I agree with these points. Either JRPG should change to something at least on par with most western titles or die a quick death.
I agree with these points. Either JRPG should change to something at least on par with most western titles or die a quick death.
Good list.
Also, this:
"Do you want this sword?"
-No.
"Do you want this sword?"
-No.
"Do you want this sword?"
-Fine ffs.
Take my love, take my land..
Uh, what? They complain about the JRPGs not having multiplayer and call out Vesperia as a part of the problem ... ? Uhhh???
What, multiplayer only counts if it's online ?
Anyway, the "fix" that JRPGs need are some actually top tier JRPGs, something that's sorely missing since the PS1 days.
Bet with Dr.A.Peter.Nintendo that Super Mario Galaxy 2 won't sell 15 million copies up to six months after it's release, the winner will get Avatar control for a week and signature control for a month.
darthdevidem01 said:
REALLY thats good news, I hated to play for ages without save points! but why didn't they just have a save anywhere function then?!
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Well the save points also function as "shops", since there aren't really towns in the game, so...
I agree with you a save anywhere function would have been much better though.
starcraft: "I and every PS3 fanboy alive are waiting for Versus more than FFXIII.
Me since the games were revealed, the fanboys since E3."
Skeeuk: "playstation 3 is the ultimate in gaming acceleration"
i agree with most of it except the online play. Like wat WRPG's on consoles have online play?? sure its a nice thing to have and it will increase replay value but its something all console RPG's should consider implementing not just JRPG's
Good list. I just wish JRPGs would remove some of the crushing linearity in their games but it seems with FFXIII things are just getting more linear. :/
I would've taken it a few steps further...
1) And this is the most important: Cut out the filler. Nobody cares if your game is 50 hours long if 40 of those hours are spent mindlessly grinding easy enemies. Imagine a 10-15 hour JRPG where every enemy encounter was as unique, involved, and interesting as your average boss fight, and you've got the start of a winning genre-reboot formula.
2) Never make another "everyone stands in a row and takes turns pummeling each-other" battle system ever again.
3) Stop using generic anime character designs. Find artists who can produce something unique.
4) No more "save the world." Ever.
5) Heroes shouldn't be spiky-haired teenage boys, and not everyone over 30 is an "old man." Let your games star adults.
6) Stop drawing inspiration from a few specific genres (Tolkein-fantasy and steampunk are the biggest offenders). We've already seen it 1000 times before.
7) Embrace the ability to save anywhere.
8) Randomize loot, or at the very least find some way to make it more interesting than, "oh look another town guess I'd better upgrade my stuff at the weapons shop."
9) No more "fighter/archer/mage/healer" templates. Find some way to make your characters unique in terms of their ability sets.
10) No more friggin' annoying cute things, please. Yes, that includes moogles.
Basically, if developers and publishers want JRPGs to stop being increasingly irrelevant, they need to gear them toward a wider audience than teenage Japanese kids (or teenage American otakus).
"'Casual games' are something the 'Game Industry' invented to explain away the Wii success instead of actually listening or looking at what Nintendo did. There is no 'casual strategy' from Nintendo. 'Accessible strategy', yes, but ‘casual gamers’ is just the 'Game Industry''s polite way of saying what they feel: 'retarded gamers'."
-Sean Malstrom