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Building a better RPG: How Persona 3 will save us all
Leigh Alexander07.25.08 - 10:25 AM 29 comments

Building a better RPG: How Persona 3 will save us all screenshot

Quite often these days, we hear it said that “nobody wants to play 60-hour RPGs anymore.” Many of us even say as much ourselves, especially as an entire generation ages and finds itself with less time to pour into protracted experiences. Yet I don’t think it’s quite accurate to say we’re done with them—the truth is, nobody wants to play the same RPG anymore. It’s generally recognized that, while most games continue to grow beyond the boundaries of genre, employing (or, just experimenting with) new technology and the maturation of a sophisticated audience, console RPGs are still far from a perfect science. It’s a genre that once inspired legions of gamers to near-thoughtless devotion—and now draws ire from its once solidly-ensconced core fanbase for its perpetual stagnation. Because the RPG experience is comprised of so many correlated elements, it can be hard to identify precisely where these games continue to fall short; this is the third installment of a multi-part series that will attempt to pinpoint the weak spots in the structural integrity of console  role-playing games.

What makes a game an RPG? There are many signature elements—expansive worlds that develop in scope as you travel, heavy storylines, a party system, turn-based battles, perhaps. Still, any one of these could appear in another genre—it’s difficult, then, to say that any one factor “makes” an RPG. But if you had to define a single element that comprises the core of any RPG, it’s the concept of a journey.

By this, I don’t mean traveling, although that’s often part of it. Rather, what signifies the genre is the character’s journey; a protagonist who begins as a boy and ends up as a man, or who begins as a humble small-towner and becomes a hero. This is the element that often defines all others around it—the scope of his world must expand to accommodate the protagonist’s broadening vision and increasing sense of purpose. The villains must increase in depth and reach to make a vague threat into a personal vendetta. Other members must join the party, each with their own role to play in the protagonist’s climb to grace. New weapons, new skills, new information appears to assist in his evolution.

Abstractly, we call this character growth. Concretely? It’s called the old level-grind. I know you guys hate when I get serious, but this is what happens when my box of wine is gone. Hit the jump to read more before the hangover hits and then Mama won't be able to control how mad at you she gets for no reason at all. 

There’s certainly a breed of gamer who enjoys stat management, XP hoarding and endless monster battles. This is the gamer who doesn’t want a story, for whom elaborate cutscenes get in the way of baiting random encounters and slaying hordes of identical sprites. It’s the old-school style of play, and there’s definitely a place for it. But when we talk about evolving the genre, the turn-based battle and the level grind start to feel a little archaic, and more than a bit limiting.

Yet, the level-grind is somewhat of a necessary evil; as RPG players we want to feel that our sweat and blood goes into growing our hero from lad to badass; the story’s end culmination feels hollow if it is too easy. We want a sense of attainment and of evolution. Games wherein the evolution-by-battle element is too simplified feel hollow. We don’t want to become gods, and easy victories feel cheap. An RPG without its usual battle system and menu windows feels like nothing more than an interactive movie—it’s the heart of the gameplay. On the other hand, being forced to haul through random encounters just to get anywhere, being made to cycle through the optimal battle plan via menu again and again is also arresting, interrupting, and damn tedious.

How, then, to evolve the leveling system so that it meshes organically with the entire experience of play?

Persona 3 takes these essential concepts—growth, evolution, the accumulation of  strength—and uses it as a core story element, applying it equally across all areas of the character’s “life”. In the discussion around one of my earlier Building a Better RPG articles, I concurred with a lot of the community’s expression of preference for the “silent protagonist”—a nameless, voiceless construct on whom we could suggest our own selves, our own impulses and wishes. The archetypal RPG protagonist’s story can often be hyperbolic, disjointed, even surreal (think Cloud or Fei), peppered with the much-despised emo moments and no guarantee that we’re willing or able to “go there” with him. It often presents as a bizarre overlap between third and first-person experience, attempting to be both and yet falling into a strange limbo of neither. Persona 3’s first big win is the re-introduction of the voiceless protagonist—he lacks even a default name, and there are few of his expressions, beyond default acquiescence in obvious cases, that are not within the player’s control.

Persona 3’s second major victory is precisely that—the element of choice. RPGs thrive on player choices, and the consequence of an overbearing story is that these choices become fewer; it’s always obvious what your objective is in terms of location or goal, and powering up is the only directly controllable means to that end. Persona 3 contains so much player free-movement that it plays almost like a sim—think Harvest Moon, set on the structure of passing hours, days, months. There are key story events that happen daily in various locations, but it is your choice how to travel among them. You’re the sole manager of your time, and everything—even forays to the mysterious tower that only appears at night to battle the mysterious monsters called Shadows—is entirely up to you.

That’s right. You decide when you want to fight. And there are no random encounters, either—your sprite confronts another sprite and you swing your weapon (hopefully before it attacks you first) to determine initiative.

The crux of this game’s beauty, though, is the way that leveling isn’t based solely on XP—that’s only a minor part of it. As anyone familiar with the more dubious prior incarnations of the Persona series knows, your power’s based on the ghost-like alternate selves, called Persona, that you collect either by finding their tarot cards or by fusing them together. And when the Persona come out with you to fight at night (shoot yourself in the head to summon them-- WHOA), they draw their strength from the way you’ve spent your time, in school, in town, and among friends, during the day. Each Persona is on its own arcana of the familiar Tarot, and each relationship you forge as the story progresses—again, according to your choices—corresponds to one of those arcana.  Spending a little extra time, for example, with a friend on the Chariot arcana, beefs up those Persona you might be carrying who are Chariots, too. It’s called the Social Links system, and it’s brilliant.

There’s more to do to increase your strength during in-game days, too—you have not just the usual stats, like strength and agility, but academics, charm and courage, too. Choosing to spend your time studying, trying new restaurants, even singing karaoke, will boost those stats—and make you a more appealing companion to new potential Social Links, as well as allow you access to new areas of your home and school stomping grounds. Studying might seem like a bore, but it’s worth doing when it allows you to earn approval by passing your midterm exams, or enter an area previously denied you because its signage was in a language you couldn’t read.

You can’t do it all in one day, obviously—the days are divided into different segments, and you can choose one activity per. Load your plate too full, though, and you’ll become ill or tired, rendering it dangerous for you to try and explore the enemy’s stronghold at night.

The story progresses as the days pass; it’s intriguing without being intrusive, and as you feel your role complicate, you almost want to race through the days to see what will happen. There’s none of that dead time, campaigning blindly through a featureless field with only one way to get stronger.

Perhaps it’s premature to call Persona 3 “the perfect RPG”—I’m going to go ahead and do it anyway, as it’s the first experience I’ve had in years where the “necessary evils” feel like—and let me be blunt—TOTAL JOYGASM. I’m highly in support of the idea of a fully integrated experience, one that doesn’t segregate fighter from character, that doesn’t load you down with meaningless party members (largely, your friends can—and will—care for themselves). And despite being last-gen, it uses the hip, ultra-modern anime vibe to its advantage. It’s piercingly stylish with a genre-blending soundtrack to blow your brains out over. The fact that it’s hard to predict whether such a spot-on game will be successful tells us just how niche what was once one of our broadest genres has become; But you should be bummed the release is delayed, and you should consider it highly worth waiting for.

Above all, Persona 3 captures a sense of genuine, pragmatic evolution. Not the sort that sees you essentially mutate into some kind of power-gaming, god-slaying stat monster, but the kind that makes you feel like you're becoming ever better as a person, ever more entrenched in the story, and strong not just in terms of physical or magical power, but in all the ways that matter. This core element could give a lesson to future games, when it comes to growing a hero.

At the end of the day, when we finish an RPG, we want to feel like we’ve taken a journey—not merely watched one. We want to have become that character, evolved with him, taken up his cause, felt the time pass as the new land spread out beneath our feet. When’s the last time an RPG really gave you that sense of first-person, where you felt so involved it might as well have been you on the crux of maturation into something much bigger than you were when you began?

[If you missed previous installments of Building a Better RPG, about characterization and character deaths , check 'em out!]



MORE IN OUR RPG SECTION

Latest comment by 007 |view all 29 comments
words...



gomeja's Avatar
gomeja at 07/25/2007 10:33

I've been sitting in a pile of my own drool for a few weeks now waiting for this.

My only gripe about the game is the change in music style, I prefer the techno/dance music from Persona 2 over Persona 3's pop music.
Pangloss's Avatar
Pangloss at 07/25/2007 10:45

Persona 3 sounds awesome, I'm gonna need to pick that up sometime soon.

Keep up the kickass articles, Leigh. There's nothing I love more than overanalyzing my favorite hobby. In fact, I think my blog's calling my name right about now.
bluemeep's Avatar
bluemeep at 07/25/2007 10:46

It sounds almost like they decided to make it a life sim, normally a vein of gameplay whose content is restricted to Will Wrightery or molesting colorfully-haired Japanese schoolgirls. Being an ardent fan of both, I'd be picking this up even if I wasn't already a lover of the SMT franchise.
OutrageousToob's Avatar
OutrageousToob at 07/25/2007 10:46

My PS2 died on me a few months ago. I didn't really care either... until now. God dammit!
BlindsideDork's Avatar
BlindsideDork at 07/25/2007 11:08

zomg, words...
Knives's Avatar
Knives at 07/25/2007 11:14


Congratulations Leigh, you just sold another copy of this game.
brainderailment's Avatar
brainderailment at 07/25/2007 11:21

I'm guessing by OutrageousToob's comment that this is a PS2 or multi-platform title. Maybe I'll go look it up.
Scape's Avatar
Scape at 07/25/2007 11:27

Good write up, it was the first I'm hearing of what this game is all about and it sounds awesome, I will definitely check it out.
golemnist's Avatar
golemnist at 07/25/2007 11:48

I've been looking forward to this one since I heard about it a year or so ago. Of course, being a hardcore Jrpg fan, that isn't saying much. Companies like Atlus and Nippon Ichi are doing a good job redefining the genre I fell in love with when I played FFII when I was a kid.
However, I would say that the stagnation of Rpg's is endemic of a larger stagnation in video games in general. I mean, let's face it, FPS' are all pretty much the same (except for Bioshock, i wants me some of that), and GTA-style sandbox games haven't held my interest in some time. And don't even get me started on sports games.
I also think another key element that needs to change in all rpg's, japanese or otherwise, is the over-reliance on the "hero's journey" style plot, and the medieval fantasy setting (I wish they set more of them in a steampunk-style world).
At the end of the day, I think I just have an irrational love of the genre.
Your moms new boyfriend's Avatar
Your moms new boyfriend at 07/25/2007 12:04

Boy, I can't wait to pick up my reserve copy today and...

What? It got delayed?

Until the middle of August?

Fuck.
Lowtax's Avatar
Lowtax at 07/25/2007 12:12

I'm scared to type that I don't know what Persona is because my leet pants will be taken away....and I roll in t3h commando.

Should I investigate this series?
golemnist's Avatar
golemnist at 07/25/2007 12:26

@Lowtax: yes you should. Persona is a spin-off from the Shim Megami Tensei Series. Other notable spin-offs are Digital Devil Saga and Devil Summoner.
here's a link that sums up the entire series nicely (and its a pretty good read):http://hg101.classicgaming.gamespy.com/megaten/megaten.htm
Justin Villasenor's Avatar
Justin Villasenor at 07/25/2007 12:27

I hadn't even heard of the game before this week but I think you've already sold me on it.
bluemeep's Avatar
bluemeep at 07/25/2007 12:29

Should I investigate this series?

Promptly, but at a speed safe to other drivers on the road. The rest of the Shin Megami Tensei ("SMT") series is worth a look too.
Slayzer's Avatar
Slayzer at 07/25/2007 13:07

The issue seems to be brushed under the rug in more recent reviews of the game. So could someone please explain to me why in previous incarnations of the game the characters could simply yell "Persona!" or "GO!" to summon there alter egos, but in this iteration they decided to go with "summoning pistols" to brain? As cool as the game is/will be, that kind of awkward Japanese references (Suicide Girls) bothers me a bit.
semjaza's Avatar
semjaza at 07/25/2007 13:33

I don't think it's being brushed under the rug as much as, to many places, it's really not much of an issue at all. Why they did it, I have no idea... Sure, they could have certainly went with the typical "raise my arms up, scream Persona and be bathed in blue light as the Persona attacks", but I don't think it's really a problem.

The pistols are called "Evokers" and the game is pretty clear that they're not real guns and can't actually harm anyone. I think, from a symbolic point of view, it's actually an interesting usage... the death of one "persona" to give way to another. Sure, it's semi-"controversial", but I don't think it comes off as ridiculous or out of place... something that it had a very high chance of doing.

I suppose there are many potential reasons, just as there are reasons they went with the Social Link system and ditched the demon conversations. Different people in charge, a different art director, different time in history.
Im OK's Avatar
Im OK at 07/25/2007 15:23

I would have liked this game even if it had been exactly like the "more dubious" prior incarnations, but this... this sounds awesome.

I mean, the fact that it was Persona 3... the name alone... was enough to convince me to get it. I haven't really looked into what the game was actually about or anything, until now. But now that I have, I'm even more excited for the game, and this does seem like it will be über-win, even more so than the previous games.

As for the whole "shooting self in the head to summon Personas" thing, I agree that it's a non-issue, but that wouldn't stop the anti-gaming Nazis like Jack Thompson and such from going "THIS VIDYA GAEM IS A SUICIDE TRAINER!~!@`1~!2`1#~`@~3`1~!!" and having a total field day with it if they were to ever get a whiff of it. Here's to hoping they never get a whiff of this game at all.
Slayzer's Avatar
Slayzer at 07/25/2007 15:53

semjaza, Leigh - Points well taken, if there is a new director for the game then I suppose it is understandable. I'm now curious to find out if there's more to these "Evokers" then meets the eye. Like a delicious plot twist where you find out your characters are actually destroying their very souls with each pull of the trigger, hmm? *dreamy eyes* I can't wait
epoch's Avatar
epoch at 07/25/2007 17:34

hmm i've been hearing a lot about this series recently

Should I wait for Persona 3 or start out with one of the earlier games?
gomeja's Avatar
gomeja at 07/25/2007 18:23

@epoch

As far as I know, Persona 3 has no ties to the first three games so you should be fine starting with this one.
MasterMS's Avatar
MasterMS at 07/25/2007 20:35

I can't wait to play this game. Persona is one of my favorite series. It's just a shame it was delayed.
king3vbo's Avatar
king3vbo at 07/26/2007 00:28

I wants it... no I needs it
This game looks so good, and Im just super bummed that it is delayed. But yah I cant friggin wait to play it
Detry's Avatar
Detry at 07/27/2007 00:12

Marry me Leigh.
nightlord's Avatar
nightlord at 07/28/2007 01:30

Here's another "better" RPG idea:
http://www.nightlord.com

Don't forget to DIGG it!
Fading_Star's Avatar
Fading_Star at 12/18/2007 18:53

Sweet.
007's Avatar
007 at 02/05/2008 20:00

words

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