RECAP: Would, In Fact, Hit A Child
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| *unintelligible gurgling sounds* |
Joshua and Estelle
enjoy their Manoria cuisine when they notice a large white bird (that isn’t a
mutant seagull) flying overhead. The bracers pass it off, finish their lunch
break, and begin to continue along the road when Estelle crashes into someone
else, this time a small boy wearing a hat. They tell the little boy about the girl
who was looking for them and he swiftly runs off. Joshua then remarks that
Estelle is likely missing something, and indeed she has lost her Bracer emblem.
The two conclude that the boy probably stole it and begin searching frantically
for the little thief. Outside of the general store, a local girl tells the
bracers that the boy probably belongs to the orphanage further down the road
and will probably turn up there. So an angry and amused Estelle and Joshua (respectively) conveniently
continue their journey towards Ruan, but with a slight detour along the way.
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| Well, it's better than the staff, I guess |
The Jenis Academy
student introduces herself as Kloe Rinz and relays that she often helps the
Matron
at the orphanage when she is not in school. She also shares that the
white bird is a longtime friend of hers (not pet), though Estelle doesn’t quite
grasp what that actually entails. Meanwhile, Matron Theresa tries to soften the
bracers towards Luke (the thieving boy) and mostly succeeds. Eventually Kloe,
Estelle, and Joshua cordially excuse themselves and head outside to continue
their business. Since Kloe and the bracers are both heading in the same
direction, Kloe offers to travel with the bracers and lead them around Ruan
city for a while. So the gang collectively hit the open road.
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| *sounds of someone running in the distance* |
[Sidequest?] Further
along the way, they notice an eccentric man being cornered by monsters and
decide to give him a hand. Sine bracers are still far too powerful for the
local fauna they breeze through the hoard, however the man doesn’t offer much
thanks or any monetary compensation… and continues along on his merry
way alone. The bracers also explore the shallow waters around a cliffs edge and
find a torn map in addition to some ancient daggers. They speculate why these
are lying around on this shore, but collective pragmatism kicks in and they
forge to continue on with their unanswered questions.
After a bit more shark slaying and a bizarre Jabba battle (it was also a sidequest) the kids arrive in
the port city of Ruan. Though they say that they should visit the guild first,
everyone goes shopping to pick up new gear, and sightseeing before doing
anything important like moving the plot forward. They note that it’s
apparently “tourist season” and spot several tours around town reviewing the
city’s history to the overeager foreigners. So with their expanded knowledge
and shiny new armaments, the gang finally walks into the bracers guild…only to
find that the receptionist isn’t in. Fortunately, another guild operative named
Carna (again, Falcom clearly isn’t particularly clever with names) enlightens
them that the branch head is in a meeting and will be available in a little
while. So (much to my chagrin), she advises everyone to go and spend some time
looking around town.
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| This game deserves some kind of award for best narration in anything ever |
The mayor then
exposits that the officials have been trying to hide the local gangs because a
representative from the empire is going to be officially visiting and
unofficially inspecting the town soon. He doesn’t know who is coming, but still
wants the town to be in the best shape possible, crime and all. The group offer
their assistance to the mayor if and when he needs it, then decides to head
back to the nice side of town the bracer’s guild to see fi the receptionist is
done yet. Fortunately for them, he actually is, and immediately introduces
himself as Jean before asking the junior bracers to submit their paperwork to
transfer branches. Upon doing so the sneaky bastard receptionist immediately
saddles the sixteen year-olds with a mountain of work due to the branch being
shorthanded (due to the others being out helping the mayor specifically).
The slightly annoyed,
yet understanding bracers then head outside, when Kloe points out that it’s
time for the drawbridge to ascend. They watch the bridge in all its mechanical
magnificence when Kloe astutely asks where the bracers will be staying. Estelle
points out that they can stay on the second floor of the bracer’s guild, but
would prefer to stay somewhere else, so Kloe then suggests that they stay at
the Ruan Hotel.
On Dialogue in Video Games
I.
Clearly, a lot happened this time around. Estelle crashed
into some people, we met a whole smorgasbord of new characters, travelled through
four wholly new places, almost beat up a small child, and have 3+ single-spaced pages in MSWord
to show for it. However, I actually spent less time playing this time around
than in the preceding few sessions. This disparity honestly bewildered me
(considering that I burned four real-time hours only two sessions ago), so I
spent some time after playing speculating why this was the case this time
around, and I came to the conclusion that it’s actually due to the combat, or
rather the lack thereof.
You see, despite the utterly massive amount of dialogue
(colorful though it may be) in Trails in the Sky, the plot actually moves
pretty damn fast. If one were to list all of the major events during the
pre-prologue for instance, they’d get something that more or less resembles the
arrangement below:
- Cassius returns home with Joshua
- Estelle and Joshua go to Rolent to complete their Jr.
Bracer exams
- Schera acts as proctor and the bracers pass their exam
- Estelle and Joshua talk to everyone and go back home
- That night, Cassius tells Joshua & Estelle that he
won’t be returning for a while
- Cassius sails away and the Rolent Bracers have to do his
leftover work
Contrast this with the “pre-prologue” in say Final Fantasy X, a game which despite
being short (20-30 hours for anyone who is not <10 years old or grind-happy
stupid), moves slower than a quadriplegic sloth with a marijuana addiction:
- Tidus goes to play in a blitzball game that is interrupted
by Sin
- Tidus kills monsters with Auron on their way to Sin
(WHHHYYY???)
- Tidus and Auron are consumed by Sin
Granted, you can complete the above sequence in FFX noticeably more quickly than that of
TiTS (15-20 mins compared to 30-40ish),
however this is largely due to there being almost no dialogue in it. At the
beginning, Tidus talks to some fans (which is optional btw), but immediately
afterwards you go to the blitzball stadium, watch a cutscene where no one
talks, then do a bunch of fighting, again, with very little actual dialogue
between Tidus and Auron. [their conversations can be summed up as; Tidus: “I
don’t know what’s going on!” Auron: …]
In complete
contrast, at the beginning of Trails in the Sky, Estelle, Joshua, and Cassius
talk for a bit revealing that Estelle is a clever tomboy, Joshua is kind of emo, and Cassius is THE MOST INTERESTING MAN IN THE WORLD a
master of discourse and frequently absent father. When Estelle and Joshua meet
in the morning, you learn that Joshua plays the harmonica, which becomes a recurrent symbol throughout the game. After first arriving in Rolent, through talking to the citizens you
learn that there’s a lot about Estelle that Joshua still doesn’t know. And so
on and so forth; both during and between every major event there’s a host of
discussions that occur, shedding light on the characters, environment, lore, or
plot. Even though Trails in the Sky can occasionally make Leo Tolstoy
look like Ernest Hemingway, none of the dialogue is superfluous. And to put the icing
on the freshly baked glazed donut, the writing both refracts reality and is consistent
with each character.
To clarify, in the “real world” conversations usually begin
from a point of reconciliation and
understanding. People will usually listen to
what others have to say (for a while at least) and will temper their speech so
as not to wholly piss the person/people they are speaking to off. Why? Because,
it’s a form of coercion that’s effective for getting what we want or giving
others a good impression of ourselves. There’s probably an altruistic reason or
two in there somewhere, but the point is that conversation has functions that
encourage people to be tolerant and afford others some allowance when making
statements they disagree with.
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| I feel you brudda |
In a typical JRPG, none of this exists. The characters are a
concatenation of anime stereotypes (not merely tropes) that make them
immediately recognizable to the audience and easy for children (typically young
boys) to understand. The dialogue between the characters is extraordinarily predictable,
often coldly solidifying/reinforcing the character’s stereotype as opposed to
advancing the plot in a logical or sensible fashion; it almost exclusively
operates on a sort of meta-level divorced from the narrative in which it attempts
to elicit a certain emotional response from the reader that guides them to an intended interpretation of the plot points. As an English major, it strikes me
most prominently as the text trying to do my work for me; it analyzes itself
and just spits the conclusions out instead of creating some breadth that
requires some exploration to unearth. Basically, it lacks depth.
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| Calling the hot-blooded protagonist out on her unjustified trustworthiness? SACRILEGE!! |
And yes, I’m aware that I’ve written along these lines in previous updates. However, what I didn’t notice (that is also outlined in the FFX
example above) is that nearly all of the story progress in an RPG happens in
the dialogue, not the gameplay; the action is in the dialogue not the combat/fight
scenes. While I’m sure that any aspiring film student could have told me that
even as a child, the implication for RPGs, especially
classic JRPGs like Trails and FFX, is that the combat’s purpose is
solely to break up the action; it helps establish the game’s pacing by
providing an engaging way for the player to fill in the jump cuts*; to play
through the sequences where nothing of consequence happens.
And on that cliff-hanger, I’ll stop because for the first
time ever, this idea will be continued in the next update this Thursday. Look
forward to it, don’t forget where we left off (or just push the little Previous
link at the bottom of the page next time), and as always, here’s some more
awesome empty chest text to help you leave with a smile.







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