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link6616

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Registered: 05/29/11
Posts: 254
Reply with quote #1 
Persona 3 is a quite mechanical game. Some even describe it as almost a roguelike. Borrowing things like stamina, lots of random events possible in the dungeons (from the cards to high/low monster floors, chances of running into death) as well as the tight integration of all the various systems (all systems tie back into the dungeon crawling somehow, and that leaks out into the rest of game, e.g tireness making study less useful, and training cutting out some study time).

So anything interesting mechanics wise people want to look at? Persona fusion mechanics might want to stay in the persona thread perhaps?
link6616

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Registered: 05/29/11
Posts: 254
Reply with quote #2 
So, time management is in part a large mechanic to the persona games, and the reason why this mostly works so well is that usually there are always different things competing for your attention.

This was one of the most important refinements from persona 3 to 4 though.

Currently, the FES version of the game gives you these options
Class (sometimes): Sleep to improve condition or remain awake to improve charm/academics
Afternoon- Social links/social stats (charm/courage/academics) and shrine offerings
Night: Tartrus, social stats (barring academics)
If no tartrus - Late Night - Study, sleep improve condition.

Now, the issue here is that most of these choices are pretty obvious, unless you know you'll be fighting a guardian shadow or just want great status (or tired), late night and class are simple answers. Afternoon you almost always want social links, and if you aren't going on dungeon crawl of course you study.

So most of these are 50/50 splits that usually are obvious based on context. 

Admittedly Persona 4 isn't filled with large choices either, but they change one important bit which makes things much tougher.

They move the dungeon crawls to the afternoon, and dungeon crawling prevents you from doing most evening activities. This makes your decision process much harder than Persona 3's. 
Whistler

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Registered: 06/16/11
Posts: 55
Reply with quote #3 
The first time I ran into death, and then had to run away twice, was definitely anxiety-provoking, but not terrifying. It adds a bit of hurry to what would otherwise be laid-back (exploring a floor and not necessarily taking the stairs first thing).
link6616

Moderator
Registered: 05/29/11
Posts: 254
Reply with quote #4 
That's actually a really good point you bring up. IIRC, death appears after you are on a floor for a long time. It's another very roguelike thing to have. Azure dreams has the tower crumble underneath you if you take to long, Shiren not only has hunger, but the 'winds of destruction' (name?) if you take too long.

Also, on that note, tiredness is an usual mechanic for a JRPG really isn't it?
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