RolStoppable said:
It's like XCX was the first time you've played a JRPG. There are countless games that have a narrative of urgency at one point or another, yet the player's progress gets interrupted by mandatory errands or he gets to do the dumbest sidequests at his leisure. My take on that issue? Game logic cannot mimic proper logic at all times, otherwise it is detrimental to the experience. Another example of game logic would be enemies in Super Metroid: If you kill them, they drop missiles or power bombs. This doesn't make any sense if you give it the slightest bit of thought, but it works damn well as game logic. This example obviously applies to tons of other games as well. Once you stop to think about game logic or don't question it, such things will stop to bother you when playing a game. I am so used to it that I don't care anymore when a narrative tries to create a sense of urgency; I don't feel it if there's no time limit displayed on screen, because in such a case I immediately know that there is no need for urgency. Or in other words, time limits create urgency, narratives do not. |
I haven't played a ton of JRPGs, though admittedly most of my experience lies in the old Final Fantasy style turn based games. I don't recall anything like that in any of the ones I played, but I could be forgetting.
For the second point, I'd argue that what you're calling "game logic" is really two seperate category. There are the obvious leaps in logic the game makes in order to circumvent the laws of nature/physics. Super Metroid has enemies drop health pickups, Xenoblade X lets you walk straight through cars, Devil May Cry lets you juggle enemies in the air with bullets, etc. Generally speaking, I think everyone can accept those. What I find myself less willing to simply go with is leaps in logic to circumvent rational decision making, and this is in large part because characters are what we get ourselves invested into (ideally, anyway). In nearly all cases, a story needs to have relatable characters to engage its audience, and if its characters are off being complete idiots, then the entire story begins to fall apart (see Metroid: Other M for details). While I wouldn't advocate that all games attempt to remain true to the laws of nature as we know them, I would argue that all games should try to make their characters' decision making at least semi realistic at all times; at least, those that are interested in telling any sort of compelling narrative.
(Tl;dr: A game doesn't necessarily need realistic physics to have compelling gameplay, but it does need realistic characters to tell a believable story)
Finally, I've never really bought into the "once you get used to it" excuse, because that is legitimately an argument of nothing more than "once you see enough examples of failure, you lower your standards." And I'd rather not lower my standards. As someone who believes that video games can be an excellent medium for storytelling, I don't think we should simply all brush off a failing that could have easily been worked around as "meh, everyone else does it, whatever."









