When Red Orchestra comes out having the small difference of not showing how much ammo you have left, it's not criticised for having a small change and otherwise being similar to other WW2 shooters. Insurgency and Operation Flashpoint don't get criticised for being unoriginal.
There's a reason for it, there's a pretty good formula that has been figured out, you carry a gun in front of you, look down the sights, try to shoot someone else before they shoot you, pick up ammo, and so on. Each game has its own tweaks, but at the core, that's what FPS fans like in their games, even though there isn't a huge difference between games running on the Quake 2 engine and running on the Unreal 3 engine.
Now with RPGs, it seems you have to be entirely original. If you use a turn based combat system that's fine for playing FF1 even (it's the open world with complete lack of direction that's the problem with it), and works great in FFX as well, it's a mark against the game. If you have a linnear story with cut scenes it's considered a mark against the game, and if you use a character with amnesia it's considered cliche.
But there's a reason people like turn based combat - it lets them think about what they're going to do - if you don't have quick reflexes it's nice to be able to slow down and think, and it takes everything about your own skill out of the equation except for strategies, so it lets you really put roleplay (to the extent that a computer allows). The cinematics are great, the visuals are usually awesome, and the story is usually good (and even if we've seen the story before, that doesn't stop people from watching a new version of Narnia or Lord of the Rings, or watching Harry Potter despite there already being books), and when it comes to amnesia, it's a good way of putting you on equal footing with the character and getting into the game. The other way is to have the main character leave their hometown (in FF8 you leave Balamb Garden almost right away, in FFX you're ripped out of Zanarkand into the future with a completely foreign land, in Tales of Vesperia you leave Zaphias right away and have never left the borders - all of them do this so that when the character discovers something for the first time, you discover it for the first time, and amnesia does the same thing).
FPS games have good reasons for being relatively unoriginal, and RPG games have good reasons for being relatively unoriginal. What is it about RPGs that gets them heavily criticised for it?
There's a reason for it, there's a pretty good formula that has been figured out, you carry a gun in front of you, look down the sights, try to shoot someone else before they shoot you, pick up ammo, and so on. Each game has its own tweaks, but at the core, that's what FPS fans like in their games, even though there isn't a huge difference between games running on the Quake 2 engine and running on the Unreal 3 engine.
Now with RPGs, it seems you have to be entirely original. If you use a turn based combat system that's fine for playing FF1 even (it's the open world with complete lack of direction that's the problem with it), and works great in FFX as well, it's a mark against the game. If you have a linnear story with cut scenes it's considered a mark against the game, and if you use a character with amnesia it's considered cliche.
But there's a reason people like turn based combat - it lets them think about what they're going to do - if you don't have quick reflexes it's nice to be able to slow down and think, and it takes everything about your own skill out of the equation except for strategies, so it lets you really put roleplay (to the extent that a computer allows). The cinematics are great, the visuals are usually awesome, and the story is usually good (and even if we've seen the story before, that doesn't stop people from watching a new version of Narnia or Lord of the Rings, or watching Harry Potter despite there already being books), and when it comes to amnesia, it's a good way of putting you on equal footing with the character and getting into the game. The other way is to have the main character leave their hometown (in FF8 you leave Balamb Garden almost right away, in FFX you're ripped out of Zanarkand into the future with a completely foreign land, in Tales of Vesperia you leave Zaphias right away and have never left the borders - all of them do this so that when the character discovers something for the first time, you discover it for the first time, and amnesia does the same thing).
FPS games have good reasons for being relatively unoriginal, and RPG games have good reasons for being relatively unoriginal. What is it about RPGs that gets them heavily criticised for it?