First feature:What JRPGs need to improve upon
Blogs > DragoonPK |
DragoonPK
3259 Posts
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Southlight
United States11744 Posts
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EchOne
United States2906 Posts
Story: I personally didn't find the FFXIII story to be too convoluted. It did introduce some vocabulary, as well as a reasonably complex world situation, but the basics of both were hammered into the player consistently. On the other hand, I definitely agree that some story elements are recycled endlessly. I'm usually not bothered by that, because thousands of years after the birth of language and storytelling, entirely novel themes and comments on the human condition do not just spring up out of nowhere. Still, interesting execution is crucial in art, and sometimes JRPGs don't present themselves in fresh, new ways. Gameplay: I found Eternal Sonata's battle system unique and mildly fun, but it did get boring after several dozens of hours of play... but really only after I had all the moves and was just trying to slog my way through some huge secret dungeon. I feel that most JRPGs at least ostensibly try to give us "fresh" battle systems that vary from the original Dragon Quest archetype that you note (fight, magic, item, run). Most end up being some form of turn-based and ultimately not terribly exciting, but some are pretty good. I find that most Tales games have fun battling. Characters: I totally agree that JRPG characters disappoint more often than not. I can't even remember the last time I played a JRPG hero who made me think, "This is an endearing fellow whose trials and struggles I can relate to." Ah I got one... I did get wrapped up in the hero's journey personally for The World Ends With You. Anyways I'm not even sure if the developers approach character design from a literary perspective. I have the hunch that character design in Japan mainly refers to the visual design, a sad state of affairs. Save Points: The qualm is insignificant for me so I think it's just a matter of preference and convenience. JRPGs tend not to be so unforgivably difficult that lack of save points causes rage. I did feel the pain of it when playing Demons Souls, though, having to tear through intense levels every time I died to a boss and wanted to challenge him again (many times.) Voice Acting: The fact of dubs being generally inferior has been hammered into my brain since the beginning of my interest in anime and gaming. I learned about undubbed versions of games pretty early, though, so I've been happy with those. Ultimately this is more a localization issue than a game development issue, so we can pray that one day these games will be popular enough overseas to warrant heftier localization budgets. | ||
QuixoticO
Netherlands810 Posts
Like some above poster already mentioned I advice you to dive deeper in the JRPG scene/business if you want to write an insightful article. Because currently it feels like an average fan of the series wrote instead of someone that actually knows what he's talking about. Not that your information is wrong it just lacks the depth you would expect from a good article. | ||
DragoonPK
3259 Posts
On January 13 2011 04:21 Southlight wrote: You really needed to list the types of JRPGs you've played, or are looking at, in order to back this up. There're bunches of great RPGs that simply never get ported to other languages because they're not given enough confidence (and for good reason) by the producers etc. For example, Falcom games just recently started getting ported to the UK, but in the US only a handful of the PSP ports actually got ported. Yet Falcom's considered one of the giants in JRPGs. The handful that did get ported more-or-less got overlooked because the US only reacts to the two words "Final Fantasy." So you end up with the big megabucks corporations (Atlus, etc.) porting their more standard RPGs while not having the guts to port the "different" stuff. Yeah, I agree with what you mean. I didnt play every JRPG in the world but I did play anything I could get my hands on. Sure there might be a ton of stuff like you mentioned that I never touched or experinced that might put everything I wrote down the floor. But this solely based on whatever got ported to the Western side. I cant read Japanese, so if I did I would have expanded my hands on with those games. The article is catered to most of the stuff I tried out. Look at the Tales games, I want them so bad and they never get ported even tho I think their gameplay and story is usually pretty top notch. I gave examples for what I meant in the article. Dont get me wrong, JRPGs are probably my number 1 thing in the world (other than starcraft) and I know there are lots of gems out there, however I still stand by what I said, the general pool from what I played have suffered from the list I wrote out at different degrees. | ||
DragoonPK
3259 Posts
On January 13 2011 04:28 Nyxs wrote: For me the article felt bland because it's all commonly known information about JRPGs and their letdowns or characteristics. Like some above poster already mentioned I advice you to dive deeper in the JRPG scene/business if you want to write an insightful article. Because currently it feels like an average fan of the series wrote instead of someone that actually knows what he's talking about. Not that your information is wrong it just lacks the depth you would expect from a good article. Yeah, thanks for the advice! I am still starting out, and since this is important to me I have dig in deeper. Keep in mind, this wasn't written for some super JRPG fanbase, but rather a large overall gamer in mind. Thats just how the audience of these websites are. And, this isn't meant to go and analyze everything, its just some sort of brief article about my personal opinion. I just wanna ask more more thing, what would you like to see an expansion upon? Like what aspects of the article in particular. | ||
LunarDestiny
United States4177 Posts
Story - I agree since the newer JRPGs aren't as epic or rememberable than older JRPGs I played. Battle system - nowaday, every games try to have their own unique battle system. Most of them are crappy attack, magic, defend, run, AND a gimmick system. Most of them suck balls. Though, some are good. Legend of Dragoon FTW!!! Characters - I think character development, at least for the main characters, are pretty good. I hope you are not playing crappy JRPGs. Save Points - DISAGREE!!! Great JRPG should punish you for making stupid mistakes. Making save points accessible ruins the difficulty of game. I love the 1 dungeon-1 save point before the boss style. Heck don't give save point in dungeons at all. Persona FTW!!! Voice Acting - This is hard. You are complaining about the English voice. In additional to what you pointed out, time is also the thing here. Companies have to license the games, organize their voice actors, translate the scripts, and do it within a few months OR gamers will be complaining about how long they take to publish the English version. Big companies are better in this categories because they have more resources. But yeah, English Dubbing sucks... Personal complainS: 1. Linear, don't make linear JRPGs please. THX. 2. Difficulty, some of us are masochists. Please include WTFOMGBBQ mode so we don't have to create our own LLNIIENACMO Challenge (FINAL FANTASY VII: LOW LEVEL/NO ITEMS/INITIAL EQUIPMENT/NO ACCESSORIES/COMMAND MATERIA ONLY CHALLENGE). 3. Raciality, what is wrong with having black dude as main character. NO MORE BLOND IDIOT. | ||
Southlight
United States11744 Posts
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Boblion
France8043 Posts
The Japanese approach to CRPGs (or, Making Numbers Go Up) In Japan, meanwhile, things were proceeding in a most amusing direction. The key to understanding the debacle that are modern JRPGs is to realize that role-playing took ages to arrive in Japan, and was largely ignored even when it did. D&D took almost a decade to be brought over, at which point the Japanese had already been playing western-made dungeon crawlers for several years. That fact alone explains everything. You see Western developers have always been aware of the nature of role-playing, so at least they've always known what they should be aiming for. Granted, they messed up big-time (there's no technical reason why CRPGs with extensive dialogue trees like Torment couldn't have appeared back in the mid-'80s -- no reason why it took over a decade for them to start getting made), but one has to acknowledge the enormous difficulty of the task; and besides it is true that even the most trashy late-'80s early-'90s CRPGs contained at least a few moments which could, perhaps, by making appropriate allowances for the challenges presented by the electronic medium, be considered as actual role-playing. But the Japanese designers who set out to make their own CRPGs had no such understanding. They played Wizardry and other early dungeon-crawlers, and then sat down in smoke-filled izakayas and exclaimed, "So this is what a role-playing game is then!" And off they went to do what the Japanese do best. Hydlide (1984) and Courageous Perseus (1985), the first Japanese CRPGs (hereafter referred to as JRPGs), were quickly followed by Dragon Quest (1986) and Final Fantasy (1987), the huge success of the latter effectively dooming the genre in Japan for decades. Had player reaction to these first efforts been unfavorable, their designers would have sat back and re-examined their choices; perhaps they would eventually have sought out and studied the second- or third-generation Western CRPGs (which were already starting to move away from dungeon crawling by offering the player the occasional choice), and things would have likely turned out very differently. But since no one involved -- neither designers nor players -- knew the first thing about RPGs (even the term "role-playing" itself affording them no clue as to the nature of these games, since most Japanese don't speak English), and since Dragon Quest and Final Fantasy had much to recommend them despite their not being RPGs, that was the end of the story. They kept selling, and so they kept getting made. The extremely risk-averse corporate policies of Japanese publishers such as Square, Enix and the rest of them (many of which were practically built on the success of their early JRPGs), have been efficiently crushing any hopes of a change ever since. And there was never a question of these games evolving to overcome their humble origins, as happened in the West. Western CRPGs have kept evolving because there has always existed consciousness of a direction towards which to evolve; JRPGs, meanwhile, have been going round in circles ever since their inception -- Fallout is worlds away from Akalabeth; not so Lost Odyssey from Final Fantasy. The only kind of evolution JRPGs have undergone is of a cosmetic nature: Final Fantasy was no Ultima, and its endless sequels had to be justifed in some way -- and so they were. CG or anime-style cutscenes and countless hours' worth of voice-acting and orchestral soundtracks were the justification, piled up, stacked and shoved inside cartridges, CD-ROMs, GD-ROMs and DVD-ROMs, and soon enough Blu-ray discs and who knows what else. And the results of this unchecked and wholly misdirected "evolution"? They can be clearly seen today simply by contrasting the kinds of questions asked by fans of Western and Japanese CRPGs on the launch of a new title. While the former are eager to know about the character creation process, non-linearity, multiple endings, and whether they can be evil, the latter seem to care little about anything besides the names of "character" designers and music composers. Market economies being what they are, everyone ends up getting what they asked for. To be sure, there have been exceptions. Chrono Trigger (1995), Star Ocean: The Second Story (1998), Shin Megami Tensei III: Nocturne (2003) and others, contained some elements of role-playing (though, it has to be said, nowhere near as many as the best Western CRPGs). But the exceptions were always one-offs and were hardly ever followed up, and every JRPG that took timid steps to introduce a little taste of role-playing, by way of some form of open-endedness or non-linearity, was quickly driven from the shelves (and from the public's notice) by fifty others that were little more than pure strategy games with elaborate cutscenes. And yet this is not the most damning criticism that can be levelled at these games and the people who make them. Because even if you are prepared to accept that Final Fantasy is a strategy game and that the "RPG" stamp on the box is some sort of a mistake -- a cute Japanese misnomer, perhaps (let's not forget that the Japanese have yet to get their heads round the concept of genre: according to Capcom, Devil May Cry 3 belongs to the "Stylish Crazy Action" genre, and Success's turn-based strategy game Operation Darkness is labelled as a "Horror Simulation RPG", for christsake) -- you still have to face the fact that -- even as a strategy game -- it fails miserably (except perhaps if one assumes that it's directed at mildly retarded nine-year-olds). To illustrate the astonishing degree to which the above is true I'll now relate an anecdote which I've been saving for this very purpose. Several years ago I happened to be discussing JRPGs with a bunch of people on an online message board. After posting a lengthy explanation to the effect that Final Fantasy et al. are little more than strategy games with elaborate cutscenes, I settled back expecting nothing less than raging flames. The first reply instead turned out to be comedy gold: "There is strategy involved in continually pressing X? That's news to me." At which point someone helpfully explained: "Sometimes you have to use a potion." Alas! even this pitiful element of strategy is being done away with in many modern JRPGs. Take for example the recent blockbusters Rogue Galaxy and Blue Dragon, in which fallen party members are automatically revived after battles, and where potions might as well be growing on trees (in fact in Blue Dragon they grow right behind them). Just a bit more effort in this direction and the Japanese will end up re-inventing the movies! (In fact I dare say they already have -- Sakaguchi has a strong claim on this achievement with Final Fantasy: The Spirits Within, a groundbreaking JRPG comprised of a single 106-minute-long cutscene, whose only flaw was that it didn't give players the option to skip it.) But joking aside (and I beg your pardon, dear reader, for sarcasm is the only tolerable way I can bear to approach this absolutely ridiculous subject), there are some very good reasons why JRPGs suck even as strategy games, and they are well worth looking into. If you read reviews of such games you'll have noticed that reviewers usually spend half their wordcount namedropping "character" designers and music composers, and the other half discussing battle "systems" (one would think this would give them a hint as to the nature of the games they are reviewing, but alas!) These battle systems always remind me of a humoristic piece that was doing the rounds on the internet a while back, in which it was ascertained that "Japanese vocabulary is determined by throwing tiny pieces of sushi at a dart board with several random syllables attached to it". Now this may not be true in regard to Japanese vocabulary, but I am convinced it is exactly how Japan comes up with all these utterly pathetic battle systems. You may think I am judging them too harshly, perhaps? And yet consider: how could these systems possibly be anything other than pathetic? In the three-decade history of real-life role-playing there have been less than two dozen major systems published, yet Japan regularly churns out more than that in a single year! Is it any wonder that they all (no exceptions here, sorry) fucking suck? Even the most die-hard wargaming expert -- a Steve Jackson or a David Cook -- would give up if forced to come up with a brand-new battle system every six fucking months -- he'd turn to sushi and dart boards before long -- what can one expect from the Japanese, whose ignorance of wargaming is only rivaled by their ignorance of role-playing? And the result of all this inanity? Even players who are right in the middle of a hundred-hour JRPG often have little idea of what the hell is going on -- and who can blame them, as it turns out they don't need to! They mash a button; random numbers keep flashing all over the screen; and if they happen to die at some point they simply double back, kill a couple hundred more green slimes and try again. Not that the suckage of the system matters much, mind you, if we are talking about role-playing games. The battle system of an RPG is about as important as the story in a shooting game, and in fact the less the player is aware of it the better (as I will soon be explaining). But since there's no role-playing to be found in JRPGs, and since all the player ever does is direct battles, it stands to reason that the quality of the battle system becomes paramount. And this is in fact why the so-called SRPGs (the "s" standing for "simulation" in Japan (yes, I know, they are idiots) and "strategy" in the West; otherwise known as Tactical RPGs (TRPGs) or Tactics games) are, on average, of such higher quality than JRPGs -- because their designers understand this. In fact -- and this is a point worth exploring in some detail -- excepting JRPGs with action elements and those with a heavy emphasis on side-games (Dark Chronicle (2002), Persona 3 (2006) and others), there's no material difference between JRPGs and SRPGs: they are one and the same genre, and should be judged by the same exact criteria. Both types of games involve characters taking part in a series of squad-level, tactical battles, with a predetermined narrative delivered at intervals in the form cutscenes; beyond that, JRPGs have a stronger exploration aspect and SRPGs shorter cutscenes (though there are plenty of exceptions on both counts), but that's the most that can be said about their differences. And yet what a huge impact on the quality of the actual games these little differences have made! The above statement bears explaining, but first another quick history lesson is in order. SRPGs are a Japanese invention dating all the way back to Intelligent Systems' Fire Emblem: Ankoku Ryuu to Hikari no Ken (1990). There have been Western games which resemble SRPGs in many ways, most notably X-COM: UFO Defense (1993), Jagged Alliance (1994) and Silent Storm (2003), but since they evolved from a different tradition and since no one seems to confuse them for RPGs (due to the lack of a heavy cutscene focus, no doubt) they won't concern us here. Now Fire Emblem took its inspiration from Dragon Quest (which itself was based on Wizardry etc. etc.), only instead of relying on incessant random encounters that no one really cared for anyway, it tried to make each and every battle as interesting and challenging as possible. The two styles evolved concurrently: while JRPG developers stuck to their throwaway battle systems, concentrating on "character" designs, soundtracks and cutscenes, SRPG developers poured most of their time and money into designing solid battle systems, and, for each game, a series of balanced, challenging battle scenarios. Free from pretensions of role-playing and from the tyranny of the cutscene, they were able to concentrate on the essence of the games they were making, and they've been turning out higher-quality work ever since. But I'll close this parenthesis here and get back on track by noting that the wild variety of battle systems employed by JRPGs (even among titles belonging to the same series!) is in itself yet another flagrant indication that the Japanese have missed the point of role-playing entirely. Because the important thing in an RPG is the flavor of the setting and the quality and depth of the players' adventures within it -- whether a longsword does 1d12 or 2d6 points of damage is irrelevant. That's why table-top role-playing systems often remain in use for decades -- what would be the point of coming up with a new system for every single adventure? And if every other week the players were obliged to trash the old system and learn a new one, when would they find time to actually play anything? And, finally, if a single system suffices for decades of high-quality adventuring in real-life RPGs (in a variety of settings, no less), why should a bunch of boring, hackneyed-to-hell-and-back preteen-level non-interactive stories require dozens of different systems? But the answer is all too obvious! -- the different systems are necessary exactly because the stories are hackneyed, non-interactive schlock! And yet the systems end up sucking just as much as the stories, because no one involved dares to acknowledge that they are in fact developing strategy games, and go out and bring in some people who know how to make them! But enough of this sorry subject; those yet to be convinced of the irrelevance of JRPGs should just go back to the encyclopedia definition. If the game you are playing does not allow you to "improvise freely", and if your actions do not "shape the direction and outcome of the game", then I am sorry, but the game you are playing, wonderful and fun though it may be, is not an RPG (and, incidentally, certainly shouldn't be reviewed as such). http://insomnia.ac/commentary/on_role-playing_games/ | ||
TheYango
United States47024 Posts
On January 13 2011 04:55 Boblion wrote: This thread needs an Icycalm quote ( the smartest megalomaniac jerk on teh web ) http://insomnia.ac/commentary/on_role-playing_games/ As an aside, the whole article is worth reading (and provides a pretty pessimistic, but nonetheless fairly accurate perspective on RPGs as a whole). | ||
Southlight
United States11744 Posts
Incidentally one of the interesting things is the cultural difference in what gamers want from strategic games. You can see it in the Nipponichi games (Disgaea etc.) quite blatantly - Japanese people really like "yarikomi" games, in which you just play the game to death trying out different things. Those games aren't necessary difficult, per se, but rather they have enough open-ended-ness with regards to things you can do. I'm not sure these games sell very well state-side and such, because gamers tend to be more fleeting and move from one game to another. I'm very much this way, and I really can't think of many "yarikomi" gamers from "the west." It's why the Atelier/Alchemy games tend to be much more favored in Japan, while they tend to get the "yawn recycled system" response from the west. You also see Monster Hunter being significantly less popular in the west, whereas it's a HUGE THING in Japan. | ||
zerglingsfolife
United States1694 Posts
On January 13 2011 05:19 TheYango wrote: As an aside, the whole article is worth reading (and provides a pretty pessimistic, but nonetheless fairly accurate perspective on RPGs as a whole). Damn, that article was pretty amazing. Pretty much sums up a lot of my views on the matter. | ||
DragoonPK
3259 Posts
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kainzero
United States5211 Posts
Story: Opinions generally vary depending on the game. Final Fantasy 7 is widely viewed as the pioneer of RPGs in the US, and the story is horrible (especially given the crappy translation we received.) I can argue that story is not as important as it appears to be. Battle System: I'm an avid fan of Dragon Quest. Every RPG seems to have this crazy desire to have some slick and sick battle system. I like DQ, which goes back to the basics; strategy and decision making. The system is refined and rebalanced in every iteration, maybe offering one or two new quirks instead of a complete overhaul with every new game. It's really not about the battle system either. Characters: A clear distinction between how Japanese and Western audiences view entertainment. The Japanese tend to favor acting that takes you away into a different world, Western audiences prefer realism. If you want a realistic character, you won't find it in a JRPG. That's not how they prefer it. Save Points: Considered part of the game play and difficulty. Think of a platformer with the opportunity to save before every jump. Not as challenging. Voice Acting: Subtitling is still niche. General audiences still prefer dubbing and you make a grand assumption by saying "most of us." Arguably the character thing also applies; Japanese voices sound extremely fake to Japanese, they can tell when they hear an anime voice. They sound fake in English as well, but we don't get the same impression as they do when they hear it in Japanese. Now you have the obstacle of trying to shoehorn something realistic into something that was supposed to be fake. | ||
Krigwin
1130 Posts
http://insomnia.ac/reviews/pc/deusex/ | ||
Myrmidon
United States9452 Posts
I've played through every single Tri-Ace game ever (except SO: Blue Sphere IIRC), and Eternal Sonata has to be one of my least favorite because of how broken, simple, easy, and repetitive the battles were. Well, battles start off mind-numbingly simple and progress towards totally broken yet still not complicated. I really hate it when they don't let you play with all or at least most of the battle system features from the start. You should be learning new tricks and strategies not because they're unlocking a new system mechanic, but rather because you have to figure out something clever to beat a tough or different kind of enemy. I think a game with a DQ-style battle system can be fine, but I don't see it happen in practice. Pretty much all you do in that kind of battle system is use the same strategy over and over again:
There tends to be a little more depth whenever healing is not imbalanced (way too good, like in most games) and/or it's possible to play in a way such that you take less damage. e.g. action RPGs, where you can dodge attacks; or games with positioning or where you can interrupt the enemy (Breath of Fire 5, Valkyrie Profile 2, Resonance of Fate, Grandia series, etc.) But of course, a lot of games even with positioning or with action elements still end up sucking because they end up being too easy or broken. | ||
JohannesH
Finland1364 Posts
And that Insomnia article really annoys me, when he can't think outside his encyclopedia definition and accept that rpgs, at least/especially computer ones, are mostly strategy games with a possible strong emphasis on story and/or open world interaction. But the core element being the strategy part (no matter how badly it may be often done), a visual novel or shooter with dialogue aren't proper RPGs no matter how much choices or larping there is involved. | ||
Boblion
France8043 Posts
His whole essay is about how Crpg are different of "true" Rpg so your post doesn't make sense. Why should we use the same words for two different things ? | ||
kainzero
United States5211 Posts
On January 13 2011 09:23 Myrmidon wrote: I think a game with a DQ-style battle system can be fine, but I don't see it happen in practice. Pretty much all you do in that kind of battle system is use the same strategy over and over again:
For DQ... "Is someone dead?" If someone dies, you gotta hike it back to town to get them revived. Later on you can revive them, but it comes at a huge expense of MP and is luck based. Then later you can just pick them up. This adds some tension in the early game. "This monster has a strong attack. If he hits my guy, he'll die. If I heal him, I'll use up some valuable MP that I might need for the boss. If I don't know, there's a chance he'll die." "Is someone hurt?" Depending on when it happens, healing could cost MP that could be useful later. "Attack the enemy." Sometimes you'll come across groups of enemies that would benefit from a certain attack style that would cost resources you could use later. (5 hard hitting enemies, you can use a group attack at the expense of MP that might cost you during a boss battle.) One of the problems preventing DQ from being challenging is that people level up to compensate for their strategical failures. In DQ8, fighting Dhoulmagus is really difficult at first. He has a hard hitting attack that targets everyone, and you probably don't have a group healing spell. It's still entirely possible to beat him with the right set up, but most people just say "Hey just grind 4 levels! Then you can get Multiheal and he's not so hard!" Then they say, "This game sucks because you have to grind." Hmmmm... | ||
myopia
United States2928 Posts
That said, if I were to make a 'best games ever' list, it'd have a huge chunk of JRPG's. Earthbound / Mother 3 / FFVI are perfect. | ||
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