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Forums - Gaming - When did you give up on the JRPG?

Scoobes said:
lestatdark said:
Scoobes said:

Are you serious? Or have I read that wrong? Story-telling is the part of WRPGs that has advanced the most in recent years. The story's themselves tend to be somewhat generic but the way they tell them has embraced advances in technology and has decision-making that is incredibly impactful with serious consequences.

There is quite simply more variety and evolution in WRPGs, although I personally think this has to do with what classifies a JRPG. The requirements for a game to be a JRPG are much stricter than "It has to come from Japan". When someone does innovate it's sometimes not even classified as a JRPG anymore (e.g. Demon's Souls).

OT: I haven't completely given up on them, although I do play them a lot less than before. I just find that currently WRPGs are more worthy of my time as they tend to offer newer and more varied playstyles with story's that I find more engaging. The JRPGs I have played this gen just aren't engaging me as much as they did 5-10 yrs ago. The other problem is that I don't own a DS so I'm obviously missing out on a lot of JRPGs that I could potentially find enjoyable.

A little off topic but FFXIII has annoyed me slightly (my latest JRPG). It's tried to concentrate on story but the lack of towns means there is no respite from the constant grinding and battles... even though the battle system is probably one of the best in the series imo. The other problem is that whilst I don't mind linearity, it's so obviously linear (almost to the point of travelling in a straight line from A to B with not a lot in between) through masssive sections of the game with a major lack of side stories/quests and bonus areas other than to go back to constant grinding. Basically:

FFXIII= (Story + Grind)n

Actually it hasn't advanced all that much, especially if you take a look on how story telling was on Planescape Torment and Fallout 2. The way that the story is being told nowadays is what's different, but that doesn't mean essentialy better. 

Decision making in WRPG's isn't anything new as well, a quick run through Baldur's Gate or Icewind Dale will confirm you just that. Plus, don't forget that this all stems from the original Ultima series, which it's epitome, Ultima VIII, pretty much has every basic setting that you see in modern day WRPGs.
Plus, who can forget the expansive Elder Scrolls series, which laid the foundations for a true sandbox experience on WRPGs, especially its second iteration, Daggerfall.

I don't disagree with the fact that WRPGs seem to be evolving more than JRPGs, but it's due to the facts i've laid out in my first post. The breakout of WRPGs on consoles contributed immensily to this evolution into untapped territory. But to say that JRPGs are pretty much the same is one of the most blatant missconceptions nowadays. JRPGs have already tapped into so many different mechanics and have overlapped so many distinct presentantions, that it's difficult to find a true innovation to the genre. Even Demon's Souls stems a lot from the King's Field games.

At your first comment, I agree, the story itself hasn't advanced much (Planescape and Deus Ex being my faves, both about 10yrs old), but as you say, the telling part has and that is actually where I think the evolution has been important. Games are a very different media to books and film and it's the "telling" part that really sets it apart. So even with a poor-ish story, if they can tell it brilliantly then it can still be superb and suck you in. Take Mass Effect 2 for instance, the story is actually very generic, yet it's the way it's told and the way it grips you to actually care about the characters more than you would if it was just cut-scenes with a brilliant storyline.

The decision comment was more about the evolution of that feature. I know it's been in existence for ages. However, I don't know about you but I find the decisions have become tougher and tougher and far more mature, especially if you look at a game like The Witcher where there really is no good or evil, just completely different opinions. This in itself adds to the way the story is told and makes you care more about the characters these decisions have an effect on.

Finally, whilst JRPGs have tapped into many mechanics, I think there is still plenty of room to innovate and eventually there will be a JRPG that will come out that shows people this (of course, as I said in my original post, some may not classify it as a JRPG which is where I think this misconception stems from).

I agree that nowadays WRPGs are doing a better job at gripping players into the story, mainly because WRPGs tend to not disconnect the player from the action, instead giving you very interesting conversations and interactions. In this aspect, I think WRPGs have taken a lesson out of the Half Life book and improved it to fit the genre, and have done it well.

Decisions on WRPG have also become more mature because games themselves have been allowed to dwelve into more mature grounds than previously was "allowed" to the medium. A WRPG dealing with hommosexuality, genocide or any other controversial theme in the 80s or 90s would simply be a no go and would only further fuel the stigma of games being "dangerous". Nowadays, factoring a much bigger acceptance of video games as a true entertainement medium, WRPGs have pushed the envelope into how much themes they can explore.

That's why I said that WRPGs have been constantly pushing the envelope into untapped territory, and they have done so better than JRPGs, but that's not to say that JRPG haven't dwelved on those themes as well. Just not with the same sense of interactivity that current WRPGs provide 



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lestatdark said:
Faxanadu said:
lestatdark said:
Faxanadu said:
Halfway through Breath of Fire on Playstation.

I always stayed in love with ARPGs though, like Alundra or the Soulblazer Triology. Best stuff ever.

I've always seen Alundra more akin to a Zelda-esque type of game rather than an ARPG. Doesn't Alundra 2 fit more into the ARPG genre than Alundra?

Sorry, yes I meant Action Adventure games.

I enjoy those type of games as well. Your nickname alone is one of the best Action-Adventure RPG games ever made. I think I still have some old passwords lying about on my folks house xD

Before or after they flying boots? If after, then you are cool.



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Faxanadu said:
lestatdark said:
Faxanadu said:
lestatdark said:
Faxanadu said:
Halfway through Breath of Fire on Playstation.

I always stayed in love with ARPGs though, like Alundra or the Soulblazer Triology. Best stuff ever.

I've always seen Alundra more akin to a Zelda-esque type of game rather than an ARPG. Doesn't Alundra 2 fit more into the ARPG genre than Alundra?

Sorry, yes I meant Action Adventure games.

I enjoy those type of games as well. Your nickname alone is one of the best Action-Adventure RPG games ever made. I think I still have some old passwords lying about on my folks house xD

Before or after they flying boots? If after, then you are cool.

I think I had the wing boots, I bought them in Conflate (sp?) if i'm not mistaken. Been too long since I last played it xD 



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I think the last JRPG I played until completion was ChronoCross, which I only played because I was stuck in a hotel room for a month during a sales trip (not that it was a bad game, I just wasn't really playing console games at the time). At home I had been playing Counter-Strike a lot. After CS and a string of other PC games, I didn't play console games for a while. When I started again, I just couldn't get into JRPGs anymore. The combat is so bland to me now that I just get bored. Even though I played and loved FF7, I don't think I could play it again. I think the final nail in the coffin was when I stopped being fascinated with Japanese anime style stories. So much repetition of the same story that I can't even really play for the story anymore. What I wouldn't mind seeing is a JRPG setting done in an WRPG style. I think that would be fun to play.

I give this thread a 9.6.



Thank god for the disable signatures option.

These threads may generate replys but don't do the genre any favours. My best efforts at LO and Third Age don't give me a basis for comment here but watching the two groups of fans exchange barbs is gettting painful. Look at a list of incoming PS3 titles or this week's sales chart if you think JRPG's are dying. Read reviews for ME, DA, DS or Fallout 3 if you think WRPGs are stagnant. Your viewpoint is still valid for you of course. WRPG remains the sub-genre most likely to produce my ideal game.



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Give up on JRPGs? Nope. Give up on FF? Yep. I was losing interest with with FF7, and while FF9 gave me a light of hope, FF10 completely destroyed it, and with it, my interest in FF. I'll still watch people play it if I have nothing better to do, but... I think I'll stick with my non-Squenix JRPGs, thanks.



-dunno001

-On a quest for the truly perfect game; I don't think it exists...

r505Matt said:
Scoobes said:
lestatdark said:
fighter said:
jrpgs didn't evolve towards a mature audience the way other genres did


in most jrpgs you're stuck with the same trivial scenarios and unidimensional caracters (evil guy is being evil cause , hey, he is evil, cute caracters that require protection when they don't need it, strong independent ones that won't protect until they're in love, etc.)


Bioware games on the other hand have the most depth to their scenarios and their references are more mature than before.

Mass Effect 2 for example is being influenced by Dune (checks and balances across the galaxy, racial issues), Ender's Game (utilitarism and alienation) and other brilliant SF novels.

Actually, WRPG's haven't evolved into more mature audiences too, because it has always been it's focus since the Ultima days in the 80s. 

If anything, WRPG's have been stagnated just as much as JRPGs in the same categories, in terms of story-telling. Gameplay wise, WRPGs have deviated much from it's original roots, that's true, but so have JRPGs as well.

The only difference is that JRPGs have been doing it longer. New gameplay mechanics have been implemented on JRPGs since the SNES days, so innovation is hard to come by on the genre today. For WRPGs is easier to innovate because it still has lots of untapped territory to explore, as WRPGs have only recently begun to expand.

 

Are you serious? Or have I read that wrong? Story-telling is the part of WRPGs that has advanced the most in recent years. The story's themselves tend to be somewhat generic but the way they tell them has embraced advances in technology and has decision-making that is incredibly impactful with serious consequences.

There is quite simply more variety and evolution in WRPGs, although I personally think this has to do with what classifies a JRPG. The requirements for a game to be a JRPG are much stricter than "It has to come from Japan". When someone does innovate it's sometimes not even classified as a JRPG anymore (e.g. Demon's Souls).

OT: I haven't completely given up on them, although I do play them a lot less than before. I just find that currently WRPGs are more worthy of my time as they tend to offer newer and more varied playstyles with story's that I find more engaging. The JRPGs I have played this gen just aren't engaging me as much as they did 5-10 yrs ago. The other problem is that I don't own a DS so I'm obviously missing out on a lot of JRPGs that I could potentially find enjoyable.

A little off topic but FFXIII has annoyed me slightly (my latest JRPG). It's tried to concentrate on story but the lack of towns means there is no respite from the constant grinding and battles... even though the battle system is probably one of the best in the series imo. The other problem is that whilst I don't mind linearity, it's so obviously linear (almost to the point of travelling in a straight line from A to B with not a lot in between) through masssive sections of the game with a major lack of side stories/quests and bonus areas other than to go back to constant grinding. Basically:

FFXIII= (Story + Grind)n

Well there is a difference between content and presentation. The content of stories in WRPGs and JRPGs have remained pretty much the same throughout, but presentation has changed a little in WRPGS. Even then, it's not much. Even though I LOVE Mass Effect, I'll be the first to say you don't have any real choice, just the illusion of choice. There haven't been any serious advances in that regard, just a small step. Hopefully, there will be progression, but it's been essentially the same for years now without any significant difference. 

Unless I'm missing something? Was there a game that gave a real sense of consequences? Mass Effect 1/2 is negligible, some choices in the 1st barely affect the 2nd (this could change for 3 though). Fallout 3, very minor choices that have very regionally specific differences and don't affect the world as a whole. Morrowind/Oblivion, almost not even worth mentioning. You can kill anyone, but it can either ruin your game (killing a story NPC), ruin your ability to do some quests (quest NPC), or have no actual impact (other than getting seen/caught/arrested/fined etc.) I went on a guard-killing spree in Morrowind once; I think I killed more guards than there are actual NPCs in the city (it was the big city with the tribunal or something? I can't remember what it was called). Maybe I haven't played the game(s) you're thinking of, but I haven't seen anything that resembles real choice in WRPGs yet.

 

Am i the only one who sees how much wRpgs have evolved ?

I took the example of Mass Effect 2, if you compare it to the KOTOR series the evolution is obvious in every way. Bioware went from a StarWars type scenario (exploration) to deep moral issues with wild references (Sheperd being reborn in Mass Effect 2 is a reference to Jesus' rescuscitation, Cerberus would be god and acts the way Leibniz's god would, there's even references to current issues such as the israelo-palestinian conflict, globalization, the rising international institutions and the different modes of equilibrating them, etc., etc.).

In general there have been the adding of sand-box type mechanics, scenarios less focused on the evolution of characters themselves but on their interaction with their universe, and deeper underlying thematics than in any other genre as well as much more complex characters.

Combat systems haven't evolved that much though

 

And they are more realistic too



r505Matt said:
Scoobes said:
lestatdark said:
fighter said:
jrpgs didn't evolve towards a mature audience the way other genres did


in most jrpgs you're stuck with the same trivial scenarios and unidimensional caracters (evil guy is being evil cause , hey, he is evil, cute caracters that require protection when they don't need it, strong independent ones that won't protect until they're in love, etc.)


Bioware games on the other hand have the most depth to their scenarios and their references are more mature than before.

Mass Effect 2 for example is being influenced by Dune (checks and balances across the galaxy, racial issues), Ender's Game (utilitarism and alienation) and other brilliant SF novels.

Actually, WRPG's haven't evolved into more mature audiences too, because it has always been it's focus since the Ultima days in the 80s. 

If anything, WRPG's have been stagnated just as much as JRPGs in the same categories, in terms of story-telling. Gameplay wise, WRPGs have deviated much from it's original roots, that's true, but so have JRPGs as well.

The only difference is that JRPGs have been doing it longer. New gameplay mechanics have been implemented on JRPGs since the SNES days, so innovation is hard to come by on the genre today. For WRPGs is easier to innovate because it still has lots of untapped territory to explore, as WRPGs have only recently begun to expand.

 

Are you serious? Or have I read that wrong? Story-telling is the part of WRPGs that has advanced the most in recent years. The story's themselves tend to be somewhat generic but the way they tell them has embraced advances in technology and has decision-making that is incredibly impactful with serious consequences.

There is quite simply more variety and evolution in WRPGs, although I personally think this has to do with what classifies a JRPG. The requirements for a game to be a JRPG are much stricter than "It has to come from Japan". When someone does innovate it's sometimes not even classified as a JRPG anymore (e.g. Demon's Souls).

OT: I haven't completely given up on them, although I do play them a lot less than before. I just find that currently WRPGs are more worthy of my time as they tend to offer newer and more varied playstyles with story's that I find more engaging. The JRPGs I have played this gen just aren't engaging me as much as they did 5-10 yrs ago. The other problem is that I don't own a DS so I'm obviously missing out on a lot of JRPGs that I could potentially find enjoyable.

A little off topic but FFXIII has annoyed me slightly (my latest JRPG). It's tried to concentrate on story but the lack of towns means there is no respite from the constant grinding and battles... even though the battle system is probably one of the best in the series imo. The other problem is that whilst I don't mind linearity, it's so obviously linear (almost to the point of travelling in a straight line from A to B with not a lot in between) through masssive sections of the game with a major lack of side stories/quests and bonus areas other than to go back to constant grinding. Basically:

FFXIII= (Story + Grind)n

Well there is a difference between content and presentation. The content of stories in WRPGs and JRPGs have remained pretty much the same throughout, but presentation has changed a little in WRPGS. Even then, it's not much. Even though I LOVE Mass Effect, I'll be the first to say you don't have any real choice, just the illusion of choice. There haven't been any serious advances in that regard, just a small step. Hopefully, there will be progression, but it's been essentially the same for years now without any significant difference. 

Unless I'm missing something? Was there a game that gave a real sense of consequences? Mass Effect 1/2 is negligible, some choices in the 1st barely affect the 2nd (this could change for 3 though). Fallout 3, very minor choices that have very regionally specific differences and don't affect the world as a whole. Morrowind/Oblivion, almost not even worth mentioning. You can kill anyone, but it can either ruin your game (killing a story NPC), ruin your ability to do some quests (quest NPC), or have no actual impact (other than getting seen/caught/arrested/fined etc.) I went on a guard-killing spree in Morrowind once; I think I killed more guards than there are actual NPCs in the city (it was the big city with the tribunal or something? I can't remember what it was called). Maybe I haven't played the game(s) you're thinking of, but I haven't seen anything that resembles real choice in WRPGs yet.

Illusion is sometimes just as important as actual choice and all the negligible changes do add up to a very different experience from player to player. Try Dragon Age where the choices can have a direct impact on the world around you even if the story of slaying the dragon remains the same. From the choices as to who becomes King near the end to all the little stories in each region can have varying impact such as which faction comes to support you in the battle and the skills they bring and others that you might not even realise until the end of the game.

As you've mentioned Mass Effect, go back and play ME2 and decide not to do all the character missions, or upgrade your ship and what's the outcome at the end? You hold the balance of life and death for nearly the entire crew. How is that not an important choice? I was shocked on my second playthrough when Mordin died (no one died on my first playthrough). I think your mixing up "choice" with "complete creative control of the story!".

Anyway, the point I've been trying to make is that where WRPGs seem to have developed in the 'telling' aspect, JRPGs have developed less still relying overly on cut-scenes. It's not just presentation, but actually finding ways to make the player care about the characters around him/her. I'm not saying JRPGs don't have this but WRPGs have found newer and a larger variety of ways of making a player care about the NPC around him/her. So, even with a poor story (like the generic one in ME2), WRPGs have recently done a better job of playing to the strengths of gaming as a storytelling medium.



Scoobes said:
r505Matt said:
Scoobes said:
lestatdark said:
fighter said:
jrpgs didn't evolve towards a mature audience the way other genres did


in most jrpgs you're stuck with the same trivial scenarios and unidimensional caracters (evil guy is being evil cause , hey, he is evil, cute caracters that require protection when they don't need it, strong independent ones that won't protect until they're in love, etc.)


Bioware games on the other hand have the most depth to their scenarios and their references are more mature than before.

Mass Effect 2 for example is being influenced by Dune (checks and balances across the galaxy, racial issues), Ender's Game (utilitarism and alienation) and other brilliant SF novels.

Actually, WRPG's haven't evolved into more mature audiences too, because it has always been it's focus since the Ultima days in the 80s. 

If anything, WRPG's have been stagnated just as much as JRPGs in the same categories, in terms of story-telling. Gameplay wise, WRPGs have deviated much from it's original roots, that's true, but so have JRPGs as well.

The only difference is that JRPGs have been doing it longer. New gameplay mechanics have been implemented on JRPGs since the SNES days, so innovation is hard to come by on the genre today. For WRPGs is easier to innovate because it still has lots of untapped territory to explore, as WRPGs have only recently begun to expand.

 

Are you serious? Or have I read that wrong? Story-telling is the part of WRPGs that has advanced the most in recent years. The story's themselves tend to be somewhat generic but the way they tell them has embraced advances in technology and has decision-making that is incredibly impactful with serious consequences.

There is quite simply more variety and evolution in WRPGs, although I personally think this has to do with what classifies a JRPG. The requirements for a game to be a JRPG are much stricter than "It has to come from Japan". When someone does innovate it's sometimes not even classified as a JRPG anymore (e.g. Demon's Souls).

OT: I haven't completely given up on them, although I do play them a lot less than before. I just find that currently WRPGs are more worthy of my time as they tend to offer newer and more varied playstyles with story's that I find more engaging. The JRPGs I have played this gen just aren't engaging me as much as they did 5-10 yrs ago. The other problem is that I don't own a DS so I'm obviously missing out on a lot of JRPGs that I could potentially find enjoyable.

A little off topic but FFXIII has annoyed me slightly (my latest JRPG). It's tried to concentrate on story but the lack of towns means there is no respite from the constant grinding and battles... even though the battle system is probably one of the best in the series imo. The other problem is that whilst I don't mind linearity, it's so obviously linear (almost to the point of travelling in a straight line from A to B with not a lot in between) through masssive sections of the game with a major lack of side stories/quests and bonus areas other than to go back to constant grinding. Basically:

FFXIII= (Story + Grind)n

Well there is a difference between content and presentation. The content of stories in WRPGs and JRPGs have remained pretty much the same throughout, but presentation has changed a little in WRPGS. Even then, it's not much. Even though I LOVE Mass Effect, I'll be the first to say you don't have any real choice, just the illusion of choice. There haven't been any serious advances in that regard, just a small step. Hopefully, there will be progression, but it's been essentially the same for years now without any significant difference. 

Unless I'm missing something? Was there a game that gave a real sense of consequences? Mass Effect 1/2 is negligible, some choices in the 1st barely affect the 2nd (this could change for 3 though). Fallout 3, very minor choices that have very regionally specific differences and don't affect the world as a whole. Morrowind/Oblivion, almost not even worth mentioning. You can kill anyone, but it can either ruin your game (killing a story NPC), ruin your ability to do some quests (quest NPC), or have no actual impact (other than getting seen/caught/arrested/fined etc.) I went on a guard-killing spree in Morrowind once; I think I killed more guards than there are actual NPCs in the city (it was the big city with the tribunal or something? I can't remember what it was called). Maybe I haven't played the game(s) you're thinking of, but I haven't seen anything that resembles real choice in WRPGs yet.

Illusion is sometimes just as important as actual choice and all the negligible changes do add up to a very different experience from player to player. Try Dragon Age where the choices can have a direct impact on the world around you even if the story of slaying the dragon remains the same. From the choices as to who becomes King near the end to all the little stories in each region can have varying impact such as which faction comes to support you in the battle and the skills they bring and others that you might not even realise until the end of the game.

As you've mentioned Mass Effect, go back and play ME2 and decide not to do all the character missions, or upgrade your ship and what's the outcome at the end? You hold the balance of life and death for nearly the entire crew. How is that not an important choice? I was shocked on my second playthrough when Mordin died (no one died on my first playthrough). I think your mixing up "choice" with "complete creative control of the story!".

Anyway, the point I've been trying to make is that where WRPGs seem to have developed in the 'telling' aspect, JRPGs have developed less still relying overly on cut-scenes. It's not just presentation, but actually finding ways to make the player care about the characters around him/her. I'm not saying JRPGs don't have this but WRPGs have found newer and a larger variety of ways of making a player care about the NPC around him/her. So, even with a poor story (like the generic one in ME2), WRPGs have recently done a better job of playing to the strengths of gaming as a storytelling medium.

I skipped over half your post since I didn't finish DA:O, or even ME2 yet. I do know about the differences on whether you upgrade your ship or not and whatnot. But if you want to talk about differences in endings, I point to Chrono Trigger, MUCH older, and sounds like the endings are more varied there too. 

But I agree, illusion of choice has a powerful effect anyways. Just with that illusion, you are pulled into the game more, and the game can then carry more meaning. Even though I know I have very little control in the dialogue choices in ME2, I'm still completely immersed. 

And of course, small changes make a difference in experience, but typically not in overall outcome. You still go from point A to point B. Now, maybe some cutscenes are a little different, but the end result is typically very close to the same. The kind of choice I want in a game is where at first, it looks like I'm going from point A to point B, but because of a choice I made, I'm going to point C instead. Like in the Star Fox games, where you go to different levels based on what you do, the next step is something like that in our RPGs.

Imagine, a choice you make ends up killing a pivotal party member, when it could be otherwise avoided, would completely change the game. Or because you're able to persuade an enemy commander to your side, suddenly new options are option to you. To some degree, these things are starting to happen, but it's almost too hard to do what I'm imagining. Maybe someday in some MMO something like this will be possible, I don't know, seems like a lot of work otherwise.



when worthy jrpgs stopped coming to nintendo sistems