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Forums - Gaming - BioWare: JRPGs suffer from 'lack of evolution'

to me...it feels like saying books dont evolve because they are still printed on paper.



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To me the last great innovation in JRPGs was Chrono Trigger. That's almost 15 years now.



RolStoppable said:
The reason why JRPGs suffer in sales is that at some point they started to add more and more garbage that nobody really needs. Sucky minigames, tedious sidequests with lame rewards and way too long intros and cutscenes. Also, JRPGs became timesinks you had to continually play or otherwise you would be lost, if you came back to it after several weeks not playing it.

I just had to respond to this.

Final Fantasy 7 added all that stuff, and is the best selling JRPG by far.

And before anyone mention's Pokemon... PRPG's don't count.



                            

Why change someting that's already perfect?

Just look at turtles, sharks and croccodiles. they have been the same for millions of years.



If it isn't turnbased it isn't worth playing   (mostly)

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vlad321 said:
--OkeyDokey-- said:
Wow, this coming from Bioware who've been using the exact same template across mutliple IP's since KOTOR.

Jade Empire = KOTOR - Star Wars + Asia
Mass Effect = KOTOR - Star Wars
Dragon Age = KOTOR - Star Wars + Baldur's Gate

JRPGs have evolved plenty. Persona 3 and 4, The World Ends With You, Final Fantasy XII, Valkyria Chronicles and as he mentioned, Demon's Souls are all very innovative recent JRPGs.

Dragon Quest and Pokemon are guilty of staying the same, but they're more popular than ever so I don't see how they can be blamed for the decline.

I think you have all your math mixed up....

 

KOTOR = NWN - Depth + Starwars

 

Your revised math:

JE = NWN + Asia - dpeth

ME = NWN - depth

DA = NWN - depth = Baldur's gate.

Well, depends on what kind of depth you're talking about. JRPGs have deep, but predictable and rehashed stories. Bioware games have depth in choice that let you actually control the outcome (which is part of what a real RPG is to me). For a long time, with FF and CT and SMRpg and other great, fun RPGs, I didn't consider them real RPGs since you don't role-play anything, you just follow the path. Some games these days offer real choices, and that's the beginning of true RPGs coming to video games. It surely isn't an easy thing to do.

The easy thing to do is to make a story and force players on a path to follow that story. That doesn't take much ingenuity. All you need is a good story to grip the players, but the way of presenting that story is cake. It's like you only have to do half the work with that formula.

That said, there are good JRPGs and good WRPG; and, there are bad JRPGs and bad WRPGs. To me, it's more about quality of the product than it being about whether one is innovative or not. Innovation isn't everything, I just want to have fun.



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the greatest evolution in jrpg was Valkyria chronicles a year ago none rpg ever was like it
in your face BioWare



Senlis said:
Yea, I have been thinking the same thing ever since reading that article. Just about the only original feeling JRPG i've played recently is Demon's Souls and Baten Kaitos (most of you have probably never played that game).

A long time ago, WRPG took a leap forward in gameplay when they set the principle of damage prevention as opposed to damage healing. Most JRPGs are heal fests aka: you have to heal constantly to stay alive, and there is little incentive to use other spells. When I played Baldur's Gate, I set my expectations for an RPG higher. I know they basically ripped off the dungeons and dragons system, but it worked. The game was so strategically minded, it puts most JRPGs since then to shame. I say JRPGs, but there are several bad WRPGs too. It is just that JRPGs seem to consistently create shallow heal-fests.

Bottom line, if I find out that FFXIII is a heal fest, I'm not buying or playing it. I was very disappointed in that regard when it came to FFXII. However, if Final Fantasy came into dominance again with an outstandingly original and polished FFXIII and FFXIV, I would be estatic. Why does it seem that Final Fantasy names are starting to look like old sundials?

I played Baten Kaitos, ugh, what a waste of time. Original in a sense, but I was kind of bored -.-

But yeah, I think you have an interesting point here. WRPGS do seem to avoid the whole 'healing' thing. I mean, in a fantasy setting it's fine (Dragon Age: Origins feels a LOT easier with a healer mind you), but outside that, it seems weird. I rarely used healing in ME (didn't need to) since superior tactics/strategy would win out (properly using cover, and your skills, and keeping those blasted teammates behind a wall so they didn't die).

Then you play FF, and after every fight (and during some) you're spending a LOT of time healing. I wonder how much time someone spends healing in some games, it's got to add up to 1-2 hours eventually (if you played maybe 60-70 hours?) maybe? Just a guess though, but it's a little extreme. I like the damage prevention idea, and I hope more adopt such a model.

Also, a little knock on turn-based, how many other people have played parts of the game and you just hold down A to get through fights. Auto-attack for the win? To the turn-based JRPG lover, try that in Dragon Age and tell me how that works for you. I'd be surprised if you could make it past the tutorial.

For me, my ideal RPG has choice, an open feeling versus a linear feeling (whether it's open isn't as important, as long as I feel like it is open, perception is key), and requires skill, not luck or picking the proper element/ability to use.

To go against something some people have said here, I think sidequests ruin the RPG experience. Let me put you in the mindset.

Party Leader - "Okay, we need to go, stop the evil sorceror and kill him to end the curse, or all the townspeople will be turned to stone FOREVER, there will be no cure, time is of the essence"

Extra A - "But what about that forest over there? There could be treasure! TREASURE!"

Extra B - "And didn't the leader of the last village ask us to kill those 15 wolves? He said he'd give us a nice pair of boots for it"

Extra A - "Booots!!!"

At this point, most players go and kill those wolves, then go in the forest. Meanwhile, in a real setting, the curse takes root, and the people are dead forever. It's normal in RPGs to complete sidequests before the main quest, but it's kind of ridiculous when you think about it. I long for RPGs that create a sense of urgency (this is why I like FPS, I feel like I HAVE to hurry or it might be too late (even if that's not the case)).

 



ps3_jrpg_gamer said:
the greatest evolution in jrpg was Valkyria chronicles a year ago none rpg ever was like it
in your face BioWare

Valkyria Chronicles is indeed very different, a lot more so than any WRPG I've played this gen.

Besides that though, he does have a point but most genres are guilty of the same thing. The plots and gameplay mechanics of WRPG's are rarely stunning or fiercely original either. I haven't really been impressed by any storylines since HL2: Episode 2 myself so maybe I'm just plain weird.



ps3_jrpg_gamer said:
the greatest evolution in jrpg was Valkyria chronicles a year ago none rpg ever was like it
in your face BioWare

But in the end every Japanese developer will ignore it's accomplishments and go back to the same tired turn/menu-based combat of old, just like what they did with the amazing battle system Grandia 2 had. Even FFXIII battle system (though its presentation is fancier) is still menu-based.

At least Western developers are willing to take inspirations and use what works in other games instead of going back to step one with every iteration.



You guys want a "no healing" JRPG?
Go play Paladin's Quest.
There isn't even a thing like mana, all the spells take you health and the only way to heal yourself are items, which you have to eqiup first. Or well, there is one spell, but its price is quite high.

And Grandia has the most awesome JRPG battle system ever.



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