Editing Talk:Reaction Command

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#I don't really see the point in separating by "enemy-type". The enemy-type doesn't materially differentiate the reaction commands. What does differentiate them:
#I don't really see the point in separating by "enemy-type". The enemy-type doesn't materially differentiate the reaction commands. What does differentiate them:
#The thing that makes them ''reactions'' -- i.e., their context. We fundamentally have three different types of reactions: recurring reactions to a certain enemy's attack (listed in the journal), one-time reactions used in a specific event or boss battle (either to attack the boss or heal your allies), and generic field reactions (and for the purposes of the non-KHII games, the event- and enemy- commands are basically synonymous, like you guys have been saying). It might be a good idea to have two pre-list sections covering "Talk" and "Open", given the ubiquity of those two (and I'm guessing these are the only two that are going to really count as multi-game bloat), but I think otherwise separating KHII commands from other KHII commands is probably a mistake.{{User:KrytenKoro/Sig}} 21:52, 21 August 2015 (UTC)
#The thing that makes them ''reactions'' -- i.e., their context. We fundamentally have three different types of reactions: recurring reactions to a certain enemy's attack (listed in the journal), one-time reactions used in a specific event or boss battle (either to attack the boss or heal your allies), and generic field reactions (and for the purposes of the non-KHII games, the event- and enemy- commands are basically synonymous, like you guys have been saying). It might be a good idea to have two pre-list sections covering "Talk" and "Open", given the ubiquity of those two (and I'm guessing these are the only two that are going to really count as multi-game bloat), but I think otherwise separating KHII commands from other KHII commands is probably a mistake.{{User:KrytenKoro/Sig}} 21:52, 21 August 2015 (UTC)
::I've been going through KHII again, so I"m noticing that sometimes, an RC that triggers a cutscene has something different like "Approach" or "Comfort" or something else contextual in the story. Are we planning to go that deep into it and document each different one, or are we just gonna have one blanket "Talk" section? {{User:Chitalian8/Sig}} 22:16, 21 August 2015 (UTC)
::::I would expand the list of ubiquitous ones to Talk, Open, Examine, and maybe Save. I'd also say Approach is separate from Talk.  --{{User:Neumannz/SigTemplate}} 22:20, 21 August 2015 (UTC)
If the event- and enemy- commands are synonymous for every non-KHII game, each game section (excluding KHII) boils down into "Field" and "Battle" sub-sections. Why repeat "Field" and "Battle" for each game so many times throughout the list when we could just as easily make them the two main sections with each game sub-section only having to be repeated twice. It's neater, cleaner, and more structured. For KHII, we can still divide its battle section into enemy- and event- sections, but there's no reason to change the structure of an entire list because of just one anomaly in the pattern. Also, there is no reason to make the list by-game, just because of a few varying mechanics across them. We can easily describe the different buttons for each game in the lead and I'm not sure what Kryten means about the different sensitivities; the recurring commands like Talk, Open etc. have the same triggers in each game.
I think we should go as in-depth as possible, so Approach and Comfort separate from Talk. If we're merging reaction commands with their enemy/event pages, what do we do about cases like "Phil One-Two" which could be attributed to Phil but also equally to the Hydra. Also, what about cases like "Stomp Bomb" in Timeless River which is tied to a prop? I'm aware that I'm nitpicking here, but I might as well throw it out now. {{User:TheFifteenthMember/Sig1}} 13:02, 22 August 2015 (UTC)
:Well, contextual RCs like Stomp Bomb would go under field, considering they can be performed outside of battle with no story context. Since the Phil one is exclusive to the Hydra fight, that would also most likely be under the Hydra's section. {{User:Chitalian8/Sig}} 13:09, 22 August 2015 (UTC)
:::Fundamentally different mechanics, the same reason we do "Abilities (KH)", etc., instead of "Action commands (KH)", etc. There's also shared themes throughout the "field" and "battle" for each game (KH3D being dream eater commands, etc.), so that's easier to see linking by game. Can you see any strong links between the individual field commands for KH and KH3D, beyond "Talk" and "Open"?{{User:KrytenKoro/Sig}} 19:46, 23 August 2015 (UTC)
==What to do now?==
Right, I managed to get together most enemy-specific R.Cs in KHII but I'm struggling with event-specific Rcs. Also, I'm sure DDD doesn't have Rcs so should we delete that section of the page? [[User:TheKeyOfDestiny|TheKeyOfDestiny]] ([[User talk:TheKeyOfDestiny|talk]]) 23:28, 23 December 2015 (UTC)
:It's stuff like protecting the door/reviving Leon in the Hollow Bastion event, and DDD should at least have save, open, etc.{{User:KrytenKoro/Sig}} 03:19, 25 December 2015 (UTC)
==Individual pages==
Is the plan to have every reaction command with its own page? [[Drag 'n' Drop]] has its own page and I think all combat RCs would benefit. Articles on each field command could be superfluous.  {{User:TheFifteenthMember/Sig1}} 21:12, 31 January 2016 (UTC)
:Everything that's a battle/event command, sure. If it's not going to have a list of fifteen hundred "usable when" tidbits, yeah.{{User:KrytenKoro/Sig}} 03:52, 1 February 2016 (UTC)
== Event-Specific Reaction Commands? ==
From the talks here, it seems the Event-specific section was meant for things like bosses and other events in KH2.  As it stands now, it's being used for RCs used in minigames, while the KH2 section lumps bosses together with field Heartless/Nobodies in the Enemy-specific section.  Should we do something about this? [[User:Pennsylvania Jones|Pennsylvania Jones]] ([[User talk:Pennsylvania Jones|talk]]) 18:43, 22 March 2017 (UTC)
:I’m not quite sure what the point of event-specific commands are? Boss commands may as well be part of battle commands. Mini game commands are generally okay to be separate, but does cause some redundancy as there are mini game RCs that have the same names of battle RCs and are usually different iterations of the same technique rather than two separate techniques. That said, if we are to have a mini game section, why not call it that over the awfully vague “event-specific”?
:On a separate point, KH3 will likely have its own swathe of RCs so we should get this page sorted out beforehand. Which RCs need their own pages? All of them, including the general ones? Battle commands only? Mini games? We need to discuss this and make the pages quickly. {{User:TheFifteenthMember/Sig1}} 15:04, 14 August 2018 (UTC)
::Event-specific commands are commands that are only usable in specific events, for example while defending the Hollow Bastion door. The props lose that functionality outside of the vent, so it's worth differentiating.
::Enemy and boss commands can be combined, sure. I wouldn't combine them with battle commands, though, because they're pretty different in context -- enemy commands are available in specific battles in reaction to actions made by the enemy, while battle commands are available at any time of the player's choosing, in response to actions made by the player. KH2 list appears to be missing the Limit-specific commands, although those are already covered under Limits and should be fine.
::Definitely enemy and battle commands should have redirects, probably Event as well. I don't think general commands are needed, they're pretty self-explanatory and lack any real mechanics -- they're just an "interact" button, basically.{{User:KrytenKoro/Sig}} 18:33, 14 August 2018 (UTC)

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