I get the sense that the genre has stagnated over the last generation. I know titles have come along that are spectacular for their time (Radiant Historia, Persona 4), but the glut of titles now seem to suffer from cliche overload (gaming or anime based), bad characters, or archaic design choices (Random Battles, Active Battle System, Visual Novel Presentation). Maybe I'm growing old, but I think part of it has to do with the "pre-teen, coming of age ******** stories like Hope from FFXIII that start this. I've thought about this for a while, and I think I came up with suggestions to change the formula (and possibly) the perception these games have currently. I'll post something big here in a second. It was from another topic, but felt it approprate here. Also, I make reference to games that teeter the line between RPG and other genres, but they are applicable to the situation.
The makings of a great game in the genre have yet to be totally balanced. Here's what I would do.
1. Choose fast, clunk free turn-based (RH, SMT) or real-time (Tales, Star Ocean) and have the fight occur in the overworld (FFXII) but allow for avoidance at all times (TWEWY).
Grind sensation is the product of transition between overworld and battle, which adds more frustration to having closed combat. We can't "fight when we want to" because most games continue to force battle on us. Above all else, give free movement to the player. We are not watching a movie...don't treat your battles like them either.
2. Tell stories through overworld narration (Nier, Arkham Asylum), making cutscenes interactive (FFVII and VIII). If cutscenes or dialogue happen, one button press to skip everything (RH).
Even in Persona, you get the sense nothing occurs in cutscenes. There's no sense of death, tribulation, or urgency. People are standing around. Cutscenes have shifted storytelling mechanics. Arkham provided minial scenes of spectacle, while plot points or objectives were hammered out while walking halls. If you want to draw attention, make short opening shots of the area or enemy, then let us get back to work.
3. Institue warp/exit features, auto save/instant save into any area or dungeon.
I don't want to feel like I am forced to backtrack through somewhere I just completed. I don't mind forced battles or stealth if the game's plot warrants it. Give me the ability to escape, save, or return to whatever floor at my leisure. Add instant health regeneration after battles or via save points, but that might be asking for too much.
4. Avoid dead ends.
One of the few things XIII did well was eliminate "dungeon dead ends." Every path either led to a treasure or checkpoint. Old school RPGs pad out game time by forcing you 3-4 fights if you so much as BLINK towards the wrong direction. If you have a maze, once again, make it part of the plot, or give us incentive to trudge through it. Same goes if you include puzzles.
5. Cliche cutbacks
With the overabundance of anime based games, JRPG cliches (amnesia, pre-teen wuss heroes, swords > guns) have been further tainted by anime tradition. Harems with ONE and only ONE main guy or girl outcome, and effeminate males learning to "like or love" girls as the payoff is one. Guys dressing as transexuals and speaking with *** lisps or claiming to be female is another. Cliche borders on the ridiculous. Make characters act with conviction towards justifiable outcomes. Don't pull the Nintendo "princess in distress" **** either. If they do, make it a small scene like the original FF, then move on. I would assume saving the world or seeking revenge is enough motivation for most main characters. We don't need the world to hinge on the inability of some douche to function if he can't save his girlfriend...who won't have sex with him anyway.
6. Morality Matters
There's a sense in P4 that no matter what you do, you will max every social link or be everyone's friend. You're the be all end all answer to everything. Add in Catherine. I loved the game to death, but it had a glaring flaw (aside from the death only occurs in Nightmare mode). The game doesn't change if you choose Catherine. I worked towards change, but I got the super happy ending anyway (or vice versa). More than anything else, JRPGs have failed to latch on to the idea that WRRGs have had for years. If they've gone through the trouble of "affection meters," what's stopping them from allowing freedom to choose allies, pick sides, affecting endings, and overall game flow? I want that sense of freedom, but with the JRPG trappings and ambience. I know it can be possible.
The makings of a great game in the genre have yet to be totally balanced. Here's what I would do.
1. Choose fast, clunk free turn-based (RH, SMT) or real-time (Tales, Star Ocean) and have the fight occur in the overworld (FFXII) but allow for avoidance at all times (TWEWY).
Grind sensation is the product of transition between overworld and battle, which adds more frustration to having closed combat. We can't "fight when we want to" because most games continue to force battle on us. Above all else, give free movement to the player. We are not watching a movie...don't treat your battles like them either.
2. Tell stories through overworld narration (Nier, Arkham Asylum), making cutscenes interactive (FFVII and VIII). If cutscenes or dialogue happen, one button press to skip everything (RH).
Even in Persona, you get the sense nothing occurs in cutscenes. There's no sense of death, tribulation, or urgency. People are standing around. Cutscenes have shifted storytelling mechanics. Arkham provided minial scenes of spectacle, while plot points or objectives were hammered out while walking halls. If you want to draw attention, make short opening shots of the area or enemy, then let us get back to work.
3. Institue warp/exit features, auto save/instant save into any area or dungeon.
I don't want to feel like I am forced to backtrack through somewhere I just completed. I don't mind forced battles or stealth if the game's plot warrants it. Give me the ability to escape, save, or return to whatever floor at my leisure. Add instant health regeneration after battles or via save points, but that might be asking for too much.
4. Avoid dead ends.
One of the few things XIII did well was eliminate "dungeon dead ends." Every path either led to a treasure or checkpoint. Old school RPGs pad out game time by forcing you 3-4 fights if you so much as BLINK towards the wrong direction. If you have a maze, once again, make it part of the plot, or give us incentive to trudge through it. Same goes if you include puzzles.
5. Cliche cutbacks
With the overabundance of anime based games, JRPG cliches (amnesia, pre-teen wuss heroes, swords > guns) have been further tainted by anime tradition. Harems with ONE and only ONE main guy or girl outcome, and effeminate males learning to "like or love" girls as the payoff is one. Guys dressing as transexuals and speaking with *** lisps or claiming to be female is another. Cliche borders on the ridiculous. Make characters act with conviction towards justifiable outcomes. Don't pull the Nintendo "princess in distress" **** either. If they do, make it a small scene like the original FF, then move on. I would assume saving the world or seeking revenge is enough motivation for most main characters. We don't need the world to hinge on the inability of some douche to function if he can't save his girlfriend...who won't have sex with him anyway.
6. Morality Matters
There's a sense in P4 that no matter what you do, you will max every social link or be everyone's friend. You're the be all end all answer to everything. Add in Catherine. I loved the game to death, but it had a glaring flaw (aside from the death only occurs in Nightmare mode). The game doesn't change if you choose Catherine. I worked towards change, but I got the super happy ending anyway (or vice versa). More than anything else, JRPGs have failed to latch on to the idea that WRRGs have had for years. If they've gone through the trouble of "affection meters," what's stopping them from allowing freedom to choose allies, pick sides, affecting endings, and overall game flow? I want that sense of freedom, but with the JRPG trappings and ambience. I know it can be possible.