dans la merde. Où les alliances durent des secondes, où les ennemis deviennent amis et inversement plusieurs fois de suite pour des raisons tout sauf éthiques.
Et où après le final spectaculaire, le perso principal se retrouve au même point qu'au début du jeu. Ce qu'il a gagné compense péniblement ce qu'il a perdu. Il a quelques amis et ennemis en plus et en moins, il n'a rien appris, il s'en est juste sorti vivant. Demain il continuera à trainer sa carcasse pour survivre dans ce monde infect et ça n'intéressera pas plus de gens qu'au début. Il n'y a pas de morale, pas de jugement sur le bien et le mal, de toute façon on a baigné dans le gris pendant tout le jeu.

Collez le tout dans un univers un peu sombre (quelque chose du style de Midgar dans FF7) et vous obtenez un de mes trips RPG ultimes.
Ca, ce serait le pied. Mais c'est malheureusement invendable, ça ne marcherait probablement pas auprès du grand public. Dommage...


Vous en pensez quoi?

mickmils
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De : Paris malgré lui.

Hors ligne
Posté le: 2003-01-23 23:27
JESUS CHRIST.

Je bosse depuis un moment sur un RPG sous RPGMaker, mini séries en plusieurs épisodes la dessus (l'histoire d'un abruti de premiere qui décide de se mettre au Kung Fu pour draguer les filles, et qui se revele completement ridicule, lourd, couillon, et débile pendant tout le jeu)

  Voir le site web de mickmils
Minimage
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Joue à trop de trucs pour détailler

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Messages : 279
De : Amiens

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Posté le: 2005-06-02 14:32
Petit déterrage pour vous signaler que la liste est désormais traduite: http://project-apollo.net/text/rpg_french.html
Je me suis moi aussi bien marré en la lisant, bien qu'étant fan de RPG, il faut reconnaître que la plupart des poncifs soulevés ici sont très vrais.
Sinon l'idée de Chat_Sauvage me séduit assez; un RPG vraiment original ne nous ferait pas de mal...
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Myrkul
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Messages : 137

Hors ligne
Posté le: 2005-06-02 15:16
Citation :

Le 2003-01-23 23:27, mickmils a écrit:
JESUS CHRIST.

Je bosse depuis un moment sur un RPG sous RPGMaker, mini séries en plusieurs épisodes la dessus (l'histoire d'un abruti de premiere qui décide de se mettre au Kung Fu pour draguer les filles, et qui se revele completement ridicule, lourd, couillon, et débile pendant tout le jeu)



Ca sent le manga "Noritaka"

mickmils
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Score au grosquiz
0000200 pts.

Joue à Morrowind, Yakuza 3, Persona 3 Portable, et des horreurs casual

Inscrit : Aug 30, 2002
Messages : 1866
De : Paris malgré lui.

Hors ligne
Posté le: 2005-06-02 16:07
Meme pas, c'est une idée totalement originale mais j'ai effectivement entendu dire que ca s'en rapprochait un peu. Alors bon...

http://www.kf7.fr.st pour les curieux. Une nouvelle release qui termine le premier chapitre devrait arriver dans les semaines/mois qui viennent.

  Voir le site web de mickmils
cRon!y
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Inscrit : Oct 31, 2002
Messages : 311
De : mon boulot, j'ai rien à faire.

Hors ligne
Posté le: 2005-06-03 11:43
Dans le même genre, on a :
http://www.pointlesswasteoftime.com/games/manifesto.html
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Index du Forum » » Discussions & Débats » » C'est en anglais, c'est long, mais ca m'a bien fait rire.

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