Onmi said:
Fraser.J.A said:
Can I summarise this thread real quick?
"Everything about JRPGs."
Yeah sure. You are now COMPLETELY UNORIGINAL thus becoming the thing you hate.
Well, no, I was
summarising this thread, thus becoming, er, totally accurate as it turns out, since the majority of the cliches people have been complaining about are endemic in JRPGs. The fact that I agree with them is purely coincidental.
Avida said:
JRPGs are a horribly mistreated genre, and they shouldn't be for games with normally deep storylines, combat, better characters and dialogue than most other games, if a bit predictable. Hell even graphics and sound are often top-notch. Why all the hate?
Because this isn't a thread about combat, graphics or sound, it's a thread about cliches, and JRPGs are some of the most cliche-ridden games around. Virtually every character in any given JRPG is one of about a dozen basic archetypes: Cutesy Eternally-Optimistic Girl (secretly hiding a sad heart!), Surly Teenage Misanthrope (secretly hiding a loving heart!), Touchy Girl Who Over-Reacts To Everything (secretly hiding an insecure/socially-conservative heart!), Cheerful Rogue Who Only Looks Out For Himself (secretly hiding a caring heart!), Just Plain Wacky/Crazy Fool (secretly hiding a sane brain!), Plucky Big-Eyed Waif Child Who Tries Real Hard (secretly... wait, no, this one's pretty much all surface), etc. This wouldn't be so bad in a genre that didn't depend so much on narrative and empathy for the characters, but it can be hard to feel like the NPCs are real people when nearly any of them could be swapped with the equivalent character from any other JRPG without making a difference.
JRPG plots are just as bad - does this sound familiar? "Many years ago an ancient dark power threatened to destroy all life, but it was stopped in a very dramatic fashion by ancient heroes and bottled up somehow. Since then the world has flourished into a fantasy-medieval agricultural paradise. Now the ancient evil has escaped its confinement and is threatening to destroy the world again. For some reason, the only one who can stop it is an anti-social/happy-go-lucky teenage boy."
And the storylines in most JRPGs aren't deep, they're just complicated. Ray Huling's Escapist article from a few weeks ago, The Battleship Final Fantasy [http://www.escapistmagazine.com/articles/view/issues/issue_179/5544-The-Battleship-Final-Fantasy], explains it better than I could:
[blockquote]Much of the acclaim for FFIV's plot focuses on its complexity. At least six major betrayals occur. Four playable characters suffer amnesia or mind control. Five playable characters commit suicide for noble ends. Four of them recover. Cecil's best friend, Kain, supports him, betrays him, supports him again, betrays him again, then, finally, supports him once more. Three playable characters turn out to be related. Seven turn out to be nobility.
What both fans and the developers of Final Fantasy have misunderstood is that no one enjoys this plot for itself. In its own right, the plot of FFIV is idiotic. It just seems good because we mistake the fun of playing a varied game for delight in a winding narrative. FFIV has such risible convolutions because these betrayals and deaths and family ties justify the constant rotation of the party roster. They vary gameplay. It's one thing to face down challenges with a Dark Knight and a Dragoon; it's something quite different with a Paladin, two kid magicians and an old wizard. The plot serves merely to explain why the player has one set of options rather than another.[/blockquote]
Another common trick JRPGs use to simulate depth is to always be giving out "profound" life lessons. Hence the double-sided characters: the sarcastic kid who hates everyone learns the value of friendship, the touchy girl who's always yelling at boys learns to open her heart to love, the egocentric one learns to respect their family, blah blah blah. But these lessons are always presented with the depth and skill of a television soap opera's Christmas special. It's
embarassing.
Admittedly, the cliches in JRPGs stand out more to Westerners because they're standards of a different culture. There are plenty of cliches in Western games - because the world needs more grizzled macho space marines, apparently - which aren't as distinctive because they fit into the rest of the culture we're used to (e.g. action films starring grizzled macho muscle men). That doesn't make the Japanese games any less repetitive, though.
EDIT: I nearly forgot! Why does
every Japanese game have to have a boy who looks like a girl?