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First feature:What JRPGs need to improve upon

Blogs > DragoonPK
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DragoonPK
Profile Blog Joined July 2007
3259 Posts
Last Edited: 2011-03-19 11:07:45
January 12 2011 19:01 GMT
#1


Southlight
Profile Blog Joined August 2007
United States11768 Posts
January 12 2011 19:21 GMT
#2
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.
oraoraoraoraoraoraoraora
EchOne
Profile Blog Joined January 2008
United States2906 Posts
Last Edited: 2011-01-12 19:25:51
January 12 2011 19:25 GMT
#3
My thoughts:

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.
面白くない世の中, 面白くすればいいさ
QuixoticO
Profile Blog Joined March 2010
Netherlands810 Posts
Last Edited: 2011-01-12 19:35:14
January 12 2011 19:28 GMT
#4
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.
"Suum Cuique" - Cicero
DragoonPK
Profile Blog Joined July 2007
3259 Posts
January 12 2011 19:35 GMT
#5
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
Profile Blog Joined July 2007
3259 Posts
January 12 2011 19:41 GMT
#6
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
Profile Blog Joined August 2008
United States4177 Posts
January 12 2011 19:46 GMT
#7
JRPG noob here...
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
Profile Blog Joined August 2007
United States11768 Posts
January 12 2011 19:47 GMT
#8
From an article-writing perspective I felt like you needed to put more effort into examples, but yeah, like Nyxs said, all of this is stuff that's commonly known among the western audience. I read the article expecting you to put forth stuff you thought worked well, etc.
oraoraoraoraoraoraoraora
Boblion
Profile Blog Joined May 2007
France8043 Posts
Last Edited: 2011-01-12 19:56:04
January 12 2011 19:55 GMT
#9
This thread needs an Icycalm quote ( the smartest megalomaniac jerk on teh web )



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/
fuck all those elitists brb watching streams of elite players.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2011-01-12 20:25:15
January 12 2011 20:19 GMT
#10
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).
Moderator
Southlight
Profile Blog Joined August 2007
United States11768 Posts
January 12 2011 20:19 GMT
#11
@Bob
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.
oraoraoraoraoraoraoraora
zerglingsfolife
Profile Blog Joined August 2009
United States1694 Posts
January 12 2011 20:25 GMT
#12
On January 13 2011 05:19 TheYango wrote:
Show nested quote +
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).


Damn, that article was pretty amazing.

Pretty much sums up a lot of my views on the matter.
Night gathers, and now my watch begins. It shall not end until my death. I shall take no wife, hold no lands, father no children. I shall wear no crown and win no glory. I shall live and die at my post. I am the sword in the darkness.
DragoonPK
Profile Blog Joined July 2007
3259 Posts
January 12 2011 20:26 GMT
#13
So I guess the article wasn't that deep to be good right? Should have taken a more indepth view etc. So are there any good points I have done well to keep going for in the future, what should I focus on essentially.
kainzero
Profile Blog Joined January 2009
United States5211 Posts
January 12 2011 20:36 GMT
#14
"need to improve": Why do they have to change? There's no reason to. They're selling well, they're entertaining. Sure I could use a better story, a more varied gameplay system, and a handjob after each random battle, but it's not necessary. The headline sounds like something HAS to change, but nothing really does other than a selfish gamer's demand.

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
Profile Blog Joined August 2010
1130 Posts
January 12 2011 20:38 GMT
#15
Insomnia (great website) also had a great review for Deus Ex that argued it was essentially one of the very few "true" RPGs out there:

http://insomnia.ac/reviews/pc/deusex/
Myrmidon
Profile Blog Joined December 2004
United States9452 Posts
Last Edited: 2011-01-13 00:26:27
January 13 2011 00:23 GMT
#16
I don't really care much about the plot, graphics, characters, etc., though it'd be nice if games could improve on those. I'm not interested in actual roleplaying, so something like Icewind Dale is probably my favorite Western RPG. RPGs to me are mostly about battles and exploring dungeons, since that's where the interaction with the game and challenge (if any) come from.

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:
  • Is someone dead? If yes, revive them. If not...
  • Is someone hurt? If yes, heal them. If not...
  • Attack the enemy. For most boss battles, this is only one guy, so you don't even need to do any thinking like about whom you should target.
The more interesting battles in DQ- or ATB- style games IMHO tend to be those involving a boss that summons minions (or body parts--same thing). Then you occasionally have to think about which enemy to target or whether or not to attack to finish a minion off rather than heal.

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
Profile Joined September 2009
Finland1364 Posts
January 13 2011 01:32 GMT
#17
OP, it seems all you're saying is that the japanese need to make better games. Improve this, this and this... All your points aside from the save points are not really substantial, and the save points seem like just very personal preference.

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.
If you have to ask, you don't know.
Boblion
Profile Blog Joined May 2007
France8043 Posts
Last Edited: 2011-01-13 02:00:08
January 13 2011 01:39 GMT
#18
Encyclopedias are wrong ?

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 ?
fuck all those elitists brb watching streams of elite players.
kainzero
Profile Blog Joined January 2009
United States5211 Posts
January 13 2011 01:43 GMT
#19
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:
  • Is someone dead? If yes, revive them. If not...
  • Is someone hurt? If yes, heal them. If not...
  • Attack the enemy. For most boss battles, this is only one guy, so you don't even need to do any thinking like about whom you should target.
The more interesting battles in DQ- or ATB- style games IMHO tend to be those involving a boss that summons minions (or body parts--same thing). Then you occasionally have to think about which enemy to target or whether or not to attack to finish a minion off rather than heal.

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
Profile Blog Joined June 2009
United States2928 Posts
January 13 2011 02:09 GMT
#20
All it takes is one run through of Baldur's Gate II / Fallout 2 / Planescape / maybe even Nethack to show what a joke the 'RP' part of "JRPG' is.

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.
it's my first day
Thrill
Profile Blog Joined May 2007
2599 Posts
Last Edited: 2011-01-13 02:23:30
January 13 2011 02:21 GMT
#21
You missed out on the biggest thing - all JRPGs are targeted at boys in their early teens.

There needs to be a paradigm shift where the mature theme of japanese horror games meet the brilliant story telling and core mechanics of JRPGs.

Western RPGs on the other hand are made by and for "dungeon masters", at least that's the root of titles such as BG.
JohannesH
Profile Joined September 2009
Finland1364 Posts
January 13 2011 02:35 GMT
#22
On January 13 2011 11:21 Thrill wrote:
You missed out on the biggest thing - all JRPGs are targeted at boys in their early teens.

There needs to be a paradigm shift where the mature theme of japanese horror games meet the brilliant story telling and core mechanics of JRPGs.

Western RPGs on the other hand are made by and for "dungeon masters", at least that's the root of titles such as BG.

Brilliant story telling and good mechanics seem more like a rare exception than the rule for jRPGs. Same goes for other countries rpgs too I'll admit...
If you have to ask, you don't know.
vek
Profile Joined March 2010
Australia936 Posts
Last Edited: 2011-01-13 02:54:50
January 13 2011 02:36 GMT
#23
A lot of the problems with bad voice acting stem from the fact that not only were the lines Japanese to begin with, they try to make the English "translated" voice fit in with the premade lip synced animations.

The result is more often than not pure shit. Most of the reason the FFXIII story is confusing is because most of the English voice acting is forced to fit into the constraints of the already existing Japanese cutscenes.

The best solution (imo) is to just offer the original audio with good subtitles alongside the English audio... Problem there is limited storage on discs. XIII is already 3 discs on Xbox 360.

Anyway. While JRPGs do have flaws I have much more fun and spend much more time playing them than trash like Modern Warfare which I could list about 10 times more flaws for. None of which everyone would agree with. People have different opinions and the fact is no one would even develop JRPGs if no one was buying them.

I like how Squeenix tried something different with XIII and I did find it refreshing (if not a little too easy for the first part of the game) but I prefer the DQ mechanics overall.

FFIV was my favourite Final Fantasy out of all of them, the DS remake was an excellent game, they did a great job of capturing the essence of the original SNES version and the 3d art style worked great. One of the rare cases when a remake is truly better than the original (though I'm sure some people might disagree).
Shana
Profile Blog Joined July 2009
Indonesia1814 Posts
January 13 2011 02:39 GMT
#24
I haven't played new JRPG since I don't have ps3/x360, but I really like ps2 JRPG, particularly SMT:Nocturne and Persona series.
I find playing as silent protagonist and choose your own destiny things enjoyable.

I don't know what's wrong with JRPG since I enjoyed it and rarely ever play western RPG, so I can't make comparison.
Believing in what lies ahead. | That which we call a rose, by any other name would smell as sweet.
Krigwin
Profile Blog Joined August 2010
1130 Posts
January 13 2011 02:48 GMT
#25
Man, I tire of these endless "WRPG vs JRPG" mudslinging contests that inevitably degenerate into ethnocentric circle-jerking. Look, the philosophical and game design approaches to the two genres are so incredibly different it's pointless to compare them in this manner. Westerners tend to emphasize the "Role-Playing" portion and make the player input the principal motor of the game, while the Japanese take more of a view that the player is the spectator to a plot they largely have no influence in.

Both approaches are valid, both lead to good games, whichever one you think is "better" typically depends on your gaming experience and cultural perception. Neither one intrinsically leads to higher quality games, and in my opinion the importance of the role-playing aspect is largely overrated. And just for the record, the quality of both genres have gone dramatically down in recent years.
JohannesH
Profile Joined September 2009
Finland1364 Posts
January 13 2011 03:11 GMT
#26
On January 13 2011 11:48 Krigwin wrote:Westerners tend to emphasize the "Role-Playing" portion and make the player input the principal motor of the game, while the Japanese take more of a view that the player is the spectator to a plot they largely have no influence in.

Whether you have pre-made characters or not, you still need sound game mechanics to make an enjoyable game.
If you have to ask, you don't know.
Myrmidon
Profile Blog Joined December 2004
United States9452 Posts
January 13 2011 03:35 GMT
#27
On January 13 2011 10:43 kainzero wrote:
Show nested quote +
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:
  • Is someone dead? If yes, revive them. If not...
  • Is someone hurt? If yes, heal them. If not...
  • Attack the enemy. For most boss battles, this is only one guy, so you don't even need to do any thinking like about whom you should target.
The more interesting battles in DQ- or ATB- style games IMHO tend to be those involving a boss that summons minions (or body parts--same thing). Then you occasionally have to think about which enemy to target or whether or not to attack to finish a minion off rather than heal.

For DQ...

+ Show Spoiler [post] +
"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...

I do agree that DQ games are better than a lot of games in that style, but I still have issues with that.

But almost all of the strategy you outlined above was about conserving resources as opposed to not conserving resources, which to me is not very exciting. Obviously you disagree. I'm not interested in random encounters either, so I don't fight any regular enemies in most modern RPGs. I strongly prefer nonrandom encounters, (1) so I don't need to spend time in battles the game initiated for me, hitting the "run" command and hoping it works and (2) because this makes running around in dungeons more skill-based and exciting.

I think it's kind of a bad design for levels and stats to matter so much, anyway. For a lot of bosses (read: overgeneralization follows), you pretty much have to be at level X to stand a chance at winning, unless you get ridiculously lucky. At level X and X+1, there's some challenge. At level X+2 or higher (or wherever the threshold is), the boss is a cakewalk, and you'll win even if you play like a retard. This is especially the case if you gain some kind of multiheal, like you said. But I tend to run up to the boss at X-2 or whatever and then need to go back to grind some more. Then, the next time, I'll be sick of having to go backwards to grind, so I'll grind beforehand and inadvertently show up at the next boss at level X+2 where it's too easy. wtf.

I'd consider most DQ games challenging, but not in an interesting way. If fighting through or running away from regular enemies wasn't already a chore, the leveling metagame tops it off.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2011-01-13 03:54:35
January 13 2011 03:45 GMT
#28
On January 13 2011 11:09 myopia wrote:
All it takes is one run through of Baldur's Gate II / Fallout 2 / Planescape / maybe even Nethack to show what a joke the 'RP' part of "JRPG' is.

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.

Incidentally, it takes about half a session with a good GM on a tabletop RPG to show what a joke the "RP" part of "CRPG" is.

On January 13 2011 10:32 JohannesH wrote:
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.

The problem is that what one might consider just an issue of terminology, ends up having a real effect on design that dilutes the game in all aspects. Look at the discussion on tactics RPGs vs traditional JRPGs that he mentions--two different approaches to the JRPG core--one that accepted them as strategy games, and one that insisted on playing toward the warped and flawed definition of "role-playing" that had been inherited. The former ended up producing vastly better games than the latter.

If strategy is such a core aspect to modern CRPGs/JRPGs, then they should be labeled as such, because for a developer, producing an "RPG" and producing a strategy game are two very different things. Particularly in this day and age where the player and the programmer are so far divorced from one another, it's going to mean a lot.
Moderator
kainzero
Profile Blog Joined January 2009
United States5211 Posts
January 13 2011 04:38 GMT
#29
On January 13 2011 12:35 Myrmidon wrote:
But almost all of the strategy you outlined above was about conserving resources as opposed to not conserving resources, which to me is not very exciting. Obviously you disagree.

Yeah, not much I can do there, haha.

I'm not interested in random encounters either, so I don't fight any regular enemies in most modern RPGs. I strongly prefer nonrandom encounters, (1) so I don't need to spend time in battles the game initiated for me, hitting the "run" command and hoping it works and (2) because this makes running around in dungeons more skill-based and exciting.

I think DQ is the only game that makes me remember why random encounters are in the game in the first place, and why I had an issue with DQ9 NOT having random encounters.

First of all, people forget that one of the themes of DQ is exploration. Therefore, touching down on a new land and seeing what kind of monsters are there is kinda refreshing. Because of their attacks, behavior, and monster design, many monsters from the series are memorable. Show a DQ player a picture of a monster and they'll probably have some sort of emotional reaction to it.
This is completely different than most JRPGs, where they throw random encounters in because they're expected. I hardly remember any random monsters from FF games. Show me a monster from World 2 in FF5 and I will completely draw a blank.

Second, one thing I like about random encounters is that I expect the normal pace of the monsters to control the experience gain. If I walk from A to B, I expect that if I fight all the battles (or most of them), then I will be adequately prepared for the boss. When I played DQ9 I wasn't sure what kind of pace I was supposed to level at, because theoretically I could skip most of the monsters. Some games deal with it in a different way, making it very difficult to avoid encounters (Tales of Vesperia comes to mind, and Chrono Trigger had some forced battles within its framework) which is fine.
I think it's kind of a bad design for levels and stats to matter so much, anyway. For a lot of bosses (read: overgeneralization follows), you pretty much have to be at level X to stand a chance at winning, unless you get ridiculously lucky. At level X and X+1, there's some challenge. At level X+2 or higher (or wherever the threshold is), the boss is a cakewalk, and you'll win even if you play like a retard. This is especially the case if you gain some kind of multiheal, like you said. But I tend to run up to the boss at X-2 or whatever and then need to go back to grind some more. Then, the next time, I'll be sick of having to go backwards to grind, so I'll grind beforehand and inadvertently show up at the next boss at level X+2 where it's too easy. wtf.

I definitely agree with this, which is why I think most JRPGs won't ever amount to anything particularly significant in terms of battles. This is also why I think "Strategy" or "Tactical" RPGs fail harder than "regular" JRPGs, because in those games you can compensate for a lack of strategy even more, simply by leveling... especially true in a game like Tactics Ogre, where 1 or 2 levels difference means that your troops get owned hard.

The problem with leveling is that they either matter too much or too little...
Myrmidon
Profile Blog Joined December 2004
United States9452 Posts
Last Edited: 2011-01-13 06:17:50
January 13 2011 06:09 GMT
#30
First off, about monster design...that's one area where a lot of games could improve. I'm not quite expecting Shadow of Colossus impact, but you're right in pointing out that they're usually just throwaways.

On January 13 2011 13:38 kainzero wrote:

Show nested quote +
I think it's kind of a bad design for levels and stats to matter so much, anyway. For a lot of bosses (read: overgeneralization follows), you pretty much have to be at level X to stand a chance at winning, unless you get ridiculously lucky. At level X and X+1, there's some challenge. At level X+2 or higher (or wherever the threshold is), the boss is a cakewalk, and you'll win even if you play like a retard. This is especially the case if you gain some kind of multiheal, like you said. But I tend to run up to the boss at X-2 or whatever and then need to go back to grind some more. Then, the next time, I'll be sick of having to go backwards to grind, so I'll grind beforehand and inadvertently show up at the next boss at level X+2 where it's too easy. wtf.

I definitely agree with this, which is why I think most JRPGs won't ever amount to anything particularly significant in terms of battles. This is also why I think "Strategy" or "Tactical" RPGs fail harder than "regular" JRPGs, because in those games you can compensate for a lack of strategy even more, simply by leveling... especially true in a game like Tactics Ogre, where 1 or 2 levels difference means that your troops get owned hard.

The problem with leveling is that they either matter too much or too little...

Well, to be fair, many TRPGs don't give you an infinite supply of enemies to level up against. There are some exceptions in these series, but the typical Fire Emblem, Langrisser, etc. limit your leveling to the enemies on the map.

Also, in many TRPGs, the enemies change levels based on what your levels are. Actually, one of my favorite TRPGs is Tactics Ogre, so I'll make an example out of that. I'm sure I'm forgetting some details, but this is pretty close to how the enemy levels work:+ Show Spoiler [more about TO, balance] +
  • The leader is given a set level. Or in the least, it's never below the defined threshold for a battle. I forget.
  • Most (usually all) other enemies match the level of your highest-leveled character, unless...
  • I think if you're really overleveled, you will be in higher levels than the leader, and the regular guys will be capped at the leader's levels or maybe one below.

Personally, I don't care too much about how the game plays if you're really overleveled, since I'll never see those conditions. If a game can be made too easy by grinding, that doesn't matter much. As long as the battle design is solid for "normal" conditions, that's all that counts. Let grinders grind through if they want. It's when a game is too easy prior to any grinding that I get upset.

e.g. Eternal Sonata (topic un-derailed? not)

Some people complain about having to use training mode to gain experience in TO. I disagree.

You can get a good challenge out of TO if you never use the training mode and never fight random encounters. This way, you'll pretty much always be in lower levels than the leader and often the other enemies, and battles will often be difficult but doable with the right strategy. In a given map playing this way, the leader might be level 18, while I have one character at level 17 and the rest at level 16. This means the non-leader enemies will be in level 17 and will thus outclass my guys (so they do 50 damage to me while I do like 35 to them, at a lower hit percentage). The next map, the leader might be level 19, and I might have most characters at level 17 and one or two at level 18. And so on.

What I mean to say is that the game is pretty good despite levels mattering so much. And the enemies scale to your level anyway unless you're overleveled.


Anyhow, I think there are a reasonable number of JRPGs where levels don't matter too much. In some games, equipment, techniques, or skill setups matter more. The Baten Kaitos games are overall too easy, even in minimal levels (fighting only required fights and nothing else), yet some people have a lot of trouble in certain boss fights even in high levels because their card decks are stupid. In action RPGs, you can just play better by dodging/blocking attacks or mitigating damage by spreading out or positioning your team in certain ways on the fly. In yet other games, good strategy and positioning will carry you through even if you're in low levels, while running in like a retard will get you killed even in higher levels.

In most of the above cases, you can still play like a retard and win, just so long as you grind a whole bunch and reach very high levels. I wouldn't count that as levels not mattering enough.
Brett
Profile Blog Joined October 2002
Australia3820 Posts
January 13 2011 06:30 GMT
#31
When the player input actually has drastic, lasting, meaningful consequences on the way the game proceeds, I'll start caring about the distinction between western and japanese styled RPGs. Until then they're both just story-driven/focused video games to me. Character creation, stat allocation, battle systems, etc.. It's all just flavour to me; the meat which keeps me playing to uncover the rest of the story.

I enjoy both despite both having been on a steady decline with respect to quality over the past few years...
kainzero
Profile Blog Joined January 2009
United States5211 Posts
January 13 2011 08:24 GMT
#32
On January 13 2011 15:09 Myrmidon wrote:
Well, to be fair, many TRPGs don't give you an infinite supply of enemies to level up against. There are some exceptions in these series, but the typical Fire Emblem, Langrisser, etc. limit your leveling to the enemies on the map.+ Show Spoiler +


Also, in many TRPGs, the enemies change levels based on what your levels are. Actually, one of my favorite TRPGs is Tactics Ogre, so I'll make an example out of that. I'm sure I'm forgetting some details, but this is pretty close to how the enemy levels work:+ Show Spoiler [more about TO, balance] +
  • The leader is given a set level. Or in the least, it's never below the defined threshold for a battle. I forget.
  • Most (usually all) other enemies match the level of your highest-leveled character, unless...
  • I think if you're really overleveled, you will be in higher levels than the leader, and the regular guys will be capped at the leader's levels or maybe one below.

Personally, I don't care too much about how the game plays if you're really overleveled, since I'll never see those conditions. If a game can be made too easy by grinding, that doesn't matter much. As long as the battle design is solid for "normal" conditions, that's all that counts. Let grinders grind through if they want. It's when a game is too easy prior to any grinding that I get upset.

e.g. Eternal Sonata (topic un-derailed? not)

Some people complain about having to use training mode to gain experience in TO. I disagree.

You can get a good challenge out of TO if you never use the training mode and never fight random encounters. This way, you'll pretty much always be in lower levels than the leader and often the other enemies, and battles will often be difficult but doable with the right strategy. In a given map playing this way, the leader might be level 18, while I have one character at level 17 and the rest at level 16. This means the non-leader enemies will be in level 17 and will thus outclass my guys (so they do 50 damage to me while I do like 35 to them, at a lower hit percentage). The next map, the leader might be level 19, and I might have most characters at level 17 and one or two at level 18. And so on.

What I mean to say is that the game is pretty good despite levels mattering so much. And the enemies scale to your level anyway unless you're overleveled.

I'm not a big SRPG gamer so I usually think Tactics Ogre and FFT / FFTA / FFTA2. I'm most familiar with FFT, where story battles were set levels and random encounters were based on the highest level person in your party. I also think of NipponIchi games, where reincarnation just mucks with the whole leveling system.
Moreover, it wasn't so much that Levels were important in FFT but rather skill setups... that are actually just Job levels in disguise.

I thought that with TO, it worked the same way.
The only problem is that at lower levels (the beginning), there aren't enough class/class skills to make it really interesting at the time and you have to compensate your levels with hard tactics. But from a player perspective, they're also playing at a disadvantage which isn't particularly fun.

Anyway, I lost sight of the main point a long time ago: establishing a complete game, knowing why battle systems exist and what they mean for the players and the game they play.

I'd probably say... 99% of the time, an RPG is just a statistical-based battle system fitted on to a narrative. Already, it doesn't make sense. My motivation for playing the game might be to experience the narrative, but to do so, I have to fight random monsters I don't care about and learn about a battle system? Why? What exactly does the battle system mean to me? It was one of my major gripes with Persona 3/4, not just because it had battles but because it also had a dating sim portion. There were times when I just wanted to know what happens in the story, or make my characters stronger, or know what happens in these dating sim parts... but one of them always got in the way of the other.

That's why I love DQ so much: the experience is one of an adventurer, exploring what the game designers gave you, discovering new towns, people, monsters, the excitement of finding treasure. Battles felt like part of the actual game, not like a battle system thrown on. If you take away the battles, DQ would feel incomplete. Compared to say, FF10, where if you took away all the battles, you'd still have a good narrative and an arguably complete game. Similar to DQ is Etrian Odyssey on DS: it's really no more than "BIG DUNGEON. GO EXPLORE." It works perfectly. Battles make sense as obstacles in the dungeon. The minimal story helps you focus on what they have in the game.

Personally, that's where I think JRPGs are stuck creatively; that they follow this formula blindly of "narrative + stat-based battles for no reason" instead of having a reason to really have battles. People complain about grinding because it's both boring and mindless, and because it gets in the way of what they want in the game: advancing the story.

However, what makes sense creatively doesn't necessarily mean it makes sense economically...
DND_Enkil
Profile Joined September 2010
Sweden598 Posts
January 13 2011 10:22 GMT
#33
Being a huge JRPG fan myself i found the article somewhat interesting, let me comment a bit more.

Story:
For me playing any game the story is among the most important things, and i usually love JRPG's story. It can be a bit to bland at times but the games are usually pretty focused on the story and this is something i really like.

You can really go into more depth here, JRPG's usually revolve totally around the story.

Battle System:
This is another thing that makes JRPG's different from western RPG's. Cant comment to much on it, I like the basic setup and think it is one of the reasons i enjoy JRPG's to start with. Where it really does hurt the game and limit it is for boss fights. Where in western RPG's the boss fight can be something totally unique, new and interesting in JRPG's it is usually the same thing just harder.

Characters:
Agree so hard... Sometimes they have really interesting side-characters but the main ones are way to boring.

Save Points:
Yes and no, it needs to be on an "okay" level but i do like them moving away from the save before boss fight and then reload until you manage it that tends to happen in other games.

Voice Acting:
Dont care... Really dont care. If it has great voice acting it is a mninor plus but no/bad voice acting has never made me not enjoy a game so far.


Sooo, that was my opinions about the things you talked about. Now my opinion about your article in itself, like others ahve said before here it was a bit to shallow. You list some things you thing they need to change for the future but thoose are sometimes what makes JRPG's stand out and JRPG's. You hardly touch upon Why things does not change or why it differs so much from Western ones.

In the story chapter you could really list some games actually having almost the same story, not just say it give actual examples of it. And as always if you can pick out a game that differs from the pack and explain that games story.

Battle system, not having played the game you pretty much only talked about in this section i had no idea what made its system better. Start off with an example if the most basic combat system and what game it comes from, list some variations from other games, how the system has evovled and WHAT makes the combat system in Eternal sonata great.

Character section was pretty okay. Again i miss examples of game breaking away from the pack, maybe more clearer examples of the main character being the same but really this section was okay. Maybe touch a bit on side charcters that can be really "out there" and fun.

Save points really depends on its implementation and the rest of the game for me, and voice acting i just dont care about.

It feels a bit like you looked at a JRPG and a western RPG and looked where they differed and listed five differences. If i would list where i think JRPG's are typicly failing it would be:
*Liniear - inability to change the world/storyline/ending depending on my wishes. Trade-off from a strong storyline (in the best of times).
*Character Development and variety - Ties in with replayability for me, i really dont like how you "level up" in most JRPG's, i much prefer how it is done in western RPG's. JRPG's are failing miserably on this account. And quite often your character feels very "static" in that he does not really change that much as the story progresses.

And i would also finish with saying that world/enemies not scaling with your character is a big drawbak in many JRPG's.
"If you write about a sewing needle there is always some one-eyed bastard that gets offended" - Fritiof The Pirate Nilsson
Myrmidon
Profile Blog Joined December 2004
United States9452 Posts
January 14 2011 04:30 GMT
#34
On January 13 2011 17:24 kainzero wrote:
I thought that with TO, it worked the same way.
The only problem is that at lower levels (the beginning), there aren't enough class/class skills to make it really interesting at the time and you have to compensate your levels with hard tactics. But from a player perspective, they're also playing at a disadvantage which isn't particularly fun.

I'm not quite sure what this means, but I thought the simplicity was part of the appeal of TO. If you play at lowish or reasonable levels, the game is about compensating for disadvantages (lower levels, having to keep all/most your guys alive every fight) with superior tactics. Against a computer AI opponent, you should be playing at some kind of disadvantage, or it'd be boring and stupidly easy. I mean, you're usually not going to have a disadvantage in equipment or spells, so having a little lower base stats makes sense to me.

In the games I was referring to that don't give you infinite levels, there are only story battles one after another (no farming on random encounter battles because they don't exist). This was more common back in the day, I think.

On January 13 2011 17:24 kainzero wrote:
Anyway, I lost sight of the main point a long time ago: establishing a complete game, knowing why battle systems exist and what they mean for the players and the game they play.

I'd probably say... 99% of the time, an RPG is just a statistical-based battle system fitted on to a narrative. + Show Spoiler +
Already, it doesn't make sense. My motivation for playing the game might be to experience the narrative, but to do so, I have to fight random monsters I don't care about and learn about a battle system? Why? What exactly does the battle system mean to me? It was one of my major gripes with Persona 3/4, not just because it had battles but because it also had a dating sim portion. There were times when I just wanted to know what happens in the story, or make my characters stronger, or know what happens in these dating sim parts... but one of them always got in the way of the other.

That's why I love DQ so much: the experience is one of an adventurer, exploring what the game designers gave you, discovering new towns, people, monsters, the excitement of finding treasure. Battles felt like part of the actual game, not like a battle system thrown on. If you take away the battles, DQ would feel incomplete. Compared to say, FF10, where if you took away all the battles, you'd still have a good narrative and an arguably complete game. Similar to DQ is Etrian Odyssey on DS: it's really no more than "BIG DUNGEON. GO EXPLORE." It works perfectly. Battles make sense as obstacles in the dungeon. The minimal story helps you focus on what they have in the game.


Personally, that's where I think JRPGs are stuck creatively; that they follow this formula blindly of "narrative + stat-based battles for no reason" instead of having a reason to really have battles. People complain about grinding because it's both boring and mindless, and because it gets in the way of what they want in the game: advancing the story.

However, what makes sense creatively doesn't necessarily mean it makes sense economically...

I agree on these points of game design. Battles are often there by convention, because they're "supposed" to be there.


IMHO a solid overall RPG with a cohesive, driven story that doesn't get sidetracked with BS, an interesting but not over-complicated battle system, clearly-motivated dungeon exploration and towns, and a good deal of resource usage/conservation decisions to make ( ) would be Breath of Fire: Dragon Quarter (BoF5). Enemies are there because they fit into the world, and it's a narrative about that world and struggling towards something.
Chef
Profile Blog Joined August 2005
10810 Posts
January 14 2011 04:46 GMT
#35
The only thing that's really fun about JRPGs is that you get to name the characters. Voice acting totally ruined that. Occasionally, the story can be pretty ok too, but you really need a couple of friends with you to get through it.

By far, the worst thing about JRPGs is the ridiculously repetitive gameplay. Nobody likes it. It's just one monster encounter after another, nothing switches up, you use the exact same strategy to kill it... Well, let me say that specific kind of JRPG, since I know there's different types... But the Final Fantasy games are just freaking awful. The boss fights are fun, and the first time you see bad guys it's kinda cool, but after the 20th time you've seen them (without even grinding lol) you just wanna bang your head against the wall.

There's definitely a lot of repetitive themes too, but I don't play too many, so it doesn't bother me. I was pretty okay with the plots of FFIV, IX and Chrono Trigger, but perhaps I'd be tired of it if I'd played a lot more.

It seems as the game industry has gotten older, I've become a lot more discerning about what constitutes a well designed video game. The weird thing is, that a lot of the oldies have the best design philosophies, and the new ones are the buggy/tidious/tiresome crap. Not to say there weren't old awful games, but just that I'm impressed there were even a few games that figured out good game design so early in the industries life, and so unimpressed that completely terrible games get published when they have so many good examples to look to. I feel like the 'let's fight the same monster over and over again' is one of those things that really should have been solved by now.
LEGEND!! LEGEND!!
a176
Profile Blog Joined August 2009
Canada6688 Posts
January 14 2011 04:59 GMT
#36
The 2nd is the most common type of storyline you can find. I call it the brick wall with rehashed paint. Basically its using the same bland, overused, expected storyline that has been used in thousands of JRPGs released. Main character, meets new people, sudden event happens, life changes, super secret conspiracy, someone betrays someone, fight evil mastermind , happy ending lets go dance.


That is not a story line. Those are narrative elements that are used to build the story, the plot. When you look at FF6, 7, and 13, they all contain the same elements but the plots are obviously very different from one another. For stories as big and 'unique' as jrpgs present, these elements are the easiest to use to draw the player, and advance the story, without stretching it out over 3 whole games.

But you are right on the part that some jrpgs simply outright fail in the writing department. I can't even begin to guess what in the hell went on during FF13's development to come up with the final product like they did. What we got felt like listening to anime nerds talk about some show and its universe/backstory so vividly and you have no idea wtf they are going on about.
starleague forever
DragoonPK
Profile Blog Joined July 2007
3259 Posts
January 14 2011 10:06 GMT
#37
On January 14 2011 13:59 a176 wrote:
Show nested quote +
The 2nd is the most common type of storyline you can find. I call it the brick wall with rehashed paint. Basically its using the same bland, overused, expected storyline that has been used in thousands of JRPGs released. Main character, meets new people, sudden event happens, life changes, super secret conspiracy, someone betrays someone, fight evil mastermind , happy ending lets go dance.


That is not a story line. Those are narrative elements that are used to build the story, the plot. When you look at FF6, 7, and 13, they all contain the same elements but the plots are obviously very different from one another. For stories as big and 'unique' as jrpgs present, these elements are the easiest to use to draw the player, and advance the story, without stretching it out over 3 whole games.

But you are right on the part that some jrpgs simply outright fail in the writing department. I can't even begin to guess what in the hell went on during FF13's development to come up with the final product like they did. What we got felt like listening to anime nerds talk about some show and its universe/backstory so vividly and you have no idea wtf they are going on about.


Yeah forgive my use of words, even though im pretty fluent in english sometimes stuff like this happen xD.
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2011-01-14 13:45:08
January 14 2011 13:44 GMT
#38
On January 14 2011 13:46 Chef wrote:
The only thing that's really fun about JRPGs is that you get to name the characters.


Really?
Really?
Is that all you got? I'm sure the opportunity for most 13 year old boys to name their hero bigdickmonster42 is great, but there's a lot of things that are necessary and this isn't one of them. (For example, amazing music is really important so the game doesn't get boring during the boring bits)

Also, OP you used looses instead of loses at one point, might want to fix it. Seen some US people make that mistake before but it still looks bad.
RawrAnOcean
Profile Joined February 2006
United States359 Posts
January 14 2011 13:59 GMT
#39
One of the things I hate about JRPGs is they make too many whiny characters. Like Hope in Final Fantasy 13. I stopped playing because he made me rage so much. I could understand why in the game, but they don' t need to over do it. I kind of had the same feeling in MGS4.

I really hope JRPGs pick up because I do not like Western RPGs at all, just doesn't suit my needs.
kainzero
Profile Blog Joined January 2009
United States5211 Posts
January 14 2011 19:52 GMT
#40
On January 14 2011 13:30 Myrmidon wrote:
I'm not quite sure what this means, but I thought the simplicity was part of the appeal of TO. If you play at lowish or reasonable levels, the game is about compensating for disadvantages (lower levels, having to keep all/most your guys alive every fight) with superior tactics. Against a computer AI opponent, you should be playing at some kind of disadvantage, or it'd be boring and stupidly easy. I mean, you're usually not going to have a disadvantage in equipment or spells, so having a little lower base stats makes sense to me.

In the games I was referring to that don't give you infinite levels, there are only story battles one after another (no farming on random encounter battles because they don't exist). This was more common back in the day, I think.

I feel like "He does the same thing as me... but harder!" is a disadvantage that players generally don't like.
Disadvantages can be accomplished through giving strange objectives or unique attacks/moves. With FFT, if I remember correctly, the Marquis Elmdor battle could be difficult even if you overleveled, because they had instant death attacks and charm attacks that you had to overcome. From a player perspective, that seems more fair.

I think that's why many players don't advance to harder difficulties in strategy games; they don't like knowing that the computer cheats. The amount of people who play Deity games in Civilization is probably a small minority compared to the generally population that sticks to games on Noble, Prince or Warlord.
IMHO a solid overall RPG with a cohesive, driven story that doesn't get sidetracked with BS, an interesting but not over-complicated battle system, clearly-motivated dungeon exploration and towns, and a good deal of resource usage/conservation decisions to make ( ) would be Breath of Fire: Dragon Quarter (BoF5). Enemies are there because they fit into the world, and it's a narrative about that world and struggling towards something.

Maybe I should check that out, I haven't played it yet.
I'm actually gonna pick up Unlimited SaGa today. It had a high review in Japan and sold very well, but was mostly laughed at here. Perhaps there's something we haven't picked up on? I think SaGa has some of the more interesting mechanics in RPGs that are really overlooked.
On January 14 2011 13:46 Chef wrote:
By far, the worst thing about JRPGs is the ridiculously repetitive gameplay. Nobody likes it. It's just one monster encounter after another, nothing switches up, you use the exact same strategy to kill it... Well, let me say that specific kind of JRPG, since I know there's different types... But the Final Fantasy games are just freaking awful. The boss fights are fun, and the first time you see bad guys it's kinda cool, but after the 20th time you've seen them (without even grinding lol) you just wanna bang your head against the wall.

Actually, people do like it.
They like it because it's repetitive and simple and they get rewards in the form of levels/skills/narrative for doing it. I think a lot of Asian MMORPGs are garbage that rely on grinding, yet they're among the most popular games. It's because MMORPGs delay the reward of a new level or new skill so much that when they get it, they have to believe it's worth it.

It's well known that a car salesman will try to keep you around as long as possible because the chances of a sale increase. That's because people persuade themselves that the more time they invest in something (regardless of difficulty), the more they will believe it is worth it. The same thing applies here, the experience thing is a way to exploit it to the fullest degree.

Another reason is because people like beating the shit out of simple things. I'll bring up Civilization again; people seem to remember tossing nukes and using helicopters on spear-wielding people as opposed to winning difficult multi-front wars. Final Fantasy 6, gameplay wise, was really popular because it was so easy to abuse the system: Vanish+Doom, anyone? I doubt most people explored the nature of Gau's Rages. Final Fantasy 7 speaks for itself with KotR and multi-hit limit breaks.

It seems as the game industry has gotten older, I've become a lot more discerning about what constitutes a well designed video game. The weird thing is, that a lot of the oldies have the best design philosophies, and the new ones are the buggy/tidious/tiresome crap. Not to say there weren't old awful games, but just that I'm impressed there were even a few games that figured out good game design so early in the industries life, and so unimpressed that completely terrible games get published when they have so many good examples to look to. I feel like the 'let's fight the same monster over and over again' is one of those things that really should have been solved by now.

I completely agree.
From a business standpoint, things like graphics, music, story will sell a game. It's what powers magazines and news sites. Tell people about frame data in VF/Tekken and why it's important and people will call you a nerd... even though frame data is pretty much what holds up 3D games and makes them interesting. If you want to know what sells games, just look at the cover art and the descriptions on the back.
When people talk about game design, they talk about camera control, graphics, music and sound, storylines. You will never hear them talk about risk - reward, challenge, strategy, measuring and determining appropriate difficulty, gaining skill, subtle mechanics.
That's why most modern games will never make anyone's all-time top 10 list. The things that we've truly want in a game back then and that we still do... no one's focusing on them, and people still buy it even if they don't have it.
Myrmidon
Profile Blog Joined December 2004
United States9452 Posts
January 15 2011 04:31 GMT
#41
On January 15 2011 04:52 kainzero wrote:
Show nested quote +
On January 14 2011 13:30 Myrmidon wrote:
I'm not quite sure what this means, but I thought the simplicity was part of the appeal of TO. If you play at lowish or reasonable levels, the game is about compensating for disadvantages (lower levels, having to keep all/most your guys alive every fight) with superior tactics. Against a computer AI opponent, you should be playing at some kind of disadvantage, or it'd be boring and stupidly easy. I mean, you're usually not going to have a disadvantage in equipment or spells, so having a little lower base stats makes sense to me.

In the games I was referring to that don't give you infinite levels, there are only story battles one after another (no farming on random encounter battles because they don't exist). This was more common back in the day, I think.

I feel like "He does the same thing as me... but harder!" is a disadvantage that players generally don't like.
Disadvantages can be accomplished through giving strange objectives or unique attacks/moves. With FFT, if I remember correctly, the Marquis Elmdor battle could be difficult even if you overleveled, because they had instant death attacks and charm attacks that you had to overcome. From a player perspective, that seems more fair.

Oh yes definitely, pretty much every TRPG needs to have much much more variety in mission objectives. This is also a more interesting (and perceived by more people to be "fair", as you said) way to create challenge than just stat differences. I'm not much a fan of instant-death attacks, since that feels like a gimmick outside of the normal rules of damage that the rest of the game is based upon. But in reality, that Elmdor fight is pretty easy regardless, as long as you're not trying to steal all the equipment.

On January 15 2011 04:52 kainzero wrote:
Show nested quote +
IMHO a solid overall RPG with a cohesive, driven story that doesn't get sidetracked with BS, an interesting but not over-complicated battle system, clearly-motivated dungeon exploration and towns, and a good deal of resource usage/conservation decisions to make ( ) would be Breath of Fire: Dragon Quarter (BoF5). Enemies are there because they fit into the world, and it's a narrative about that world and struggling towards something.

Maybe I should check that out, I haven't played it yet.
I'm actually gonna pick up Unlimited SaGa today. It had a high review in Japan and sold very well, but was mostly laughed at here. Perhaps there's something we haven't picked up on? I think SaGa has some of the more interesting mechanics in RPGs that are really overlooked.

I've played Romancing SaGa 3 a few times and finished SaGa Frontier 1 with Emelia. I felt that SF1 was pretty much a watered-down version of RS3, so it was not as good for me. I tried SaGa Frontier 2 for a bit, but I quit soon thereafter. The game was stylistically and structurally very different from RS3 and SF1, which is somewhat surprising to me considering that the director is the same for all 9 SaGa games IIRC.

I wouldn't always trust what Japan thinks about games, but I've been thinking about trying Unlimited SaGa as well.

Another recent RPG that seems to have a very high reception among Japanese players is Resonance of Fate (name is End of Eternity in Japan). To be honest, out of all the four Tri-Ace games on the current generation of consoles, I would rank the quality of their battles as follows:
Resonance of Fate > Star Ocean 4 > Infinite Undiscovery > Eternal Sonata

That's why I was puzzled at that portion of the OP's article! To be fair, RoF's enemies can get repetitive, but that's only really if you're actually going through fighting every enemy in the dungeons. I just run past all of them that I'm allowed to. You will use many different strategies on many different enemy encounters, or you'll get destroyed. Thus, the variety comes from the depth of the system (well, at least, depth compared to most other RPGs). I'll grant that it's a fairly combat-oriented game for an RPG, which is not to the liking of many people.
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