Quantcast
The Most Annoying Parts of JRPGs

Forums - Gaming Discussion - The Most Annoying Parts of JRPGs

You should try to finish Xenosaga as well as Episodes 2 and 3. To this day I am still thinking about the philosophical and religious theming of the story. I am wondering what the artists are trying to say with the Shion Uzuki character.



Around the Network
Cerebralbore101 said:


6. Not knowing where to go next. 

Some older JRPGs give you almost no real direction. You have to go to a certain area to trigger a cutscene, and before you do the game is just locked down. 

I love the Etrian Odyssey series, because it skips all of this and more. There's always a point to fights, even if it's to kill enemies in a certain manner to get good item drops. Attack animations are fast, and to the point. Random battles are once every ten or so steps, which is a nice pace. Your entire party is always accessible. No plot raisins needed. A customizable HUD map on the bottom screen, so you never get lost. Where do you go next? To the next stratum of course! 

 

I don't care what people say about "handholding", I welcome it if I can avoid the infuriating experience of not knowing where to go.

Mario and Luigi Superstar Saga was the worst offender of this in my experience. I really liked the mechanic and quirkiness of the game but there is one instance early on in the game where some villagers are working on a bridge and they don't tell you much else but "Come back later."

You can leave your GBA on for a million year and they'll still tell you to come back later.

"But just explore or talk to other NPCs".

The game should hint or point at me to do something else. "Go see  the village's Great Elder" type of dialogue or whatever. That would be good enough. I remember distinctly going in circles talking to NPCs or going to different locations trying to get something to trigger with no success. Wandering around and talking to NPCs to get something trigger is not fun unless it's done in a a way where the game naturally guides you to do so. 

And it gets so much worse if you play games where random encounter rates are 10 times higher. FF VII and IX had some really annoying instance of me not knowing where to go and there would be countless of boring, pointless and repetitive battles that would take place. And this would needlessly stretch gameplay time for hours and by that point I don't even  find exploring the world of a game fun because of it. Older RPGs were really bad with not only communicating where the players had to go, but also making those locations accessible (janky 3D graphics overworld or sometimes the layout of the world was messy). 

People criticized the linearity of FF XIII, but I for one was happy it didn't waste your time giving cryptic information or direction and just led you exactly where you needed to go to advance further in the game. 



Really annoying characters like Tidus and Sylvando.



danasider said:
Cerebralbore101 said:

What parts of JRPGs really annoy you? Here's mine in no real order...

1. Easy pointless battles

Some JRPGs will make their fights so easy that you can just turn on auto-attack, and win the fight within the first turn. No strategizing required. 

2. Long attack animations

Performing a big attack shouldn't take up a 5 to 10 second animation. And if it does, then it should be your strongest attack. One that you only intend to use on a boss. 

3. A random battle every three steps

Yep. I am not a fan of this. Maybe having one every 5 to 10 steps is fine. Every three though? That's grind. 

4. Being forced to use/lose a party member, because plot raisins demand it. 

Yeah, just let me use whatever characters I want. Oh, you've been leveling up this one character forever? It would be a shame if he suddenly became unavailable for 1/3rd of the game due to plot raisins! 

5. Windy confusing dungeons, with no map HUD. 

Oh, man I really hate it when I'm in a dungeon with a thousand forks in the road. Only one of them leads to the boss, and the others lead to dead ends or treasure. Combine this with frequent fights, and you can just get lost for ages. 

6. Not knowing where to go next. 

Some older JRPGs give you almost no real direction. You have to go to a certain area to trigger a cutscene, and before you do the game is just locked down. 

I love the Etrian Odyssey series, because it skips all of this and more. There's always a point to fights, even if it's to kill enemies in a certain manner to get good item drops. Attack animations are fast, and to the point. Random battles are once every ten or so steps, which is a nice pace. Your entire party is always accessible. No plot raisins needed. A customizable HUD map on the bottom screen, so you never get lost. Where do you go next? To the next stratum of course! 

1. Agree

2. Sort of agree. Most games offer a way to get the short version if it's a problem. I love the spectacle, but yeah, I don't want to see it all the time.

3. Agree

4. Sort of agree. I hate the idea of losing a character I was invested in, but the roleplaying part requires you to deal with things that happen. If the gameplay doesn't reflect what's going on with the story, it's kinda a bad RPG in my mind.

5. Sort of agree. I liked Final Fantasy XI. It had crazy dungeons and no hud. You could find or buy maps but even then, it wasn't so easy to navigate (like looking at a map). But because the dungeons had a purpose and you worked with others, there was strategy to what you're doing. It wasn't just a maze to get through to move onto the next area without dying. So for 99% of the RPGs, I hate windy dungeons with no hold handing.

6. Definitely disagree. I am so tired of the hold handing in games. The older RPGs had an element of exploration. Sure, it could be frustrating some times, but most of the time I enjoyed finding what to do next on my own. Now, everything has a triangle over the head (beat this thing) or some icon on a map to travel to. No sense of roleplaying or existing in that world whatsoever.

One of my issues with JRPGs is the melodrama. Sure, many of these games have great stories, but they can get a little hammy and silly. Some parts can make me feel like I'm playing a soap opera. But most of the parts in between keep me invested.

You can still explore with the hint over there. Which even help you avoid to progress the story without wanting.

BraLoD said:
DonFerrari said:

Sorry but LoD isn't a JRPG....

It is a JSRPG, Japanese Super RPG. or JBRPG, Japanese Best RPG.

If only all games were LoD...

I guess you would be a little tired on LoD 10050

yoscrafty said:
Cerebralbore101 said:


6. Not knowing where to go next. 

Some older JRPGs give you almost no real direction. You have to go to a certain area to trigger a cutscene, and before you do the game is just locked down. 

I love the Etrian Odyssey series, because it skips all of this and more. There's always a point to fights, even if it's to kill enemies in a certain manner to get good item drops. Attack animations are fast, and to the point. Random battles are once every ten or so steps, which is a nice pace. Your entire party is always accessible. No plot raisins needed. A customizable HUD map on the bottom screen, so you never get lost. Where do you go next? To the next stratum of course! 

 

I don't care what people say about "handholding", I welcome it if I can avoid the infuriating experience of not knowing where to go.

Mario and Luigi Superstar Saga was the worst offender of this in my experience. I really liked the mechanic and quirkiness of the game but there is one instance early on in the game where some villagers are working on a bridge and they don't tell you much else but "Come back later."

You can leave your GBA on for a million year and they'll still tell you to come back later.

"But just explore or talk to other NPCs".

The game should hint or point at me to do something else. "Go see  the village's Great Elder" type of dialogue or whatever. That would be good enough. I remember distinctly going in circles talking to NPCs or going to different locations trying to get something to trigger with no success. Wandering around and talking to NPCs to get something trigger is not fun unless it's done in a a way where the game naturally guides you to do so. 

And it gets so much worse if you play games where random encounter rates are 10 times higher. FF VII and IX had some really annoying instance of me not knowing where to go and there would be countless of boring, pointless and repetitive battles that would take place. And this would needlessly stretch gameplay time for hours and by that point I don't even  find exploring the world of a game fun because of it. Older RPGs were really bad with not only communicating where the players had to go, but also making those locations accessible (janky 3D graphics overworld or sometimes the layout of the world was messy). 

People criticized the linearity of FF XIII, but I for one was happy it didn't waste your time giving cryptic information or direction and just led you exactly where you needed to go to advance further in the game. 

You have so many random battles and not knowing where to go that you even forget what you have to do and end up forfeiting the game.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

the latest Star Ocean annoyed the crap out of me,instead of being epic in space i was set out to be a deliveryboy.
Played 3/4 trough the game and it still felt like my money was gone down the drain,if it was a tales game it would have been one of the dullest and i foolishy expected it to be a bigger budgettitle than those.
I just stopped playing this uninspired piece of **** :p



Around the Network
Immersiveunreality said:
the latest Star Ocean annoyed the crap out of me,instead of being epic in space i was set out to be a deliveryboy.
Played 3/4 trough the game and it still felt like my money was gone down the drain,if it was a tales game it would have been one of the dullest and i foolishy expected it to be a bigger budgettitle than those.
I just stopped playing this uninspired piece of **** :p

I was wondering if I should try the latest one...

Guess I'll give it a miss XD



Scoobes said:
Immersiveunreality said:
the latest Star Ocean annoyed the crap out of me,instead of being epic in space i was set out to be a deliveryboy.
Played 3/4 trough the game and it still felt like my money was gone down the drain,if it was a tales game it would have been one of the dullest and i foolishy expected it to be a bigger budgettitle than those.
I just stopped playing this uninspired piece of **** :p

I was wondering if I should try the latest one...

Guess I'll give it a miss XD

Not a miss, an avoidance, a tactical skip =p



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994