By using this site, you agree to our Privacy Policy and our Terms of Use. Close

I'm more concerned about how the battles are going to hold up throughout the dungeons. One of the biggest weaknesses of the jrpg genre overall (doesn't apply to all of them) is that non-boss battles tend to be very boring and seem very repetitive and bland. It's not a problem with turn-based systems (Eternal Sonata has rhythm button pressing and button mashing elements and the combat was very boring to me. Tales of Vesperia's combat, which is more action-oriented, bored me. Tales would be so much better if there was no transition from the dungeon to the battle screen. It would breathe life into the combat if you fought enemies right in the environment you are exploring in. I preferred the turn-based jrpgs on the 360 to those games). Those are really fun for boss battles. It's how you utilize the turn-based combat in your game scenario to keep combat fresh throughout the game. Dungeon design is definitely important but the most important thing for jrpg developers to do is take a step back and think to themselves, "is going through this dungeon fighting monsters fun?" Because let's face it, combat is what you are going to be doing throughout the majority of these games and if that is boring for the most part, that is unacceptable.