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	<title>Comments on: Sword of Mana: Bad Customization</title>
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	<link>http://gamedesignreviews.com/reviews/sword-of-mana-bad-customization/</link>
	<description>Inductive Game Design Research</description>
	<lastBuildDate>Sat, 31 Jul 2010 02:05:07 +0200</lastBuildDate>
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		<title>By: GhostLyrics</title>
		<link>http://gamedesignreviews.com/reviews/sword-of-mana-bad-customization/comment-page-1/#comment-2424</link>
		<dc:creator>GhostLyrics</dc:creator>
		<pubDate>Thu, 18 Feb 2010 05:08:43 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=34#comment-2424</guid>
		<description>o boy... after reading many of the different posts on this page I get the feeling the Mass Effect 1&#039;s story is in fact the only thing (well... maybe except for _some_ nice visual settings - talking about Virmire) that keeps it from being a complete failure with a huge budget.</description>
		<content:encoded><![CDATA[<p>o boy&#8230; after reading many of the different posts on this page I get the feeling the Mass Effect 1&#8217;s story is in fact the only thing (well&#8230; maybe except for _some_ nice visual settings &#8211; talking about Virmire) that keeps it from being a complete failure with a huge budget.</p>
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		<title>By: Krystian Majewski</title>
		<link>http://gamedesignreviews.com/reviews/sword-of-mana-bad-customization/comment-page-1/#comment-1180</link>
		<dc:creator>Krystian Majewski</dc:creator>
		<pubDate>Sun, 08 Nov 2009 17:20:33 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=34#comment-1180</guid>
		<description>@Charlie: I believe you have defeated your own point here. As you have noticed it yourself, Niccolo&#039;s Secret Item Shop is SECRET. Even if using it improves the system, it doesn&#039;t change the fact that the system is flawed to begin with.

And let&#039;s be clear that this isn&#039;t some kind of unlock that you gain in the regular course of the game. As I remember correctly, the requirements are to buy the 251 purchases in a shop in one go but. So each time you make a purchase, you need to exit and re-enter the purchase screen and buy another item. And you need to do that 251 times. This is what I would classify as a &quot;cheat&quot; or an &quot;easter egg&quot; an not part of the regular gaming experience.

As for immunities. Yes, the game has immunities. Like in many other JRPGs. I don&#039;t think it&#039;s a good system. It requires players to either have clairvoyant abilities to predict what enemies they will face in the future or simply exposes them to frustrating backtracking (the kind of backracking where you need to cancel a dungeon because you realize that you weapons are useless). Personally, I agree with GuyLone: I found the system not transparent enough, over-used, and simply annoying. The best you can ever hope for in that system is to be prepared and being able to kill the mosters. That&#039;s not depth.

Again, Mystic Quest had also monsters with immunities but they were rare, came up only in special dungeons and because getting new weapons was straight-forward preparing for them was not that big of a deal.

But I see you are an enthusiast of the genre, I suggest you give the original a try.</description>
		<content:encoded><![CDATA[<p>@Charlie: I believe you have defeated your own point here. As you have noticed it yourself, Niccolo&#8217;s Secret Item Shop is SECRET. Even if using it improves the system, it doesn&#8217;t change the fact that the system is flawed to begin with.</p>
<p>And let&#8217;s be clear that this isn&#8217;t some kind of unlock that you gain in the regular course of the game. As I remember correctly, the requirements are to buy the 251 purchases in a shop in one go but. So each time you make a purchase, you need to exit and re-enter the purchase screen and buy another item. And you need to do that 251 times. This is what I would classify as a &#8220;cheat&#8221; or an &#8220;easter egg&#8221; an not part of the regular gaming experience.</p>
<p>As for immunities. Yes, the game has immunities. Like in many other JRPGs. I don&#8217;t think it&#8217;s a good system. It requires players to either have clairvoyant abilities to predict what enemies they will face in the future or simply exposes them to frustrating backtracking (the kind of backracking where you need to cancel a dungeon because you realize that you weapons are useless). Personally, I agree with GuyLone: I found the system not transparent enough, over-used, and simply annoying. The best you can ever hope for in that system is to be prepared and being able to kill the mosters. That&#8217;s not depth.</p>
<p>Again, Mystic Quest had also monsters with immunities but they were rare, came up only in special dungeons and because getting new weapons was straight-forward preparing for them was not that big of a deal.</p>
<p>But I see you are an enthusiast of the genre, I suggest you give the original a try.</p>
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		<title>By: Charlie</title>
		<link>http://gamedesignreviews.com/reviews/sword-of-mana-bad-customization/comment-page-1/#comment-1179</link>
		<dc:creator>Charlie</dc:creator>
		<pubDate>Sun, 08 Nov 2009 08:58:27 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=34#comment-1179</guid>
		<description>I disagree with most of your criticism of Sword of Mana. Once you unlock Niccolo&#039;s secret item shop, customisation becomes very easy. You are also given options in customisation, in some cases many options. Different forging materials give different elemental dmg types to your equipment, so if you were smart you tried to balance which gear did which type of damage for handling enemies weak to it. It wasn&#039;t simply a case of &quot;this one adds more stats gogo forge&quot;. 

Another feature was potential status that could be inflicted with different material methods. Some materials caused snowman, some caused silence, some caused sleep. Sword of Mana allowed you to choose which of these effects you might like to have. The armour was similar in that different materials created different resistances and stats in areas.

My final point is Niccolo&#039;s best material he sells was Orihalcum for attk pwr but Mithril Silver was a more balanced all element dmg type with a bonus to magic dmg so I always preferred to use that. It wasn&#039;t Crystal weapons but that&#039;s like the equivalent of ultimate weapons, no-one needs weapons that powerful.

The biggest mistake was making Niccolo&#039;s secret menu a secret and hard to figure out (but with the internet most people can easily read about it).

I never bothered with fruits. I had plenty of seeds from fighting monsters so growing them wasn&#039;t too difficult if I cared to. I just wasn&#039;t bothered to create some ultimate weapon when I already found Mithril Silver was easily accessible and overpowered anyway.</description>
		<content:encoded><![CDATA[<p>I disagree with most of your criticism of Sword of Mana. Once you unlock Niccolo&#8217;s secret item shop, customisation becomes very easy. You are also given options in customisation, in some cases many options. Different forging materials give different elemental dmg types to your equipment, so if you were smart you tried to balance which gear did which type of damage for handling enemies weak to it. It wasn&#8217;t simply a case of &#8220;this one adds more stats gogo forge&#8221;. </p>
<p>Another feature was potential status that could be inflicted with different material methods. Some materials caused snowman, some caused silence, some caused sleep. Sword of Mana allowed you to choose which of these effects you might like to have. The armour was similar in that different materials created different resistances and stats in areas.</p>
<p>My final point is Niccolo&#8217;s best material he sells was Orihalcum for attk pwr but Mithril Silver was a more balanced all element dmg type with a bonus to magic dmg so I always preferred to use that. It wasn&#8217;t Crystal weapons but that&#8217;s like the equivalent of ultimate weapons, no-one needs weapons that powerful.</p>
<p>The biggest mistake was making Niccolo&#8217;s secret menu a secret and hard to figure out (but with the internet most people can easily read about it).</p>
<p>I never bothered with fruits. I had plenty of seeds from fighting monsters so growing them wasn&#8217;t too difficult if I cared to. I just wasn&#8217;t bothered to create some ultimate weapon when I already found Mithril Silver was easily accessible and overpowered anyway.</p>
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		<title>By: Krystian Majewski</title>
		<link>http://gamedesignreviews.com/reviews/sword-of-mana-bad-customization/comment-page-1/#comment-636</link>
		<dc:creator>Krystian Majewski</dc:creator>
		<pubDate>Sat, 19 Sep 2009 17:13:18 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=34#comment-636</guid>
		<description>I haven&#039;t quite noticed the problem with immunities. I guess that&#039;s another case of weak feedback. I remember it was also a feature of Final Fantasy Adventure but there, it was pretty obvious if a monster was immune against your weapon. There was a very distinct sound. Also, I remember it was pretty easy to stock up different weapons and quickly change them as needed.

I must admit I haven&#039;t played Secret of Mana for too long. It seems to have a strong following but I have the feeling you might be right. The reasons why people enjoy Secret of Mana are very different from the reasons why I (and obviously you) enjoy Final Fantasy Adventure.</description>
		<content:encoded><![CDATA[<p>I haven&#8217;t quite noticed the problem with immunities. I guess that&#8217;s another case of weak feedback. I remember it was also a feature of Final Fantasy Adventure but there, it was pretty obvious if a monster was immune against your weapon. There was a very distinct sound. Also, I remember it was pretty easy to stock up different weapons and quickly change them as needed.</p>
<p>I must admit I haven&#8217;t played Secret of Mana for too long. It seems to have a strong following but I have the feeling you might be right. The reasons why people enjoy Secret of Mana are very different from the reasons why I (and obviously you) enjoy Final Fantasy Adventure.</p>
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		<title>By: GuyLone</title>
		<link>http://gamedesignreviews.com/reviews/sword-of-mana-bad-customization/comment-page-1/#comment-635</link>
		<dc:creator>GuyLone</dc:creator>
		<pubDate>Sat, 19 Sep 2009 15:23:54 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=34#comment-635</guid>
		<description>You know what else sucks about the customization in SoM?  All the monsters have different elemental and physical weaknesses and strengths, not just some, all.  Which means that, when you make a weapon with an innate element, that weapon becomes useless against many monsters.  So you might use up your rare items to create a powerful ice weapon only to find in the next dungeon that it actually isn&#039;t very useful at all.

Personally I prefer FF: Adventure as it more closely resembles Zelda than later Mana games.  Sometimes I think if I could understand why people like Secret of Mana so much, I might be able to understand why someone would like Sword of Mana (which shares many of its characteristics).  Not that Secret of Mana is bad, it just seems more like Super Paper Mario in the sense that it tries to combine two genres but fails to represent the strengths in either.</description>
		<content:encoded><![CDATA[<p>You know what else sucks about the customization in SoM?  All the monsters have different elemental and physical weaknesses and strengths, not just some, all.  Which means that, when you make a weapon with an innate element, that weapon becomes useless against many monsters.  So you might use up your rare items to create a powerful ice weapon only to find in the next dungeon that it actually isn&#8217;t very useful at all.</p>
<p>Personally I prefer FF: Adventure as it more closely resembles Zelda than later Mana games.  Sometimes I think if I could understand why people like Secret of Mana so much, I might be able to understand why someone would like Sword of Mana (which shares many of its characteristics).  Not that Secret of Mana is bad, it just seems more like Super Paper Mario in the sense that it tries to combine two genres but fails to represent the strengths in either.</p>
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		<title>By: Anonymous</title>
		<link>http://gamedesignreviews.com/reviews/sword-of-mana-bad-customization/comment-page-1/#comment-143</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Sat, 17 Jan 2009 02:54:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=34#comment-143</guid>
		<description>Thanks for the nice analysis. Very inspiring.&lt;br/&gt;&lt;br/&gt;(Typo: there choices &gt; their)&lt;br/&gt;&lt;br/&gt;Kind regards</description>
		<content:encoded><![CDATA[<p>Thanks for the nice analysis. Very inspiring.</p>
<p>(Typo: there choices &gt; their)</p>
<p>Kind regards</p>
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		<title>By: ChronoDK</title>
		<link>http://gamedesignreviews.com/reviews/sword-of-mana-bad-customization/comment-page-1/#comment-87</link>
		<dc:creator>ChronoDK</dc:creator>
		<pubDate>Fri, 10 Aug 2007 10:56:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=34#comment-87</guid>
		<description>Nice trilogy on the worst game in one of my favorite series. I agree on everything - it is sad that such obvious mistakes can be allowed to taint a series of mostly great games. &lt;br/&gt;&lt;br/&gt;I&#039;m currently playing Children of Mana (NDS) and it seems like they listened to your critique. &lt;br/&gt;&lt;br/&gt;The world design is still branching, but instead of the linear progression throughout the game a quest based system is introduced. Sort of like an MMORPG - take the quest you like, or take the main story quest if progress through the game. &lt;br/&gt;&lt;br/&gt;The equipment system is simplified - we are back to four categories now. And the customization system is a bit like the materia system from FFVII - a &quot;gem frame&quot; is used to improve your skills. Fill in different gems for different effects. &lt;br/&gt;&lt;br/&gt;The starvation vs. abundance of positive feedback is not totally fixed though. You can&#039;t equip new stuff during quests, but at least you have an idea about what the item you receive is worth.</description>
		<content:encoded><![CDATA[<p>Nice trilogy on the worst game in one of my favorite series. I agree on everything &#8211; it is sad that such obvious mistakes can be allowed to taint a series of mostly great games. </p>
<p>I&#8217;m currently playing Children of Mana (NDS) and it seems like they listened to your critique. </p>
<p>The world design is still branching, but instead of the linear progression throughout the game a quest based system is introduced. Sort of like an MMORPG &#8211; take the quest you like, or take the main story quest if progress through the game. </p>
<p>The equipment system is simplified &#8211; we are back to four categories now. And the customization system is a bit like the materia system from FFVII &#8211; a &#8220;gem frame&#8221; is used to improve your skills. Fill in different gems for different effects. </p>
<p>The starvation vs. abundance of positive feedback is not totally fixed though. You can&#8217;t equip new stuff during quests, but at least you have an idea about what the item you receive is worth.</p>
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		<title>By: Krystian Majewski</title>
		<link>http://gamedesignreviews.com/reviews/sword-of-mana-bad-customization/comment-page-1/#comment-80</link>
		<dc:creator>Krystian Majewski</dc:creator>
		<pubDate>Mon, 16 Jul 2007 22:50:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=34#comment-80</guid>
		<description>Actually, the Action Part of Sword of Mana is good. Especially the graphics and animations feel very juicy.&lt;br/&gt;&lt;br/&gt;Recently, I played some Secret of Mana and I agree - it doesn&#039;t live up to the expectations. However, it&#039;s not as bad as Sword of Mana. And hey, it even had Co-Op. You got to give kudos for that.&lt;br/&gt;&lt;br/&gt;The amazing thing is that Mystic Quest is SOO excellent! It seems like Seiken Densetsu gets worse with every sequel.</description>
		<content:encoded><![CDATA[<p>Actually, the Action Part of Sword of Mana is good. Especially the graphics and animations feel very juicy.</p>
<p>Recently, I played some Secret of Mana and I agree &#8211; it doesn&#8217;t live up to the expectations. However, it&#8217;s not as bad as Sword of Mana. And hey, it even had Co-Op. You got to give kudos for that.</p>
<p>The amazing thing is that Mystic Quest is SOO excellent! It seems like Seiken Densetsu gets worse with every sequel.</p>
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		<title>By: Yu-Chung Chen</title>
		<link>http://gamedesignreviews.com/reviews/sword-of-mana-bad-customization/comment-page-1/#comment-78</link>
		<dc:creator>Yu-Chung Chen</dc:creator>
		<pubDate>Mon, 16 Jul 2007 10:05:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=34#comment-78</guid>
		<description>Wow, Sword of Mana sounds like total crap... Good thing I never understand why the Mana-Series was popular, otherwise I would have bought that nice looking remake before you could tell me about the flaws.&lt;br/&gt;&lt;br/&gt;Even the much praised Secret of Mana didn&#039;t left an impression on me. Actually I forgot why, but possibly because of the bad attack sounds (hits sound like light slaps, not meaty slashes) and poor animations (FF came away with it, but SoM is a ACTION-RPG, dammit!). &lt;br/&gt;&lt;br/&gt;Big and colorful sprites x too few frames of animation =  floating billboards. Yeah I mean you too, Guilty Gear.</description>
		<content:encoded><![CDATA[<p>Wow, Sword of Mana sounds like total crap&#8230; Good thing I never understand why the Mana-Series was popular, otherwise I would have bought that nice looking remake before you could tell me about the flaws.</p>
<p>Even the much praised Secret of Mana didn&#8217;t left an impression on me. Actually I forgot why, but possibly because of the bad attack sounds (hits sound like light slaps, not meaty slashes) and poor animations (FF came away with it, but SoM is a ACTION-RPG, dammit!). </p>
<p>Big and colorful sprites x too few frames of animation =  floating billboards. Yeah I mean you too, Guilty Gear.</p>
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