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)).