To Don, WRPGs in a nutshell
PostPosted:Mon Dec 21, 2009 6:52 pm
I am not sure how this became it's own topic, but whatever.
1. Fountains of blood.
2. LOTS and LOTS of grinding
3. Art direction that is about as interesting as the inside of a dumpster.
4. Genericized characters that usually have the choice of being good and evil after being forced to answer ~27,000 questions; most of which serve no relevance to the plot.
5. For some reason they seem to be obsessed with dice mechanics, probably to appeal to their target hardcore gamer l337s who lhave an obsession with collecting dice.
Not saying these are necessarily bad things, lots of people like these sorts of games. It is a matter of taste.
The typical western RPG revolves around a few key points:Don wrote:At the core the combat system of a JRPG, which is where you spent about 80% of your time playing the game, sucks. Now the American based RPG isn't necessarily any better, but Japanese seem to have a hard time believing that someone can find their system sucks. So not only is the combat system bad but you got absolutely no way to go around it. FF8, FF10, and Chrono Cross are the only games I can think of where you've a reasonable shot at avoid having to particpate in the system, and ironically those had the better combat systems compared to most JRPGs. Now most of the time you got to beat it once to figure out where you can skip the stuff but at least there's an option.
In FF10 I ran away on 100% of the fight while inside Sin because it's a total waste of time (most of these guys are as hard as final boss). You can't do that for the entire game because you'd not be sufficiently powerful (without using silly tricks) but you can at least do it some of the time. FF8/CC you can basically fight nothing the whole game and still complete it.
DQ plays like a grinder and it seems to be implicitly assumed that you'll love their battle system, as the prospect of avoiding random encounters does not appear even possible and even if it was, the series prides itself in having exactly enough encounters to get you through the game at a sufficient level, which implies if you ran away from stuff you would never be high enough for the bosses.
1. Fountains of blood.
2. LOTS and LOTS of grinding
3. Art direction that is about as interesting as the inside of a dumpster.
4. Genericized characters that usually have the choice of being good and evil after being forced to answer ~27,000 questions; most of which serve no relevance to the plot.
5. For some reason they seem to be obsessed with dice mechanics, probably to appeal to their target hardcore gamer l337s who lhave an obsession with collecting dice.
Not saying these are necessarily bad things, lots of people like these sorts of games. It is a matter of taste.