I left my girlfriend because she was off her %^#@ing rocker. No seriously she scares me to a point where I fear and resent women.
I stopped reading right here. As much as I hate JRPG's, most of your post is just idiotic trolling, which is quite frowned upon here.Unmitigated Hatred said:Imma go ahead and go on record here saying that Final Fantasy VII had the greatest opening to any RPG ever, and if you disagree with me you should give up civilization and flee into wilderness like the idiotic savage you are, living off of squirrels and the occasional camper because obviously you are unprepared for artistic complexities of Modern Civilization and you should be kept away from art at all costs so as not to pollute it with your literal nega-taste. Final Fantasy VII is bar none the best example of how to pull off a story in a JRPG. I have an Art Degree. I know this.
Don't mention it.rex922 said:Well often sarcasm comes more from tone of voice and because this is a forum he is a voiceless being and therefore more difficult to detect any sarcasm.Dark Templar said:A lot of people picking on this.rex922 said:Your "Art Degree" does not make your opinion more valid just like how i study the programming,design and art creation in games makes mine more valid.
I consider myself quite slow and even I got that he was being sarcastic.![]()
Do not worry i consider myself even slower most of the time
...MinishArcticFox said:No we can't both be right this isn't a matter of opinions I have a bullshit degree and that makes my opinion more vaild than yours. Either one of us is right or wrong there is no middle ground. It's not possible that some JRPGS are good and some aren't Yahtzee says that they're bad so they must be.Gigaguy64 said:Wiser words have never been spoken.linwolf said:There are bad JRPG and good JRPG, just as there are good and bad WRPG
People have different taste in games, that all there are to this.
If only people would grab on to this concept.
Twas a joke my friend.fogmike said:They have.Gigaguy64 said:Wiser words have never been spoken.
By that logic KOTOR was also a JRPG, in that it was made by a western developer. and a western publisher. and based off a western property. so not at all, but it was turn based! so that all that matters. I merely meant that the characters are by-products of japanese culture and values. that is what i consider to be JRPGTPiddy said:Yeah, but saying that a JRPG is based on the characters in it is like saying all platformers have Italian Plumbers in them.... JRPG, to me, is not defined by characters, more so by controls or art style. Besides, the core difference between most JRPG's and WRPG's is the turn-based combat...Laxman9292 said:Dragon Age is by no means a JRPG just thought i would let you know. It is about as WRPG as you can get in fact.
And JRPGs are those mostly made in Japan and have artwork similar to Japanese art (Manga and other such styles) and filled with aspects of Japanese culture (ridiculously dressed and ambiguously male/female characters) Turn-based is also a good indicator, although it is not strictly JRPG territory
boholikeu said:Well Capcom and Square have expressed interest in moving things forward, but aside from that most companies seem content to cater to the Akihabara gamer crowd (IE the ones that are happy to eat up the same games over and over). Once again, if you don't want to take my word for it there have been plenty of quotes over the last year from Wada and a few other devs essentially saying the same thing.Glademaster said:Yes that may be true and yes I know some Japanse gamers are like that but because some are it turns into a social disease and becomes what you have quoted. Which as it's said in the post there is a will to change and what for it by devs and I'm sure some gamers but it's like Blizzard wanting to change and a few players would welcome it but the other several million defend the way it is. Even Wada wants to move on and change things and shake it up a bit by letting devs outside of Japan make FF games. I do see where you are coming from the will is there to do it and there is a want to have it by some people but the people who want it aren't plentyful and hungry enough.
This actually touches on my big problem with JRPGs. Yes, the stories in WRPGs are fairly similar, but if you look at the way they are told there has been a fair amount of progress. Story is integrated into gameplay, whereas in JRPGs it is still largely separate.Glademaster said:Also is it not fair to say a fair few of Western people rather WRPGs because of the style? It is and stories are very similar this isn't just a problem with JRPG games. I think all games need some more original or new storys or plot devices as a lot of things are stagnating.
Actually weapon pick ups work fine in multiplayer depending on how you are trying to frame the gameplay. It can create hotspots that need to be guarded/attacked.Glademaster said:Is not fair to say the same about the Halo series and CoD series at this point in the West as FPS are starting to go the way with the JRPG story which I do agree with what you say on that matter. Now I know the guy mentions Halo advancing but it hasn't really advanced a lot since day 1 in fact I belive Halo and Gears use backwards mechanics that continue into online play such as weapon pick ups which is fine for single player but doesn't work in multiplayer unless it is L4Desque as in co op campaigns.
Multiplayer has been evolving too. CoD popularized "leveling up" through multiplayer, and the Halo series brought fps gaming to the consoles, and later it brought simple map editing/modding to the masses with Forge. Also, don't forget the recent trend in Co-op play that L4D brought us.
What's more, I think that FPS games have really come to the forefront of storytelling recently. True, their stories aren't nearly as complex as RPG stories, but once again if you look at how they tell the story there has been a LOT of advancement.
What you call less content I call a more focused experience. One of the biggest improvements in Fallout 3 over Morrowind and Oblivion is that they found a way to make an open-ended game that still has the same themes/tone no matter how you decide to play it. That's a pretty amazing achievement in interactive storytelling if you ask me.Glademaster said:On the topic of Western Games. WRPGs especially Bioware and Bethesda ones have stagnated horribly of late. Oblivion was basically the same as Morrowind with less content!!! I liked Oblivion and it did bring some new things to the table but it cut out Medium Armor, Spears and all the variety of the weapons in Marksmanship skill. I have to call it on that. See even though they have stagnated a bit it is a formula that works for them which persoannly I think everyone has slipped into a comfort zone.
In the end I agree with you that there's some elements of stagnation in every genre, but overall JRPGs just seem to be the worst offenders. This is especially true when you look at advancements in storytelling techniques, as the once great JRPGs have contributed very little since the glory days of the PS1. These days I see more FPS games pushing the boundaries of what stories can be achieved through gameplay whereas JRPGs keep falling back on non-interaction sequences to get their point across.
Oh I agree with you that it's kind of a social disease thing (that might be a bit strong of a phrase, but I get what you mean), but at the end of the day it still supports the point that Japanese gamers shy away from change.Glademaster said:Yes I know that the Akihabara crowd is refusing to let change come in but those comments from Wada would be the ones I am refering to but I think it is more a social disease thing. With said crowd not wanting to change their image. I think it is like a child refuse to try a food he/she will probably enjoy and I think change needs to be a forced in this but I do see what you mean.
A lot of people make the argument that it's just something that defines the genre, but I don't see how that's possible given that the medium is BASED on interactivity. Choosing to tell the majority of the story through cinematics is like a movie relaying its plot by scrolling text across the screen. I'm not saying that cut scenes don't have their place, but an over-reliance on them is just lazy design.Glademaster said:I know story in JRPGs is fairly seperate from gameplay and in some places this isn't a problem. It can be but I think is something that defines the genre. Although it could be implemented better in some cases. I feel when they do this it helps appreciate the story and gameplay seperately. Although in WRPG with their choice systems they keep on implementing it needs to be closer to gameplay while JRPGs can have them integrated they work seperately. This I feel is more a taste thing but for some I do believe they could experiment a bit more with this.
I agree with you that it can ruin the game if not properly implemented, but then it's more a level design issue (IE making sure pick-up points can't be easily camped).Glademaster said:With weapon pickups my problem is weapon camping, hoarding and the rat run to them. This I feel can ruin a game. In some games it works but I really feel the CS/CoD system here is the way forward. Although a certain cross could be created like it was at the start of CoD games where in 1 and UO weapons spawned on the map like rocket launchers. I think this cross of weapon spawning with and weapons on map maybe PDZesque but more refined is the future.
You're right that FPS games are more about the story than the ride, which is why I think it's all the more embarrassing that FPS games are now using better interactive storytelling techniques than most JRPGs. JRPGs don't need to worry about darker, more mature themes. They need to give me a reason to actually play the game as opposed to just watching the story on youtube.Glademaster said:Yes while console FPS have come on leaps and bound and PC to a lesser extent they need to come further(well console ones need to be able to brought up t o PC standard of command inputs, editing, etc). I will give it to them. They aren't really meant to be about the story the meant for the ride if you see what I am getting at. The story does help enchance the ride however, which I love that they have improved and I do agree JRPGs do need some new story concepts but from lesser mainstream than mainstream ones as I haven't played FFXII but from what I've seen it may be doing this with more adult like themes. Which if it does may pave the way for more games like experiment with darker, more adult, mature themes.
I thought the ending worked well given the plot (as you yourself admit), and if you really wanted to explore more you could always reload an old save.Glademaster said:Actually I think the lack of content of recent games is more a ploy at forced DLC as I think Fallout 3 being the worst offender with this. An open ended game about exploring ENDS YOUR QUEST!!!The thing with JRPGs is with the PS1 era they set the bar for their stories very high and are continue to fail to meet them. Other than that they seem to try to top with overly done plot points which can work but can also spoil a game.Killing the main character was a good plot point but in the way Bethesda RPGs work it doesn't work for them at all unless you can continue game aftwerwards having it finished.
So I think we agree with each but differ on method of going about having it fixed. I think?
Do you know how hard they are to find? Single? Having one for a girlfriend is like catching a shiny Rayquaza! Less common than developing superpowers, but just as badass!Unmitigated Hatred said:Oh my God trust me no it wasn't.veloper said:hehe.It's exploration, not exposition you assholes.
Still, dumping gamer girl was dumb.
Well since it is a social disease I think t hat if some main company with some balls takes the initative and just does something about it and says tough or serveral do I think that will solve the problem or sneak it in slyly to another game series or something.boholikeu said:Oh I agree with you that it's kind of a social disease thing (that might be a bit strong of a phrase, but I get what you mean), but at the end of the day it still supports the point that Japanese gamers shy away from change.Glademaster said:Yes I know that the Akihabara crowd is refusing to let change come in but those comments from Wada would be the ones I am refering to but I think it is more a social disease thing. With said crowd not wanting to change their image. I think it is like a child refuse to try a food he/she will probably enjoy and I think change needs to be a forced in this but I do see what you mean.
A lot of people make the argument that it's just something that defines the genre, but I don't see how that's possible given that the medium is BASED on interactivity. Choosing to tell the majority of the story through cinematics is like a movie relaying its plot by scrolling text across the screen. I'm not saying that cut scenes don't have their place, but an over-reliance on them is just lazy design.Glademaster said:I know story in JRPGs is fairly seperate from gameplay and in some places this isn't a problem. It can be but I think is something that defines the genre. Although it could be implemented better in some cases. I feel when they do this it helps appreciate the story and gameplay seperately. Although in WRPG with their choice systems they keep on implementing it needs to be closer to gameplay while JRPGs can have them integrated they work seperately. This I feel is more a taste thing but for some I do believe they could experiment a bit more with this.
Really, I have yet to hear a good reason why the storylines in JRPGs shouldn't be better integrated into gameplay. Saying it's part of the genre is just a cop-out answer.
I agree with you that it can ruin the game if not properly implemented, but then it's more a level design issue (IE making sure pick-up points can't be easily camped).Glademaster said:With weapon pickups my problem is weapon camping, hoarding and the rat run to them. This I feel can ruin a game. In some games it works but I really feel the CS/CoD system here is the way forward. Although a certain cross could be created like it was at the start of CoD games where in 1 and UO weapons spawned on the map like rocket launchers. I think this cross of weapon spawning with and weapons on map maybe PDZesque but more refined is the future.
You're right that FPS games are more about the story than the ride, which is why I think it's all the more embarrassing that FPS games are now using better interactive storytelling techniques than most JRPGs. JRPGs don't need to worry about darker, more mature themes. They need to give me a reason to actually play the game as opposed to just watching the story on youtube.Glademaster said:Yes while console FPS have come on leaps and bound and PC to a lesser extent they need to come further(well console ones need to be able to brought up t o PC standard of command inputs, editing, etc). I will give it to them. They aren't really meant to be about the story the meant for the ride if you see what I am getting at. The story does help enchance the ride however, which I love that they have improved and I do agree JRPGs do need some new story concepts but from lesser mainstream than mainstream ones as I haven't played FFXII but from what I've seen it may be doing this with more adult like themes. Which if it does may pave the way for more games like experiment with darker, more adult, mature themes.
I thought the ending worked well given the plot (as you yourself admit), and if you really wanted to explore more you could always reload an old save.Glademaster said:Actually I think the lack of content of recent games is more a ploy at forced DLC as I think Fallout 3 being the worst offender with this. An open ended game about exploring ENDS YOUR QUEST!!!The thing with JRPGs is with the PS1 era they set the bar for their stories very high and are continue to fail to meet them. Other than that they seem to try to top with overly done plot points which can work but can also spoil a game.Killing the main character was a good plot point but in the way Bethesda RPGs work it doesn't work for them at all unless you can continue game aftwerwards having it finished.
So I think we agree with each but differ on method of going about having it fixed. I think?
Actually I totally agree with you that this is possible. Still doesn't change the fact that Japanese gamers are resistant to change thoughGlademaster said:Well since it is a social disease I think t hat if some main company with some balls takes the initative and just does something about it and says tough or serveral do I think that will solve the problem or sneak it in slyly to another game series or something.
I don't think CGI should go. I do, however, think it's a crutch for lazy design.Glademaster said:The way JRPGs work with a set main story I don't see how this can be done by implementing it more into gameplay as the only way to do this would be true a choice system making them more like WRPGs. So it is a part of what makes a JRPG having the story seperate as I am sick off the horribly done moral choice system games are spewing out. Although the medium is based on interactivity in RPGs it is impossible to have anything other than cut scenes and dialogue as scripted sequences don't usually work. Unless in Oblivion's case where it is from FP. Other than that I don't see why CGI should go. Besides atleast with CGI after you've seen it once you can skip it this isn't possible with scripted events. This is especially useful if you are replaying an old game and the scene is broken or corrupted.
Still wouldn't give me a reason to play a JRPG instead of just watching it on youtube.Glademaster said:Although I don't think I can remember a game that I played online in the last few years that had a good weapon spawn system. Halo weapon spawn system works much better offline with your friends.
Well with those themes it would give them different roots to go with the story. We love dark, violent things and characters that are human with flaws. By doing such things they could make us more attached to characters giving a reason to play on by getting us invested in it.
The reward for completing the story is you completed the story. I really don't understand why you are complaining about this because JRPGs do this all the time too.Glademaster said:Well see in a game like Fallout 3 or Oblivion that just isn't good enough to stop me playing after I finish main story. What was my reward for doing it? The final curtain? The way Bethesda games work even if they do that I just get a + save or something allowing me to explorer and unlocking some equipment or something similar.
Yes but CGI when used properly does this as in a game where CGI ios not used a a design crutch it is used to show how manipulative or corrupt a villan can be. Personally I think this is something FFXII done right for portayal of it's villians. The way RPGs work playing wise this isn't as easily implemented into normal as a FPS or adventure game could. Maybe more Assassin's Creed like CGI should be used?boholikeu said:Actually I totally agree with you that this is possible. Still doesn't change the fact that Japanese gamers are resistant to change thoughGlademaster said:Well since it is a social disease I think t hat if some main company with some balls takes the initative and just does something about it and says tough or serveral do I think that will solve the problem or sneak it in slyly to another game series or something.
I don't think CGI should go. I do, however, think it's a crutch for lazy design.Glademaster said:The way JRPGs work with a set main story I don't see how this can be done by implementing it more into gameplay as the only way to do this would be true a choice system making them more like WRPGs. So it is a part of what makes a JRPG having the story seperate as I am sick off the horribly done moral choice system games are spewing out. Although the medium is based on interactivity in RPGs it is impossible to have anything other than cut scenes and dialogue as scripted sequences don't usually work. Unless in Oblivion's case where it is from FP. Other than that I don't see why CGI should go. Besides atleast with CGI after you've seen it once you can skip it this isn't possible with scripted events. This is especially useful if you are replaying an old game and the scene is broken or corrupted.
Also, a set story has nothing to do with it. Most FPS games have a set story, but they still manage to integrate game mechanics into the storyline. My problem with JRPGs is they "tell" me the story rather than "showing" it to me through actions in the game. For example, in HL2 I know the combine is evil through the gameplay in the first level: I'm pushed along by guards; I explore the town and witness signs of abuse; the only gameplay option I have is to run away. It's totally linear, yet it still uses interactivity to get the point across. If the designer would rather just use a cinematic or NPC dialogue to explain how bad the combine are, why didn't they just make a film/write a book instead? If you shy away from interactivity what's the point in making a video game?
Still wouldn't give me a reason to play a JRPG instead of just watching it on youtube.Glademaster said:Although I don't think I can remember a game that I played online in the last few years that had a good weapon spawn system. Halo weapon spawn system works much better offline with your friends.
Well with those themes it would give them different roots to go with the story. We love dark, violent things and characters that are human with flaws. By doing such things they could make us more attached to characters giving a reason to play on by getting us invested in it.
The reward for completing the story is you completed the story. I really don't understand why you are complaining about this because JRPGs do this all the time too.Glademaster said:Well see in a game like Fallout 3 or Oblivion that just isn't good enough to stop me playing after I finish main story. What was my reward for doing it? The final curtain? The way Bethesda games work even if they do that I just get a + save or something allowing me to explorer and unlocking some equipment or something similar.
If the plot is the only thing driving me to play the game, and that plot is told primarily through cut scenes, you lose nothing from watching the just the cinematics. That's my whole point. You're trying to tell me that it's okay to completely separate gameplay and story, and yet the gameplay makes the story better? That just doesn't make any sense. The two ideas just don't mesh.Glademaster said:Yes but CGI when used properly does this as in a game where CGI ios not used a a design crutch it is used to show how manipulative or corrupt a villan can be. Personally I think this is something FFXII done right for portayal of it's villians. The way RPGs work playing wise this isn't as easily implemented into normal as a FPS or adventure game could. Maybe more Assassin's Creed like CGI should be used?
Watching it on Youtube doesn't get you invested in the story. This goes back to your point on writing a book or doing a CGI movie. The way games work with stories and narratives it doesn't translate well to movies. Thus why if stories were done in a way to get people more invested in plot and characters it would be a better reason to finsih the game.
Fallout 3 wasn't as much your story as you'd like to think it was =) It was a sandbox, true, but it was also fairly linear as far as the main storyline went.Glademaster said:I'm complaining about this as a JRPG is about THE story FAllout 3 and other such games are about YOUR story. Your story doesn't end when everyone else does it keeps going until you die and meet your end. This should be forced on people in a sandbox style game. It works to wrap everything up in other games where different level and play systems are used but not Bethesda style RPGs. As it is about the exploring after everything else is done.
Yes I see what you mean with Fallout 3 but I didn't mean to use Fallout as the main exampleboholikeu said:If the plot is the only thing driving me to play the game, and that plot is told primarily through cut scenes, you lose nothing from watching the just the cinematics. That's my whole point. You're trying to tell me that it's okay to completely separate gameplay and story, and yet the gameplay makes the story better? That just doesn't make any sense. The two ideas just don't mesh.Glademaster said:Yes but CGI when used properly does this as in a game where CGI ios not used a a design crutch it is used to show how manipulative or corrupt a villan can be. Personally I think this is something FFXII done right for portayal of it's villians. The way RPGs work playing wise this isn't as easily implemented into normal as a FPS or adventure game could. Maybe more Assassin's Creed like CGI should be used?
Watching it on Youtube doesn't get you invested in the story. This goes back to your point on writing a book or doing a CGI movie. The way games work with stories and narratives it doesn't translate well to movies. Thus why if stories were done in a way to get people more invested in plot and characters it would be a better reason to finsih the game.
Fallout 3 wasn't as much your story as you'd like to think it was =) It was a sandbox, true, but it was also fairly linear as far as the main storyline went.Glademaster said:I'm complaining about this as a JRPG is about THE story FAllout 3 and other such games are about YOUR story. Your story doesn't end when everyone else does it keeps going until you die and meet your end. This should be forced on people in a sandbox style game. It works to wrap everything up in other games where different level and play systems are used but not Bethesda style RPGs. As it is about the exploring after everything else is done.
You're just saying the same thing over and over without giving me any examples. Name some games where you think a separation of story and gameplay improved the experience and we'll move on from there.Glademaster said:The Gameplay and story can be seperate as the fact that FPS have worked as a genre. What I am trying to say is one doen't have to be implemented into the other as gameplay is more about the mechanics of the game battles and what not while the story is well the story. Maybe I didn't make my point concise enough but in situation done properly gameplay and story can be seperate.