Not dead...The world has just all acquired the ADD perk in Fallout 3 and could give a shit less anymore.
The demo was tops, I do have to make an effort to pick the full game up.nikomas1 said:Go play Valkyria Chronicles, then see if you want to post this thread.
complex story and complex gameplay are not necessarily mutually exclusive. game designers and directors just tend to have more experience in one area or the other, so that's what they emphasize in their games. Final Fantasy VII became legendary because it used the then-cutting edge resources of the playstation to reinvent the JRPG. the story was ancillary to that, although square also used the new technology to create some truly memorable cutscene images.RYjet911 said:In my opinion JRPGs were great at a time when resources were low for games to run on... I'm pretty sure what Yahtzee said about Point and Click Adventure Games in GameDamage applies to JRPGs. They're more story-based than anything, using simpler mechanics for gameplay to allow for such story.
this is a bit like saying FPSes haven't evolved much because they all have the same battle system. not to mention it ignores games like Final Fantasy Tactics, which had battle systems that were so different they weren't part of the numbered series.RYjet911 said:It's just unfortunate that unlike point and click adventure games, the JRPG genre hasn't evolved that much... Specifically in the FF games where only FFXII has had a different battle style, where FFI through X are basically the same with a few slight modifications between each one.
Level caps and monster limits DO stop the grinding.In most Western RPGs both of these problem do appear. When I'm bored i'll brake out Final Fantasy 8 and grind the training room.cobra_ky said:1. JRPGs aren't interactive cutscenes. you're thinking of adventure games. (Interactive fiction if you want to get specific now) JRPGS traditionally focus on story but to call them "interactive cutscenes" completely ignores the combat and character development system which is the entire damn point of the game. what you call "flow-breaking dialogue" i call compartmentalized design. JRPGs keep story and gameplay seperate in a way most WRPGs refuse to ("light" vs. "dark" paths OMG) if the gameplay's all you care about, then enjoy that and IGNORE THE STORY. skip the cutscenes and/or go make a sandwich. seriously, it's ok.
FFX-2 had probably the best designed game of any FF in the past decade, but nobody noticed because the story and creative design were such a godawful mess.
2. Final Fantasy isn't turn-based. it hasn't been since FFIV. ATB != turns. any game with a Speed stat is not turn-based.
3. yes, JRPGS recycle old ideas. Persona 4 isn't that much different from Persona 3. even FF12 just borrows from MMO design. (i assume FF11, but i never played that.) mind you this isn't necessarily a bad thing and it happens in every established genre/series. that said, there's still incredibly innovative JRPGs coming out like TWEWY.
4. they're not dead, but they'll never be as good as the glory days of CT, FF6 and FF7. back in the day you could play dragon warrior or FF1 and you'd love it, because that was the only way you could play a console RPG. nowadays the genre has matured and evolved and JRPG audiences have been siphoned off by strategy games, MMOs, and western-style RPGs. That said they will continue to be made as long as there's an audience, and there's still a sizeable audience. (people still buy new Dragon Quests for god's sake.)
5.No game really "stops" you from grinding. you grind until you get bored. now, grinding gets boring a lot faster when the game stops rewarding you for it, but if you truly enjoy the combat system you can keep doing it. personally i have no patience for grinding unless there's a specific goal for it. (levels don't count. i got to level 98 in Dawn of Sorrow and couldn't be bothered to gain that last level because i had already done everything else in the game.) the biggest exception was FFX-2, where i finished all the sidequests and decided to max out my inventory just because i wasn't tired of the combat yet. (That said, i DID get tired of the story. i'll be at 99% story completion for the foreseeable future.)Snakktastic said:JRPG + Grind = Win. Yeah I like grind and I hate RPGs that don't let me have a say on how much I can grind....Mass Effect you bastard game.
Most RPGs from Japan are different from other RPGs but simular enough to be called their own subgenre. There's a really big difference between JRPGs and WRPGs. To put it in very simple terms, JRPG stats are most likely Attack, Defence, Magic ATK, Magic DEF,Hit and evasion. While WRPG stats are most likely Strength, Agility, Inteligence, Constitution, Willpower and Charisma (Based off DnD and other Pencil and Paper RPGs).Jerakal said:I find the genre of JRPG's to be kind of dumb, why should we classify all the RPG's that come from one country the same and call it a day?
Even among the turn-based JRPG's the differences between one and another can be staggering when it comes to gameplay.
No, Metal Gear Solid isn't an RPG, it's a "third person, stealth, action" title. An RPG focuses on leveling and customizable characters and advanced story development. MGS focuses on the stealth / fighting aspects.Bumcheek said:aint mgs4 a jrpg?
i guess the difference is i view grinding as inherently not fun. either the combat is a chore, and i just do it so i can accomplish my goals in the game, or the combat itself is fun and i don't need any added incentive like experience or items or whatever to enjoy it. in the first case i'm glad to have any excuse to stop grinding; in the latter, i can keep doing it as long as there's more enemies to fight (and i know of very few RPGs that set a hard limit on the number of battles you can fight.)Snakktastic said:Level caps and monster limits DO stop the grinding.In most Western RPGs both of these problem do appear. When I'm bored i'll brake out Final Fantasy 8 and grind the training room.