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Forums - Gaming Discussion - Getting slightly tired of battle transitions/forced battles in JRPGs.

Ugh, so I'm trying to juggle playing through playing SMTIV and Earthbound at the same time, and I just hit a wall where I can't bear to play one or the other anymore because of the battle transitions. Well Earthbound is more forgivable considering the weaker hardware limiting the game, but why do so many modern JRPGs still have the same "Touch one enemy-get force transitioned to arena" sequence? 

It really kills the pacing if you're just trying to explore the world and it's annoying to have to go into the menu everytime you don't want to fight and choose "run". 

I mean if developers purposely have to include an item or skill (Repels, Holy bottles and the like) to fix this, they have to know that there is a problem with the system right? 

(Pokemon kinda exempt from this due to the whole transition sequence being integral with the context of the world it's trying to define. Still don't like them being forced though)



http://gamrconnect.vgchartz.com/profile/92109/nintendopie/ Nintendopie  Was obviously right and I was obviously wrong. I will forever be a lesser being than them. (6/16/13)

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So... you want an adventure title?



Generally speaking, you're tired of typical JRPG's, and thus you should quit. That's like saying I don't like Isometric view and then saying I wish starcraft wasn't in isometric view. It's a style that many clamour for (I'm in the middle), some people have gotten their panties in a bunch because of FFXII and FFXV straying from this very thing you do not like. Some people won't even call Dark Soul's a JRPG...

Aside from like FFXII, Xenoblade, Valkyrie profile, Valkyria Chronicles, Kingdom Hearts, Dark Soul's non-typical JRPG's!



morenoingrato said:
So... you want an adventure title?


JRPGs can still be JRPGs without them. This is a renmant of when they couldn't have all the enemies on the screens when players were exploring, and needed to "load" the battle when hardware was weak. 

Most WRPGs all but already abandoned this mechanic. I'm saying JRPGs should become WPRGs, but rather adopt some of the more modern mechanics they're applying like Xenoblade and Dark Souls did. (And they were each considered the best JPRGs on 7th consoles go figure)

 

 



http://gamrconnect.vgchartz.com/profile/92109/nintendopie/ Nintendopie  Was obviously right and I was obviously wrong. I will forever be a lesser being than them. (6/16/13)

That's just how old styles JRPGs work, I personally don't mind them all that much, but I do understand why some people find them annoying.

In SMT IV I find extremely easy to avoid enemies in open areas, although it is practically impossible to avoid them in the world map, don't really mind this because I think those battles are easier than the ones in the open world, so they go extremely quickly (to the point where in some of them I auto attack).

I do admit that I generally don't like playing more than 1 JRPG at time, and after I beat one I quickly move to another genre, but I do this with every game. I rarely play a sequel right after I finish the first game because (if the gameplay is the same) I get bored very quickly. I like to take a rest between similar games.



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ishiki said:

Generally speaking, you're tired of typical JRPG's, and thus you should quit. That's like saying I don't like Isometric view and then saying I wish starcraft wasn't in isometric view. It's a style that many clamour for (I'm in the middle), some people have gotten their panties in a bunch because of FFXII and FFXV straying from this very thing you do not like.

Aside from like FFXII, Xenoblade, Valkyrie profile, Valkyria Chronicles, Kingdom Hearts, Dark Soul's non-typical JRPG's!

I'm totally ok with the battle transitions when gameplay is all inherently menu based like in SRPGs like Fire Emblem. (Huh, now that I think about it, FE:A also uses some tricks like Ablaze music to help smooth out the battle transitions. Possibly why it scored that much higher)

Though forced battling I have a bit of a problem with.

Already got through playing Xenoblade. One of the best parts of the game was exploring the world. And the game doesn't force you into a menu or a battle phase when you get attacked. You can choose when to enter fight mode. Imagine if all the encounters were forced in that game. It would really drag on and interfere with the defining of the world.

Even Japan acknowledged it in their user reviews.



http://gamrconnect.vgchartz.com/profile/92109/nintendopie/ Nintendopie  Was obviously right and I was obviously wrong. I will forever be a lesser being than them. (6/16/13)

Otakumegane said:
ishiki said:

Generally speaking, you're tired of typical JRPG's, and thus you should quit. That's like saying I don't like Isometric view and then saying I wish starcraft wasn't in isometric view. It's a style that many clamour for (I'm in the middle), some people have gotten their panties in a bunch because of FFXII and FFXV straying from this very thing you do not like.

Aside from like FFXII, Xenoblade, Valkyrie profile, Valkyria Chronicles, Kingdom Hearts, Dark Soul's non-typical JRPG's!

I'm totally ok with the battle transitions when gameplay is all inherently menu based like in SRPGs like Fire Emblem. (Huh, now that I think about it, FE:A also uses some tricks like Ablaze music to help smooth out the battle transitions. Possibly why it scored that much higher)

Though forced battling I have a bit of a problem with.

Already got through playing Xenoblade. One of the best parts of the game was exploring the world. And the game doesn't force you into a menu or a battle phase when you get attacked. You can choose when to enter fight mode. Imagine if all the encounters were forced in that game. It would really drag on and interfere with the defining of the world.

Even Japan acknowledged it in their user reviews.

That's probably because Xenoblade is build to have exploration, and thus the developers obviously realize that random encounters or forced battles wouldn't work. 

In SMT IV for example the amount of exploration in the world map is very little (some few chests and relics here and there, but nothing major), and in the open areas where there are more chests and relics the battles are very easy to avoid (for the most part), and still there isn't THAT much exploration in this areas.



Nintendo and PC gamer

morenoingrato said:
So... you want an adventure title?

Final Fantasy 12, Xenoblade, Chrono Trigger, White Knight Chronicles are RPG's that dont have transition screens and they feel just fine. Transition screens were made to fight technical hurdle that no longer exist. I understand your sentiment though. Preserving certain tradition is important but there are some tradition's that need to be tossed and the JRPG genre suffers from alot these. I want to see JRPG's survive as a console worthy genre. It will not survive on the "how to create a JRPG: 90's edition". JRPG's are so... limited or held back nowaday's. Becoming WRPG is not the answer but recreating what a JRPG is the right step



osed125 said:

That's just how old styles JRPGs work, I personally don't mind them all that much, but I do understand why some people find them annoying.

In SMT IV I find extremely easy to avoid enemies in open areas, although it is practically impossible to avoid them in the world map, don't really mind this because I think those battles are easier than the ones in the open world, so they go extremely quickly (to the point where in some of them I auto attack).

I do admit that I generally don't like playing more than 1 JRPG at time, and after I beat one I quickly move to another genre, but I do this with every game. I rarely play a sequel right after I finish the first game because (if the gameplay is the same) I get bored very quickly. I like to take a rest between similar games.


This is most likely why the game hasn't exactly clicked for me yet. I haven't had the chance to really define Tokyo and it's gnawing at me. I just really want to see the city and the areas. Just get some chances to really look at it.

I can't play old-style JRPGs for more than 2 hours at a time because of the pattern of transition becoming tedium. But I could play Xenoblade and TWEWY (which also didn't have forced battles and allowed you to choose exactly what kind of battle you wanted to have) for more than 4 at a time.

Sometimes I just wanna chill in the game and soak in the atmosphere. JRPGs aren't very good at this whole "abnegation" thing a lot of times.



http://gamrconnect.vgchartz.com/profile/92109/nintendopie/ Nintendopie  Was obviously right and I was obviously wrong. I will forever be a lesser being than them. (6/16/13)

osed125 said:
Otakumegane said:

That's probably because Xenoblade is build to have exploration, and thus the developers obviously realize that random encounters or forced battles wouldn't work. 

In SMT IV for example the amount of exploration in the world map is very little (some few chests and relics here and there, but nothing major), and in the open areas where there are more chests and relics the battles are very easy to avoid (for the most part), and still there isn't THAT much exploration in this areas.

Don't you think that part of why there isn't much to explore is because of the battle system? Such encounters force one to take a long time even getting through a medium sized area. Developers could create a lot more explorable worlds free from a constrainting mechanic.

Maybe part of why traditional JRPGs have flocked to handhelds is because the whole "change of pace" and the "static" nature of turn-based that just fits a lot better on the go when you can just close it, wait some minutes, open it and you don't miss out on a thing.



http://gamrconnect.vgchartz.com/profile/92109/nintendopie/ Nintendopie  Was obviously right and I was obviously wrong. I will forever be a lesser being than them. (6/16/13)