Improving the JRPG for the Next Generation.

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Fenixius

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Feb 5, 2007
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@Mnemophage:

Haha, nice post. You're right, though, on those 3 points. In fact, that sounds very much like what WRPG's tend to have, but to the detriment of one element or another. You said that we should be able to advance outside of combat. Most games I've seen that involve this don't do anything with it; all the stats which improve when you level are tied to combat. The charisma modifier only affects the roll of the dice during a conversation. It's more important to pick the right path through it, though, so even that has a minimal effect.
Mnemophage said:
Why doesn't our Intelligence score manage not only how much MP we have, but how quickly and aptly our characters figure out puzzles and plot elements on their own?
I'll tell you why. And this is a good reason, even though it has the drawback you mentioned. If you let the character figure out puzzles/plot elements, then we're not. It takes away from the player, which is why noone does it. It'd be interesting to see someone do as you say and have the character try to figure things out on their own, which would lead to an interesting player-character dynamic much like a movie where you go "IT'S BEHIND YOU!" and the guy takes another few steps and gets stabbed in the back. It'd be interesting to see a game play out like that, where whatever your man does is the result of your influence, but not direct action. I have no idea how it would play, really, and I doubt that any publisher would be willing to take a financial risk like that. But we can dream...

About your pet peeve - you just described Marge Simpson, if you dye her hair slightly darker and give her dress some straps. Was that intentional, or just lucky? Normal people aren't as interesting as guys with swords that are taller than they are and have hair so spikey it looks like you could impale someone on it, anyway, so I'm not too upset by it. Not usually, at least.

@Stammer, avykins:

Hell yeah. You guys played FFV Advance? Each class levels up independantly of each other, so you could set one guy to Knight and have him level it for a bit, then set him to White Mage and give him some of the attributes and abilities you got from Knight, to make a sort of Paladin. You could cross a White and Black caster to make a versatile magic user, or replace one of those with Red to give them Dualcast for White or Dualcast for Black instead of just the limited Red spell list. I added a Samurai ability to a Mystic Knight to create an awesome magic swordsman with crazy combat tricks. It was a fantastic system. In fact... if we could combine it with FFTA's job system (where you gain access to new jobs by learning abilities in existing ones; ie: learn 5 Black Mages abilities and gain access to Time Mage) and we'll have the best system ever. Ever. If only Final Fantasy V had a more meaningful and evocative plotline... unfortunately, it was a bit generic, when you compare it with FFVI and FFIV.

avykins said:
But I want more violence. I want to come across half butchered bodies laying in the fields. Towns covered in blood when the inhabitants been slaughtered.
A more mature JRPG would be nice, wouldn't it? Would that compromise the fantastical setting, though? Some (above) have said that it's the bizzare world in which JRPG's are set that makes them work. I wonder if that quirky, over-the-top style can coexist with such violence and darkness... and then I go watch a Quentin Tarantino movie and say "Oh hell yes". Note: Fenixius recommends From Dusk Till Dawn, a movie directed by Quentin Tarantino and Robert Rodriguez

avykins said:
Yes I know there are exceptions to the [no main playable character death] rule and anyone who says "Kefka" I will personally rape while dressed as a clown.
Alright, I won't mention FFVI's villain. Aeris. *runs and hides*

@ Anarchemitis:
Anarchemitis said:
Make more not RPGs with linear levels. I want open world, like Flight Simulator X open world.
You want more games that aren't RPG's to be linear? We have heaps of them... Or you want more RPG's with open worlds? Yeah, that can be fun, but then it becomes all too sandboxy and we lose the plot and structure which can make games great. Of course, open world games are good too (GTA, etc), but not so much when we talk about statistic based RPG's. And take note, Papaya Melancholy, every RPG you've ever played is stat based. The only variable is how much they let you in on it, whether it's D20 based and you can know every roll of the dice if you so choose, or Final Fantasy, where you have stats and you can see them change, but never learn exactly how they correspond to attack damage and other values.

@Bobraj: I've heard really, really good things about The World Ends With You, but I don't have a DS on which to play it :(

I love long posts, by the way.
 

Niniux

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Apr 14, 2008
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Personally, I wish more JRPGs adopted the Earthbound approach to combat. You see enemies on the screen. You can try getting a surprise attack. You can try avoiding them. If they are significantly below your level you get an auto-win. And then it goes to a seperate fun battle screen. It'd still work perfectly in games like the Final Fantasy series and helps the game remain true to the genre while eliminating some of the complaints.

I've started playing Lost Odyssey and I realized that I really love turn based combat. There's just something about it that suits the game. Sure, I like Mass Effect and Gears of War too, but I am not sure real-time battles suit the JRPG style.
 

Magnetic2

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I love the conciseness of DnD and how it handles in late game. I find most JRPGs fall about around the end with some characters doing 1202 damage a hit with there most powerful move, and others do 50000 with their regular attack. What I like most though are the huge numbers and super bonanza moves, they keep the game dynamic and have that "holy shit" affect, just try and keep it balanced (Shin Megami Tensei: Nocturne did this well). We need characters with more realism, that's it. No more of this fourteen year old boy is pouting one second about how powerless he his then one shotting bosses with his overpowered emasculate attack. FF Tactics did this and it was cool, Ramza comes into battle late in the game saying "Leave and I won't have to kill you". Please, do something with the story line other then evil will destroy world, but it's not this evil, it's a secret evil that pops up right after you take care of the first one.

Make women that flirt with the boys, or at least make sensible conversation.
Make magic that's on par with physical abilities. Seriously, I am tired of specializing characters for magic earlier in the game to find out at the end they only do 1/10 the damage of physical fighters at high MP cost.
When someone dies, leave them dead.

Do keep things simpler than DnD. If even just a little.
Do keep wacky side quest for obscenely powerful stuff.
Do keep the large numbers.
Do keep the Cyber/Medivel stuff, sword guns man, sword guns.

But please, stop making characters that are head cases, no one cares about their lost memory/daddy/pendent/town, I got bills to pay, your problems pale in comparison.
 

Squarewave

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The only thing I hate in jrpgs is the trend to have little kids (under the age of 14) fighting monsters.
I like turn based combat (I hated FFXII ' hey lets make it a mmo you play offline')
I can live without random encounters but they don't bug me
Having the main characters not look like steroid pumping football players is a plus to me

For example Lost Odyssey, the first 10 hours or so of the game is amazing with a nice story and challenging combat. Ten hours in however it goes downhill fast as 2 kids of around 9 and 11 join the group. Not only does the level up system require at least one of the kids to be in the party but every cutscene after involve the kids in some way and 9/10 its a scene with the kids are scared of fighting a monster. At least it was for 10 hours after they joined I couldn't take it anymore and stopped playing it. It was a lot worse then what I make it sound but would have to spoil the story to say how
 

Seldon2639

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Never, never, never again have a major part of the game be about missing memories. FFVII was annoying about it, FFVIII made me want to break my playstation over my knee.

If you're going to have a plot involving some kind of ultimate evil, have the basis for that evil be something other than "some dude went crazy". Sephiroth just wanted to destroy things, sure he'd gain power, but come on. All of the Fire Emblem games revolve around "someone invaded another country in order to start the ball rolling on releasing some kind of ultimate evil". If someone wants to bring the god of chaos into the world, that's fine, but he needs more reason than "I got bored".

Allow for some personalization of the game. I don't want to make it too much like Oblivion, but take a page out of Mass Effect: allow the player to choose who dies. Even make it that choices that wouldn't seem to have an effect help determine who dies. It'd be like the date from FFVII, but with death.

Stop forcing us to use side characters. If I never want to use anyone except the first three characters, by god, I'm only going to use those characters. Stop having my best group be kidnapped, or become separated, and make me use the crappy other characters I'd forget about if at all possible

Liven up the story. I liked in FFXII that loyalties were shifting, and you didn't always have a good idea who the "good" guys were. Moral ambiguity is part of life, make it part of the game.

If you're going to get rid of random encounters, figure out a better fleeing system. Otherwise, especially since bad guys respawn, you really screw the player.

Learning makes sense for magic skills. Learning doesn't make sense for swords. If you want a jobs system, divorce the jobs (which should bring specific skills) from the ability to use specific weapons.

Stop trying to explain how the mystical stuff works in the world. We just accepted that materia worked, and even went with the "condensed lifestream" thing, but that's as far as you need to explain. When you start talking magicite, and how it does... Something, you kill the imagination.

Not everything has to be tied into a neat little bow at the end. I know this flies in the face of a lot of belief, but we *don't* need to know how all the characters ended up, or about all of their backstories and views on the world. We don't always need a rock-solid explanation for why something happened, or why a bad guy did something.

But, don't make the bad guy shady and almost all-powerful. I call it "Voldemort syndrome", it's where you completely divorce the bad guy from the story except as a macguffin. If you're going to make a single guy represent the entire driving force behind the antagonist element, make him a real person. Kefka and Sephiroth were just crazy, Vayne was pure evil. Sin literally *was* pure evil, sort of. And, no "he wants the power to rule the world" isn't sufficient motivation.

It doesn't always need to proceed from earthly bad guy to ultimate evil. Just once I'd like to see the big, shadowy, evil being manipulated by an earthly guy.
 

Razzle Bathbone

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Sep 12, 2007
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Let me create my own character at the start of the game and let me customize it at level-ups.

Let me make decisions on my character's behalf that actually have some kind of effect on the game other than whether or not I win a battle. Don't put me and my entire story on rails.

That's all I ask. I'm fine with the haircuts and the androgyny and turn-based combat. Just let me play the role as I choose to play it, or don't call it a roleplaying game. Just call it an adventure game; there's no shame in that.
 

Iori Branford

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ThaBenMan said:
Well, this is the way I look at it - "JRPG" is a genre unto itself. Making those changes would be like saying "Ok, let's improve the FPS - we should make it not first person anymore, and take out the shooting."
In what fucked up English dialect does JRPG stand for "Luke-Skywalker-fighting-random-battles-to-save-the-world game"?

Anyway, they definitely could stand to take some pages from turn-based strategy, or maybe Betrayal at Krondor.
 

Mnemophage

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@Fenix: I WAS thinking of DnD-style games when I mentioned advancing outside of combat, but also of Persona 3. And yeah, you can get more imaginative with how you represent your character, but even a system as simple as "you get exp for doing things other than fighting guys" would be a step up, in my opinion. This brings up another pseudo-peeve: in many JRPGs, it seems that if you stick solely to the basic storyline you get boned on advancement and end up seriously underleveled for future challenges. This would do good in the way of eliminating that, establishing a basic baseline at which you can gauge difficulty.

As to character automation: I wasn't intending for characters to be fully autonomous, just for other options to present themselves in puzzle-solving, investigation and maybe even storyline points should you advance in a certain way. An obstacle that might present a bit of a work-around or detour - like a massive locked gate, for example - shouldn't be so much a deal if you can rip the mother out by the roots and throw it in a ditch. Or cause earthquakes with magic.

And I was referring not to Marge Simpson but Seth from Lost Odyssey. Google Images provides me with this: http://xs321.xs.to/xs321/07483/b003.jpg . Though now that you mention it, the visual comparison is similar. Eerily similar. 'Scuse me, I'm going to be a little busy never playing this game again.
 

VRaptorX

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Mar 6, 2008
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*smacks head*


well....we almost made it a page before mentioning Aerith.


Can't we have an RPG topic without that? Really...cuz then I'll say FF6 did the whole playable character and love interest death before 7. And then someone will remind me of FF2, than someone will mentiuon an Enix game and then a random one noone has heard from all in some completly convoluted way to get people to shut up about a badly done plot twist that ends up forming a million gaps along with the translation mess-ups and is only memorable because it was the first death a majority of gamers knew about but that's like saying Jaws 4 was the best plot because a majority of people happened to see it first, while I go along in some run-on sentence that seems to immitate uno or old maid or whatever our family game named reviewer is called, I believe it might have been go fish.
 

Sasha Janre

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Apr 30, 2008
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Seldon2639:
"If you're going to have a plot involving some kind of ultimate evil, have the basis for that evil be something other than "some dude went crazy". Sephiroth just wanted to destroy things, sure he'd gain power, but come on"

Uh .. Sephiroth DIDN'T Just want to destroy the world. He went insane from a mixture of misunderstanding Gast's Jenova reports, the realization of being the restult of a horrific bio-engineering experiment and Genesis messing with him just before the Nibelheim mission. He believed he was the chosen one (as Jenova's son) to create an injury so there'd be enough power for him to be reborn as a God and use Gaia to travel the cosmos as Jenova did. He torched Nibelheim. Sorry. That's just a peeve of mine when people just over generalize like that.

I really enjoyed the open-world aspect of FFXII, and as well the change in the type of Story that was going on here. It was more of the character's reactions to being caught up in this war and not being the only only means of wnning it. Basch, Balthier, Fran, everyone had a role in this game and Vaan wasn't really the main character .. hell, he wasn't even party leader half the time if you just changed it.

If anything, I just want JRPGs to stop forcing us to play the card game sweeping the nation (FU tetra master) or the sport that everyone loves (blitzball) .. I'm fine with the tournament you always have to enter, but a;alkdfsl;dkfjd .. STUPID MINIGAMES GO TO HELL. Keep the characters true to who they are and don't force pairs together if it isn't grounded in reality. If you're going to, just .. god, don't pull a FFVIII and have the main character SUDDENLY fall in love with the female lead over the span of the end of one disc to the beginning of another. No more schizophrenic battle systems, either .. make something too gimmicky and it just makes you want to fling your controller at the TV. XD; Okay I'm done now.
 

Niniux

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Apr 14, 2008
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Mnemophage said:
Why can't we advance if we, say, achieve a potent storyline point? Or if we do fifty chin-ups? Or if we eat a fairy? In that vein: why is the strength of our sword-arm the only way in which our characters are measured? Why doesn't our Intelligence score manage not only how much MP we have, but how quickly and aptly our characters figure out puzzles and plot elements on their own?
Hell, rather than this, I'd love to have intelligence and charisma affect dialogue. I mean, if you are a very intelligent and charming person, your conversations should be far different than if you were a Marcus Fenix brawny guy.
 

The Lawn

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Apr 11, 2008
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If every JRPG had Grandias battle system... and less douche faggy characters... and with out a throw away villain with motives that are generally "Fuck up the world for giggles"...

The world would be a better place.
 

BlazeTheVampire

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May 14, 2008
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My only response to most of this would be "Play Lost Odyssey."

More mature characters. Not young boys that look like girls.
Best storyline I've ever seen.
However, I have gotten a little sick of the dream sequences. And you still get the Luke instead of Han. But the funny guy's in there enough you don't need your main character to say much.

I do have to agree with Niniux, as well. I enjoy it when characters affect game play in that manner- but that's so difficult to incorporate into video games. Closest you can come nowadays is actually sitting down and playing D&D or a Neverwinter Nights game. I liked the FFX sphere grid and the FFXII skill buying system, as well. I liked being able to choose my character's abilites if nothing else.
 

GloatingSwine

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Seldon2639 said:
Never, never, never again have a major part of the game be about missing memories. FFVII was annoying about it, FFVIII made me want to break my playstation over my knee.
Although of course like any other plot element, when done well, this is an incredibly good way to trickle information out to the player about the plot and characters, whilst still allowing the player to define the personality of the character now thanks to their actions in the game.

The most effective uses were in Planescape: Torment and Lost Odyssey, two very different interpretations of the same concept.
 

GloatingSwine

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Sasha Janre said:
Vaan wasn't really the main character .. hell, he wasn't even party leader half the time if you just changed it.
Vaan isn't the main character in FFXII. He's the perspective character. The fact that we're seeing all the epic events from the perspective of someone who isn't the chosen one who is destined to save the world (or has hots for same) is quite refreshing. Vaan and Penelo are more Rosenkrantz and Guildenstern than Hamlet.
 

Strafe Mcgee

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Jan 25, 2008
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Anyone played The World Ends With You yet? Though it's not particularly revolutionary in terms of story (there's still lots of angsty young kids), the gameplay elements it introduces are fantastic. The real time combat, though initially overwhelming, works well once you get used to it, and there are a lot of interesting twists on the Jrpg genre.

This, more than anything else, is what Jrpg's need. Originality and the willingness to change genre expectations.
 

Sektor88

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May 11, 2008
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@ Avykins:

"For the most part you never lose a main character in JRPGs. The very very few times you do you immediatly get a replacment who has the same level and all the abilities of your recently departed friend."

-Play Digital Devil saga 1 and then Digital Devil saga 2 (DDS2 being the key part)

@anarchemitis:
Play Metal Saga. That's a nonlinear JRPG for ya.

@Fenixius:

I didn't quote that. :p
 

Melaisis

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Mnemophage said:
And finally, a little pet peeve: STOP WITH THE SCHIZOPHRENIC COSTUME DESIGN. Seriously people. I cannot become emotionally attached to a character with a straight-up navy blue hairdo and lime-green strappy top. Anyone who can has brain disease. Show us how awesome you art-types can be while also being minimalist (and no, that doesn't mean thongs and bikinis; that means t-shirts and slacks). PLEASE.
Absolutely. I think that, despite respecting the great artistic effort that goes into such costume designs, I found myself relating more to the real protagonist of Assassin's Creed than I did Final Fantasy 12. His clothes were reasonable and causal; the type you would go adventuring in (although he doesn't do a lot except sit under the Animus). Leather belts and long coats may look nice, but really aren't that reasonable when it comes to travelling across hot deserts and battling a variety of creatures for weeks on end.
 

Fenixius

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Sektor88 said:
@Fenixius:

I didn't quote that. :p
My sincerest apologies, Sektor88. You did in fact NOT say that. I got the wrong name somehow. Again, I am sorry that I made such a mistake.

I'll be making a proper post this afternoon; I've been extremely busy with university work since my last post.