Post subject: Twitch Plays <insert here> - which would you like to see?
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Was thinking about this just now. (Also, hi! I've been gone for a while. Should check around here more often!) Of course, jRPGs probably work best for this. I'd love to see NES FF3 since that's one of my favorite games. I'd probably have to make a custom lua script, though, since you actually get set back to whenever you last saved when you die. I'd envision a script that saves a state whenever you enter a town, and loads the state a little while after all your characters' HP reaches zero. (Maybe RAM research exists that could help me?) Maybe a strategy RPG game would work well too, like Advance Wars or Fire Emblem.
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Nethack. Very difficult and would die pretty easy.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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hegyak wrote:
Nethack. Very difficult and would die pretty easy.
You know, this could actually work for real if you used only democracy mode.
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I would be interested in seeing Twitch TAS a game and see what sort of progress would be made even if it has to use democracy mode.
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Shi Kong Xing Shou. Not that anyone actually knows that game, but that could just make it all the more fun.
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I've given this some thought. I don't think typical action games would work out too well. Even for RPGs, you need games were you can't ever truly get game over, or get stuck into an impossible non-winnable situation. In the late 90s Nintendo launched a bunch of games where truly losing is impossible (Just imagine if Pokémon allowed one to throw away the SS Anne ticket, or the HMs were actually TMs). Therefore the following RPGs seem like good ideas: EarthBound Chrono Trigger Lufia Lufia 2 (E) I'm actually not entirely sure if the latter ones allow for truly losing or not.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
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Nach wrote:
I've given this some thought. I don't think typical action games would work out too well. Even for RPGs, you need games were you can't ever truly get game over, or get stuck into an impossible non-winnable situation.
Yeah, exactly...I heard that someone actually did FF1, but it ended because you just can't win unless you're constantly saving. Pokémon worked super well because not only do you never get a game over, you actually keep all your gained experience.
Nach wrote:
Therefore the following RPGs seem like good ideas: EarthBound Chrono Trigger Lufia Lufia 2 (E)
Earthbound and Chrono Trigger would be good, though maybe they'd be better if you made the directional keys stick for more frames than one?
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Is it okay if we talk about variations on this theme? I ask since TPP kinda made me want to see something where a group of eight or so people are each assigned a button of a controller - like one person is in charge of A, another B, four people to each direction on the d-pad , and so on - , meaning they'd have to work together to complete a game. It'd allow for more action oriented stuff, while the Twitch method is best suited for grid-oriented RPGs.
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For the game to be playable by thousands of people it needs these characteristics: - No precise movement required to progress. 4 directions is actually pretty optimal. - One single movement command ought to make significant progress. Grid-based movement like in old JRPG's is pretty ideal for this. - Pretty much has to be turn-based. It must not have anything that's based on reaction time. Again, old JPRG's fit the bill nicely. - No possibility of getting stuck forever, no possibility of making the game unwinnable. (Pokemon, and basically all other JRPG's, make sure of this by making it impossible to permanently toss or use out items that are crucial to beat the game. (*) ) - No gameovers or limited lives that make you, when they run out, start from the beginning of the game. (*) Although incidentally in the 1st generation pokemon, possibly in others as well, you can get completely stuck even without abusing any bugs. However, this requires a very precise set of actions and circumstances that are extremely unlikely to be met even with such randomized input.
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Has anyone considered a more open-ended title like, say, Civilization? Play that in democracy and it would really test the players' cohesion, as co-operatively forming a plan would be much more important, and the planning would go deeper than in an RPG.
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JRPGs are strong candidates, but even their battles depend on reaction times, so it's a no-go with the >26 second lag that Twitch has. Still, the idea of overcoming the huge lag with clever inventions is enticing. I was thinking of Super Mario Bros earlier, with a system that allows inputting "hold button X for X frames" type inputs (and possibly cancelling those).
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I agree with Earthbound. Except the final area is a REAL challenge to beat. Anarchy will be painful, democracy will be too slow. Chrono Trigger will be quite fun to watch. It's not really easy to sell all you have, but you would need to be aware of players trying to sell better equipment for bad equipment.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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Final Fantasy Mystic Quest would probably be easier than Pokemon Red. Heck, when you fail a battle you're given the option to retry that battle then and there, and the AI partners can actually carry the protagonist through most of the dungeons. ...though, do you have to hold a button down to climb on walls? I forget. That could be a problem.
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As I've mentioned in the other thread, some sort of pvp game. I thought of street fighter 2. It would be interesting if score was kept and each side represented a cause or group. But it would be really great if lag could be reduced. Can this be achieved by other means than streaming video? (sorry, off-topic)
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Ferret Warlord wrote:
Is it okay if we talk about variations on this theme? I ask since TPP kinda made me want to see something where a group of eight or so people are each assigned a button of a controller - like one person is in charge of A, another B, four people to each direction on the d-pad , and so on - , meaning they'd have to work together to complete a game. It'd allow for more action oriented stuff, while the Twitch method is best suited for grid-oriented RPGs.
something like this? Two players one controller super mario world.
Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign aqfaq Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign Deign
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Oh good, I'm not the only one! Yeah, something like that, but taken to its most extreme of one button per person.
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Ferret Warlord wrote:
Is it okay if we talk about variations on this theme? I ask since TPP kinda made me want to see something where a group of eight or so people are each assigned a button of a controller - like one person is in charge of A, another B, four people to each direction on the d-pad , and so on - , meaning they'd have to work together to complete a game. It'd allow for more action oriented stuff, while the Twitch method is best suited for grid-oriented RPGs.
Yeah, that'd be cool, but you'd need to go through the trouble of getting a different streaming solution with a much smaller amount of lag. Or possibly you could do it via some kind of netplay solution where all the players have a virtually lag-free environment while the people watching the stream have the delayed version.