JRPG don't need to be WRPG. *Read post, before posting*

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Akihiko

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Aug 21, 2008
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JRPGs have about as much evolution as any genre currently our there in all honesty. You'll be pushed to find an JRPG released in the past few which still uses the old style turn-based combat and random battles outside an handheld console. The only exceptions I can think of are Persona 4 and Lost Odyssey. Shooters are still generally the same as they were 10 years ago, cover was added and a few other minor things. Sports games have hardly changed either. Even WRPG's if I'm honest, outside Mass Effect, which one can argue is an WRPG TPS hybrid (Which admittedly is an interesting experiment but it is more mixing genres rather than adding something entirely new), have only evolved as much as JRPGs have in the past 10 years too. After all Baldur's gate had choice too and the gameplay is fairly similar, other than the technical improvements over the years, which can be said for every genre.

My point? Pretty much most genres are in stagnation at the moment. The difference between Mario, Starcraft, WRPGs and JRPGs? The former 3 appeal to the western audience more, so they complain less about the genre being in stagnation because they don't mind it as they enjoy the general formula to begin with. I guess it boils down to since games cost much more to produce now, it's harder to devote so much money into something other than a formula they know will sell well. At least that was my take on the situation.

Now as for the original subject. I enjoy WRPGs and JRPGs for their own reasons. I'd hate to see all JRPGs becoming WRPG's, it's boring if all games follow the same suit. Although I can see it happening considering the japanese developers are wanting to appeal more to the western audience. JRPGs need to expand in their own way. Problem is, people moan if they do try and change things, like what happened with both FF12 and FF13. Which does bring up another point. How can JRPGs change that much if half the fans of them don't want them to change? Same can be said for every genre. You can't please everyone unfortunately.
 

pirate64

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Savagezion said:
I don't have anything against someone liking JRPGs but the "story is better and more consistant" as a counter arguement to lack of choice is just a bogus arguement. I have a hard time giving JRPGs a free pass on story but WRPGs get scrutanized over small details. If we hold everything up to the same standards, neither comes out on top storywise outside of preference of what you are and are not willing to overlook. Usually someone will prefer one style over the other but it is NOT a difference of "Epic vs. Drivel" stroytelling as some people make it out to be.
Hm I see what your saying and I agree to most of it. I think I may have badly writen the part about the diffrence in story telling. I meant more along the lines of that if the story is linear then It allows the devs to write the story as a whole complete story where as in a WRPG they have a basic story but the needs to be multiple paths meaning they have less time to prefect the stroy. I'm not saying that all JRPGs have better storys (as some I've played have had extremly bad ones) and I'm also not saying that WRPGs can't have very good storys.
 

Soviet Heavy

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My belief concerning the problem with JRPGs stems much from the same source of my consternation with the Japanese entertainment industry as a whole: quantity.

There is simply too much stuff coming out, and it all looks the same to me. Of course, as a broad term this would be like saying Studio Ghibli is the same as Funimation or what have you, but you get my meaning.

The standard tropes apply to the majority of JRPGs, and if you don't like the setup of one game, you're not likely going to like many others unless you do some digging.

One of the appealing factors concerning WRPGs is that the emphasis on quantity is toned down considerably. There are far fewer WRPGs coming out each year than there are JRPGs. This also helps categorize them a little more.

Story Driven? Bioware or Obsidian have got you covered.
Expansive and Explorative? You've got Fallout.
Action-y? Try the Witcher or Fable.

People like when they know what they're getting out of a game. So if the games are more easily categorized, it is easier to choose what they want to play.

So like I said, if a person is not too keen on one JRPG, then don't expect them to come back to another one if it is just the same experience. People will play what they like, and nobody can change that except themselves.
 

Azure-Supernova

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Aug 5, 2009
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rockyoumonkeys said:
JRPGs are great, but they're not true RPGs, since they almost always just stick you in the role of a predetermined character (i.e. you get no control over character creation), and the story is linear (i.e. you get no control over the story). You're not "role playing" any more than you are in action games or shooters.
Or a movie or a book.

OT

This is pretty much a sensible point. Unfortunately it's pretty hard to get an uncontested definition of 'role playing' (despite the fact that it should involve PLAYING A ROLE).
The problem isn't that JRPGs have bad character development; linear gameplay and plots and stat based gameplay. The problem is that they don't seem to want to learn from their short comings and would rather keep making more JRPGs the exact same way. Allow me to take up a couple of issues and then I'll address your question.

Role Playing

This part includes character development too. The problem is that I always feel like I'm joining an RPG in the middle of a story. The characters are all there and they have motivation and pasts, but I haven't been told about them and I won't be until later. I'm thrust into a story in motion and am immediately expected to care about my character and his buddies. I'll use a popular one here, Cloud. I couldn't have cared less whether Cloud survived or not for the first hour of the game. It wasn't until some real development started that I gave a damn (even then it was very little).

Thing is, the characters are either pure hearted or downright black hearted. Anything else will eventually fall into one of the two. There are about 15 character templates which are too frequently used (sometimes even in the same game).


Outside of the character development, I love a good RPG. Resonance of Fate is possibly the best RPG I've played since Valkyria Chronicles and it even falls into some common pit falls. To answer your question, JRPGs need to pave their own way (away from their current, quickly stagnating framework) and learn from their mistakes and weaknesses. It wouldn't kill them to take a leaf from Bethesda's book and try something open ended. Not just exploration, but go the whole hog. As good as some JRPG stories are (this is very few), they end up restricting what could have been great games.
 

Ken Sapp

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Iron Lightning said:
RPG = role-playing game, not stat-building game. JRPGs, while they can be worthwhile in their own way, are not RPGs. If your actions have no impact on the story, then you are simply not playing an RPG. The term JRPG is not the proper term for the genre. Turn-Based Adventure Game is a much better discriptor of the genre. An RPG does not need visible stats to be an RPG. A game could have no stats whatsoever, be based around choices, and still be an RPG.

To better answer the OP's question: Yes, JRPGs can't be WRPGs because JRPGs are not RPGs in the first place, and that's okay.
If you are going to impact on story to determine whether or not a game is an RPG then you should dump a good majority of WRPGs from consideration as well. While WRPGs may feature more branching conversation trees and open worlds they seldom allow much if any actual impact on the story of the game. Usually it amounts to nothing more than higher stats and a few more abilities available to your character in the endgame much as if you were to wander around grinding levels in a JRPG.
 

Azure-Supernova

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Ken Sapp said:
If you are going to impact on story to determine whether or not a game is an RPG then you should dump a good majority of WRPGs from consideration as well. While WRPGs may feature more branching conversation trees and open worlds they seldom allow much if any actual impact on the story of the game. Usually it amounts to nothing more than higher stats and a few more abilities available to your character in the endgame much as if you were to wander around grinding levels in a JRPG.
The key idea here is choice. You fire up Fallout and you immediately begin to make choices. Do you choose to be death from the shadows or an all out tank? Neither, maybe you just want to sneak your way around? You can do that too. Heck, if you feel like it you can put your own little group together and take on obstacles. The point isn't that we can't mould the story to a huge extent, but it's the fact that we can do things out way.

I might not be able to overpower those guards, but I can sneak around them or if my personality is high enough I can use my guile to befriend them and use it to my advantage. The fact that I can choose how to take on a situation boosts character develpment (especially when you get a blank slate to start with) and helps me immerse in the game and its world. When I'm forced to fight Boss X with a Warrior, Black Mage and White Mage.
 

Ken Sapp

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Azure-Supernova said:
Ken Sapp said:
If you are going to impact on story to determine whether or not a game is an RPG then you should dump a good majority of WRPGs from consideration as well. While WRPGs may feature more branching conversation trees and open worlds they seldom allow much if any actual impact on the story of the game. Usually it amounts to nothing more than higher stats and a few more abilities available to your character in the endgame much as if you were to wander around grinding levels in a JRPG.
The key idea here is choice. You fire up Fallout and you immediately begin to make choices. Do you choose to be death from the shadows or an all out tank? Neither, maybe you just want to sneak your way around? You can do that too. Heck, if you feel like it you can put your own little group together and take on obstacles. The point isn't that we can't mould the story to a huge extent, but it's the fact that we can do things out way.

I might not be able to overpower those guards, but I can sneak around them or if my personality is high enough I can use my guile to befriend them and use it to my advantage. The fact that I can choose how to take on a situation boosts character develpment (especially when you get a blank slate to start with) and helps me immerse in the game and its world. When I'm forced to fight Boss X with a Warrior, Black Mage and White Mage.
JRPGs are not completely devoid of freedom of choice to choose your methods. And WRPGs are not completely freeform either. There are many instances in WRPGs which have been panned for the fact that they take away your choices at certain points in the game and generally while they give you plenty of choices through most of the game there is little if any effect on the overall story of the game.
 

Azure-Supernova

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Ken Sapp said:
JRPGs are not completely devoid of freedom of choice to choose your methods. And WRPGs are not completely freeform either. There are many instances in WRPGs which have been panned for the fact that they take away your choices at certain points in the game and generally while they give you plenty of choices through most of the game there is little if any effect on the overall story of the game.
I never claimed otherwise. The great thing about it being an RPG is that you are there to play a role and you can play it. How many RPGs can you name where you are 'the only one who can save the world'? Let's face it, in Oblivion it was fate that you got stuck in the cell which housed the Emperor's escape route. As soon as you leave, that moment of fate is over and you're a speck in a big world. You can choose to follow the story or ignore it and pave your own way. You can't impact the main story, but that's because you're insignificant. You are a means to and end and nothing more. Martin was important, the Emperor was important.
 
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I say we should let JRPG's carve their own path in the gaming industry. Just go in a direction that keeps the fans of yesterday, and brings in the fans of tomorrow. Now, some people won't like whatever direction they take, but that's to be expected.
 

Iron Lightning

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Ken Sapp said:
Iron Lightning said:
RPG = role-playing game, not stat-building game. JRPGs, while they can be worthwhile in their own way, are not RPGs. If your actions have no impact on the story, then you are simply not playing an RPG. The term JRPG is not the proper term for the genre. Turn-Based Adventure Game is a much better discriptor of the genre. An RPG does not need visible stats to be an RPG. A game could have no stats whatsoever, be based around choices, and still be an RPG.

To better answer the OP's question: Yes, JRPGs can't be WRPGs because JRPGs are not RPGs in the first place, and that's okay.
If you are going to impact on story to determine whether or not a game is an RPG then you should dump a good majority of WRPGs from consideration as well. While WRPGs may feature more branching conversation trees and open worlds they seldom allow much if any actual impact on the story of the game. Usually it amounts to nothing more than higher stats and a few more abilities available to your character in the endgame much as if you were to wander around grinding levels in a JRPG.
I agree, sir, in that shallow WRPGs certainly exist; a fact that I never disputed. You seem to be implying, a shallow RPG is a bad thing, which is why I harbor no love for JRPGs. In a JRPG, shallowness is the gold standard, open-world games of the genre are the exception that proves the rule. Yet even the most shallow WRPGs that I've played have some element of choice in them.

For example, consider Star Wars: Knights of the Old Republic, a game positively littered with choices. I could save the Republic, or conquer it. I could be a traditional Jedi Knight or a gunslinger who draws power from the Grey Side of the Force. I could do any number of things, and I left the galaxy in a state different to how I found it. Even my support characters, who themselves are fairly well personalized, I changed with my actions.

In a JRPG, I am incapable of performing any of the aforementioned actions. I cannot choose my actions beyond combat. The most I can expect to customize is my statistically determined behavior in combat, and even then my character is often confined to a relatively narrow archetype. Cloud fight with a buster sword, he cannot use axes, guns, fists, magic staffs, etc.

An RPG cannot be an RPG without choice. I submit to you that while JRPGs may be good in their own way they are oftentimes not RPGs. Of course, there's nothing wrong with linearity or with not being an RPG. JRPGs ought to be known as Turn-Based Adventure Games, for that is what they are.
 

Arawn.Chernobog

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JRPGs are good, but they aren't RPGs... they are interactive adventure stories... and they can be good or bad.

RPGs originate from the Western tabletop dice-games (that are actually called RPGs as in Role Playing Games) and later on combined elements western console adventure games with inventory management and simple word commands. They were entirely based on choice and character growth and evolution, the biggest example of what an RPG truly is would be Elder Scrolls 2: Dagger-fall or even Baldur's Gate. What aren't RPGs by definition? Final Fantasy titles; JRPGs; The entire Fallout Series; etc.
They do however BORROW elements from RPGs and are not bad games.

tl;dr: JRPGs are not RPGs in the definition of the genre from it's origins but they aren't bad games.
 

TheLefty

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I don't care what other people play, but if JRPG makers want my money (which isn't much) they could take a tips from Bethesda and Bioware. At the same time they don't need to jump the ship, they're fine the way they are for other people.
 

SpaceMedarotterX

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JRPGs and WRPGs are both stale
Square and Enix has been making the same game for years
Bioware and Bethseda have been making the same game for years, infact Bioware hasn't even bothered to change the cast in there games, and when they got there hands on sonic they changed the characters to fit there archetypes.
JRPGs Suck
WRPGs Suck
JRPGs Rule
WRPGs Rule
Innovation is good
Innovation is bad

Did that cover it?

Honestly both genre's need to take some cues from each other, but you know my opinion?

It was my opinion back before the internet fucked it up, it's that there are RPGs, back before people got antsy about where something came from rather than how it played, back when a game wasn't judged by who made it but by how it played.

Just call them all RPGs because they are, they aren't the same kind of RPGs ever since the addition of voice acting and most devs trying to hammer it down into a straight line starting with FFX and thankfully averted with XII. but none the less they are RPGs.

And if you mention 'girly men' or 'bald space marines' and you consider EITHER to be a point against/in favor of a game, grab a rope, tie it into a noose and hang yourself you waste of oxygen.
 

Iron Lightning

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j-e-f-f-e-r-s said:
I take a little issue with with your description of KOTOR. It was less "Save/Conquer the Republic" and more a choice between 'saving the Republic' and 'pretending to save the Republic until the last 20 minutes, and getting a different ending cinematic'. There wasn't any grey side of the force, it was either Light or Dark. And most of the choices really made bugger all difference beyond you getting +5 Dark/Light side points.

Don't get me wrong, I love KOTOR. But it's not the second coming of RPG Jesus that a lot of people make it out to be, and a lot of the illusion of choice in the game really is nothing more than that- illusion. Smoke and mirrors. It was no doubt helped by the fact you could choose, to an extent, what order you visited the various planets in, but ultimately it was a linear story that let you make little cosmetic changes along the way.

And besides, it wasn't until KOTOR II that you could really start to change characters with your actions.
You'll forgive if I'm misrepresenting things a little. However, I must say that choices did have consequences, despite the linearity of the main story. Yea, it is true that most of those consequences had little affect on your character. My point is that they did change things, if I go and kill everyone, then everyone remains dead. A decision that one usually doesn't get in JRPGs. You could still change supporting characters, to a minor degree but your effects are nevertheless present.

Oh and there is a Grey Side of the Force, by which I mean neutrality on the Light/Dark axis. That's pretty much what defined the character: Jolee Bindo.

Oh, and KOTOR is certainly not the second coming of RPG Jesus, Arcanum: Of Steamworks and Magick Obscua is.

Believe it or not, there are JRPGs that let you 'build' your character. I can't be arsed to list anymore, but I mentioned several in my above post.

And Cloud is no more narrow a character archetype than JC Denton is a 'cyberpunk-secret-agent-in-a-trench-coat' archetype, or your character in Morrowind is a 'messianic' archetype. Sure, you can change their skills, and affect the story, but there are still parts to your character that are beyond your control. You can't not make your Morrowind character a fantasy Jesus, just like you can't not make JC Denton a (admittedly badd-ass) walking cyberpunk cliche (even if he does spout some good philosophy).
Fair enough, I'll concede that point, forgive me for unfairly generalizing. One thing though, I wasn't talking about Cloud's character, but about the relative narrowness of his mechanical function.

And as I said, there are plenty of JRPGs with choice. Less so recently, as they've all started to follow the same formula, but go back a generation or two, and your JRPG characters were often just as customizable as any character from a WRPG. Don't let one or two famous franchises colour your view of an entire genre. That would be like saying every single FPS is like Half-Life, which is blatantly not the case unfortunately.
There we go, I said in the post which this is a response to that the JRPGs with choice are the exceptions that prove the rule. I admit that I was not much of a fan of JRPGs back in the day, which means that I don't remember those old JRPG choice-filled games. The problem is that many recent JRPGs have done away with choice; I'm certain that you would agree this makes the offenders no longer RPGs. My point that an RPG, by defintion, needs choice still stands.

I am saddened that there even needs to be a distinction between RPGs just based on the location of their development. While WRPGs can still vary greatly, the term JRPG has been used to define an exclusive list of cliches. You admit that the genre is stagnating, which is never a good thing. All I ask is that JRPGs experiment a bit with choice, non-turn-based mechanics, and different art styles. I know for a fact that a few JRPGs have already done such, but the fact that the majority continues to wallow in linearity unquestionably weakens the genre.
 

SpaceMedarotterX

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j-e-f-f-e-r-s said:
Iron Lightning said:
You'll forgive if I'm misrepresenting things a little. However, I must say that choices did have consequences, despite the linearity of the main story. Yea, it is true that most of those consequences had little affect on your character. My point is that they did change things, if I go and kill everyone, then everyone remains dead. A decision that one usually doesn't get in JRPGs. You could still change supporting characters, to a minor degree but your effects are nevertheless present.

Oh and there is a Grey Side of the Force, by which I mean neutrality on the Light/Dark axis. That's pretty much what defined the character: Jolee Bindo.

Oh, and KOTOR is certainly not the second coming of RPG Jesus, Arcanum: Of Steamworks and Magick Obscua is.
While I see the point you make about Jolee Bindo, I'd argue that from a gameplay perspective, there isn't really 'Grey'. All the morality in the game equates to light side and dark side, and accordingly I feel that 'grey' in KOTOR is simply an absence of both light and dark. You don't get to make neutral choices in the game and recieve 'grey side points'. I digress, however...

It's true that most JRPGs don't offer choice on a similar level to KOTOR, but then I'd argue that there are still very few (in context of course) WRPGs that offer anything like the same level of choice.

The Elder Scrolls lets you make choices, certainly, but few of them (if any) actually affect the story, and most of the freedom in that game comes from the sandbox nature of the world (though admittedly, you can craft your character in pretty much whatever fashion you want).

Deus Ex certainly offered choice, and in my opinion did it far better than KOTOR. Even then, the story was still fairly linear throughout (killing a character at one point as opposed to another has very little actual effect on the story), the number of choices you got to make developing JC wasn't huge (considering that the augs were either-one-or-the-other affairs: you couldn't install Melee Upgrade and Strenth Upgrade, for instance). Most of the choice in that game simply came from whether you wanted to play Rambo style or Splinter Cell style.

Bioware games have carried on the KOTOR mentality to choice, (to the point were some argue, not entirely without justification, that they're essentially making the same game), but as I mentioned above, a lot of it is simply smoke and mirrors. Regardless of what you do in Mass Effect 1, you're still going to end up in exactly the same position at the start of Mass Effect 2.

I can't think of many others atm, apart from The Witcher, which truth betold I've not played yet, so I can't really comment.

Point being, even in the West, very few games manage to take the idea of choice and actually use it well. Most of the time it's simply used as an idiotic way of either turning your character into a shining angel or a slavering hellspawn. I personally found Final Fantasy IX to be a much better examination of morals and right/wrong than Fable. If a game can use moral choices to highlight ethics, then all good, but simply adding a few black/white choices into your game doesn't equal this.


Fair enough, I'll concede that point, forgive me for unfairly generalizing. One thing though, I wasn't talking about Cloud's character, but about the relative narrowness of his mechanical function.
Insofar as he uses a sword, yes. You can still deck him out to be a healer, a thief, a mage, a summoner, anything you fancy really. It may not make a huge difference outside battle, but in battle it creates a world of possibilities.


There we go, I said in the post which this is a response to that the JRPGs with choice are the exceptions that prove the rule. I admit that I was not much of a fan of JRPGs back in the day, which means that I don't remember those old JRPG choice-filled games. The problem is that many recent JRPGs have done away with choice; I'm certain that you would agree this makes the offenders no longer RPGs. My point that an RPG, by defintion, needs choice still stands.

I am saddened that there even needs to be a distinction between RPGs just based on the location of their development. While WRPGs can still vary greatly, the term JRPG has been used to define an exclusive list of cliches. You admit that the genre is stagnating, which is never a good thing. All I ask is that JRPGs experiment a bit with choice, non-turn-based mechanics, and different art styles. I know for a fact that a few JRPGs have already done such, but the fact that the majority continues to wallow in linearity unquestionably weakens the genre.
I do think the genre is stagnating, and needs some fresh ideas. And I'm certainly all for introducing greater character customization as long as it is appropriate. A game like Final Fantasy IX, for instance, wouldn't work with customization like that (what the series calls the Job system) simply because the character classes don't just affect the gameplay, but are also examined in the game's stories and themes. Zidane isn't just a thief in battle, he's a thief full time, and some of the other characters are quick to judge him on it.

I also think it's a little unfair to accuse JRPGs of not changing art styles when WRPGs, as I mentioned, are still almost entirely in thrall to Lord Of The Rings. You can paint your elves as a segregated minority, or your orcs as misunderstood warriors, at the end of the day they're still elves and orcs, and a bit more variety wouldn't hurt. It's like every sci-fi show/film since Star Trek not just borrowing the ideas, but also nicking the vulcans, the klingons and the borg as well. While most JRPGs do have a very anime-feel to them, they also do tend to vary world-wise from game to game. Though again, there is a recurring template which is becoming more and more popular.

Any way, to finish. At the end of the day, I'm simply warning against non-linearity for its own sake. If a Japanese developer can integrate wide character customisation with a branching story line, and really make it work, then I'm all for it. Legend Of Mana and Chrono Trigger already suceeded at that (in my opinion) and there's no reason why other games can't do the same. At the same time, there are a lot of flaws I can't stand in WRPGs which I would hate to see become the norm in JRPGs: NPCs who aimlessly mill around and bump into one another like brain dead schools of fish, the feeling that your character is just a stat robot who's every action is dictated by numbers, the often times ridiculous situations that arise when the AI can't handle a situation that's cropped up (see any Bethesda game for examples of this). If keeping away from these features means that JRPGs aren't really RPGs, then so be it. As Juliet said, "What's in a name?" All I ask is that my games be fun to play, and both WRPGs and JRPGs fulfil that for me.
Jumping in, even though I pointed out that I hate the generlization. Think of Neverwinter Nights. While your quests forwarded the plot, you were just the guy standing on the sidelines while Aribeth and everyone else played out the drama. That to me is a big problem with RPGs from the Bethseda/Bioware side (although not so much now)

Look at Oblivion, the point isn't that your the hero it's that your finding the hero who's going to end up fulfilling his destiny. it just gives the feeling that while you may be in a wide open sandbox, you are entirely pointless. However that is just my opinion in relation to certain games. Certainly KOTOR was about Revan and you weren't really carting people too and from there destinations.

And remember thats a big complaint about FFXII which I love to death, that Vaan in essance was just the tag along to the adventure, sure he stabbed Vayne in the end but he's one of the most insulted characters from the game (a little unfairly in my opinion)

Sure the 'Hero of Neverwinter' is the one who wins in the end but it never really felt like your story.

It's near IMPOSSIBLE to replicate the Pen and Paper experiance, I should know because there's no party exploring every nook and cranny of an empty house that the GM tries to make expressly clear is empty which only convinces them to try the most inane things to find something (Our Mutants and Masterminds game is hilarious, we are the most insane party ever) Anyway I digress

Look at something like WKC for a good example of the 'Oblivion Fail' in an RPG by a GOOD Dev (Level 5) you make your avatar in one of the most indepth character creators ever... and he doesn't even talk, and after the early cutscenes he just stands in the background. You don't feel like a hero you feel like your carting the heroes all around. And I mean if the point of the game is that your in a position to not take the limelight then sure that can be a good thing.

Look at Final Fantasy Tactics, Ramza really has nothing to do with the War of Lions, his goal is related to simply rescuing his sister from the Lucavi. His deeds are never recorded or praised. But that was the point and indeed the whole point of the Ivalice Alliance, to focus on the stories that people overlook, beyond the big battles and beyond the superficial war between heroes and villains. One of the reasons I don't think FFXII was well received (besides being paced up the arse) was that your characters weren't involved in the big war, and at the end of the game nobody knew what they had done. That's the POINT of the story, to focus on the behind the scenes little things.


So, Sorry to get involved in your discussion I thought I would just throw this Tidbit out.