The RPG world is a realm that I often enjoy delving into, possibly in an attempt to escape my current situations and actually "live" in another world, perhaps. One with a more stable economy built on gold coins or gil.
But I digress. The RPG world is constantly filled with horrible design choices in the modern day, and I've grown quite tired of it. While game designers are more than likely never to stray from wildly sucessful games and their mechanics, I still have the desire (this being Christmas Eve after all) to point out the flaws most of these genre-based games make.
#5: Spam-Inducing Attacks
Nothing makes me more irritated than attacks given to characters in video games, then only using a handful of them throughout the entire game. Case in Point: Final Fantasy X. This game is one that I hold up as the most spammy gameplay in my RPG collection. Roughly ten to twenty minutes into the game, you receive the Summoner Yuna (one of the main characters). After this point, you receive the ability to summon creatures known as Aeons. From there on in, you can almost summon for ever single battle after that (with only a few moderate exceptions when magic can't be used), and win with ease. Especially after each "level" of gameplay, when you obtain new Aeons at different temples across the land. This is the annoyance of most RPG's that I find myself with. You lean one attack, and you use it over and over again to end battles. It irritates me that game developers continue this. While most RPG's aren't based in realism, it would still be nice to have some real-life mechanics in the game. For example, if you were fighting a school-yard bully, and he continuously kept hitting you in the head, I'm sure at some point you'd attempt to move your head. I want an RPG like that. Bosses and monsters that get less damage over time if you use the same attack, and a more wide variety of spells and special abilities to use.
#4 Cut-scene Inducing Agony
I'll admit it. I love cut-scenes. I love them probably more than the actual gameplay itself. But when I'm in the middle of playing a game, it does not help to cut away a player from the controls, zoom in and have a ten minute conversation. It's irritating, especially when you're close to the "big boss" that you're dying to fight. Case in Point: Final Fantasy IV & Persona 3. Each of these games yank controls away from the player at random points on the game world, and cuts to long and usually unskippable cutscenes that take up a lot of time. Persona 3 is especially bad, as it turns into a reading adventure with long streams of text. However, with the vast popularity of the high-quality FMS's in games such as Final Fantasy and Metal Gear Solid series, game developers will often try to emulate that in hopes of obtaining the same level of success .
#3: Leveling Up For Dummies
Grinding will often be an inevital part of gameplay in RPG's. In fact, it's one of the many reasons that RPG fans play the game itself. However, sometimes the grinding is just ridiculous, with enemies giving often a pitiful amount of experience points for a level up. Even the stronger enemies often give the same amount of experience as weaker enemies, which asks "what?s the point?". Case In Point: The World Ends with You. This game aggravated me in many ways, but none more than this actual reason. I would fight a horde of enemies, all incredibly powerful and strong, barely slipping by, only to gain a paltry amount of experience points to level up my attack badges. Then I'd go fight some weak and pitiful enemy and get roughly the same amount. If games are going to require us to level up in order to keep up with the level of enemies, at least have a good experience curve. Although cliche, I'd love to "get what I paid for".
#2: Story and Gameplay as Opossing Forces
This often "grinds my gears" if you'll forgive the insipid Family Guy reference. I briefly mentioned this earlier, as I hated how the cut scenes in games would take control away from us. This is exactly what I meant in this segment. Most RPG's keep the story aspects safely away from the gameplay aspects. Case in point : Virtually Every RPG does this. The story refuses to be part of the gameplay or vice versa. This seriously needs to change in some way, shape or form. I'm so sick of playing a game, only to then stop playing the game and then listen to the story part of it. A remedy to this solution would be (as I refer to it) as the "Final Fantasy VI" method of gameplay. I suppose Final Fantasy IV did it as well, but VI stuck out to me. Often times, the story was stuck in the actual gameplay. One scene that stood out in particular was a scene where a side-character goes into a fight, and text goes by while he's fighting. Thus, we get the action of the battle as well as plot advancement. Granted, I suppose this could be considered the same as a cut scene before we had cut scenes, but at least we still had a moderate amount of control during the cut scenes.
#1: No More Heroes?
Seriously. I'm so sick of each RPG I'm playing having horrible characters and horrible dialogue from them. Let's review the characters from some of the higher rated "characters" in some of the "famous" RPG's. Cloud from Final Fantasy VII was an angst-ridden character, doing everything because his head was "clouded" with false memories. In fact, relationships he once thought he had with those around him were actually never real in the first place. Tidus from Final Fantasy X. His only real backstory was that he had serious daddy issues, and cried a lot. These are not high-end characters. These are quick, cliche copouts from the writing staff. You want to talk about good and well rounded characters? Let's head back a few years ago to good ol' days before discs. Final Fantasy VI had a whole cast of characters to back them up in terms of heroes. Each hero had a unique backstory and motivation to push them forward (although I will admit that the villains were less than compelling in any manner). Chrono Trigger also will stay in my mind forever. Like FFVI, Chrono Trigger was full of heroes that will forever stay in my mind for the rest of my life. Each of them were well characterized, had amazing backstories and amazing adventures. If anything, I want new heroes that will renew my faith in virtues of heroes past.
I know what many of you are going to post. That I spammed the Square Enix and Atlus RPG's, and ignored many of the others. However, there's a reason for that. These series are the ones that I believe are slowly corrupting the entire RPG market. I love the Final Fantasy Series, and Persona is one of my all time favorite games. However, they make horrible design choices continuously, and that in turn (because of their wild success) will influence other designers and how they make their games. This is true in any genre. The world of video games needs new ideas and new innovation for it to find new wings and fly higher in so many different manners.
But I digress. The RPG world is constantly filled with horrible design choices in the modern day, and I've grown quite tired of it. While game designers are more than likely never to stray from wildly sucessful games and their mechanics, I still have the desire (this being Christmas Eve after all) to point out the flaws most of these genre-based games make.
#5: Spam-Inducing Attacks
Nothing makes me more irritated than attacks given to characters in video games, then only using a handful of them throughout the entire game. Case in Point: Final Fantasy X. This game is one that I hold up as the most spammy gameplay in my RPG collection. Roughly ten to twenty minutes into the game, you receive the Summoner Yuna (one of the main characters). After this point, you receive the ability to summon creatures known as Aeons. From there on in, you can almost summon for ever single battle after that (with only a few moderate exceptions when magic can't be used), and win with ease. Especially after each "level" of gameplay, when you obtain new Aeons at different temples across the land. This is the annoyance of most RPG's that I find myself with. You lean one attack, and you use it over and over again to end battles. It irritates me that game developers continue this. While most RPG's aren't based in realism, it would still be nice to have some real-life mechanics in the game. For example, if you were fighting a school-yard bully, and he continuously kept hitting you in the head, I'm sure at some point you'd attempt to move your head. I want an RPG like that. Bosses and monsters that get less damage over time if you use the same attack, and a more wide variety of spells and special abilities to use.
#4 Cut-scene Inducing Agony
I'll admit it. I love cut-scenes. I love them probably more than the actual gameplay itself. But when I'm in the middle of playing a game, it does not help to cut away a player from the controls, zoom in and have a ten minute conversation. It's irritating, especially when you're close to the "big boss" that you're dying to fight. Case in Point: Final Fantasy IV & Persona 3. Each of these games yank controls away from the player at random points on the game world, and cuts to long and usually unskippable cutscenes that take up a lot of time. Persona 3 is especially bad, as it turns into a reading adventure with long streams of text. However, with the vast popularity of the high-quality FMS's in games such as Final Fantasy and Metal Gear Solid series, game developers will often try to emulate that in hopes of obtaining the same level of success .
#3: Leveling Up For Dummies
Grinding will often be an inevital part of gameplay in RPG's. In fact, it's one of the many reasons that RPG fans play the game itself. However, sometimes the grinding is just ridiculous, with enemies giving often a pitiful amount of experience points for a level up. Even the stronger enemies often give the same amount of experience as weaker enemies, which asks "what?s the point?". Case In Point: The World Ends with You. This game aggravated me in many ways, but none more than this actual reason. I would fight a horde of enemies, all incredibly powerful and strong, barely slipping by, only to gain a paltry amount of experience points to level up my attack badges. Then I'd go fight some weak and pitiful enemy and get roughly the same amount. If games are going to require us to level up in order to keep up with the level of enemies, at least have a good experience curve. Although cliche, I'd love to "get what I paid for".
#2: Story and Gameplay as Opossing Forces
This often "grinds my gears" if you'll forgive the insipid Family Guy reference. I briefly mentioned this earlier, as I hated how the cut scenes in games would take control away from us. This is exactly what I meant in this segment. Most RPG's keep the story aspects safely away from the gameplay aspects. Case in point : Virtually Every RPG does this. The story refuses to be part of the gameplay or vice versa. This seriously needs to change in some way, shape or form. I'm so sick of playing a game, only to then stop playing the game and then listen to the story part of it. A remedy to this solution would be (as I refer to it) as the "Final Fantasy VI" method of gameplay. I suppose Final Fantasy IV did it as well, but VI stuck out to me. Often times, the story was stuck in the actual gameplay. One scene that stood out in particular was a scene where a side-character goes into a fight, and text goes by while he's fighting. Thus, we get the action of the battle as well as plot advancement. Granted, I suppose this could be considered the same as a cut scene before we had cut scenes, but at least we still had a moderate amount of control during the cut scenes.
#1: No More Heroes?
Seriously. I'm so sick of each RPG I'm playing having horrible characters and horrible dialogue from them. Let's review the characters from some of the higher rated "characters" in some of the "famous" RPG's. Cloud from Final Fantasy VII was an angst-ridden character, doing everything because his head was "clouded" with false memories. In fact, relationships he once thought he had with those around him were actually never real in the first place. Tidus from Final Fantasy X. His only real backstory was that he had serious daddy issues, and cried a lot. These are not high-end characters. These are quick, cliche copouts from the writing staff. You want to talk about good and well rounded characters? Let's head back a few years ago to good ol' days before discs. Final Fantasy VI had a whole cast of characters to back them up in terms of heroes. Each hero had a unique backstory and motivation to push them forward (although I will admit that the villains were less than compelling in any manner). Chrono Trigger also will stay in my mind forever. Like FFVI, Chrono Trigger was full of heroes that will forever stay in my mind for the rest of my life. Each of them were well characterized, had amazing backstories and amazing adventures. If anything, I want new heroes that will renew my faith in virtues of heroes past.
I know what many of you are going to post. That I spammed the Square Enix and Atlus RPG's, and ignored many of the others. However, there's a reason for that. These series are the ones that I believe are slowly corrupting the entire RPG market. I love the Final Fantasy Series, and Persona is one of my all time favorite games. However, they make horrible design choices continuously, and that in turn (because of their wild success) will influence other designers and how they make their games. This is true in any genre. The world of video games needs new ideas and new innovation for it to find new wings and fly higher in so many different manners.