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[Editor's note: naia-the-gamer takes a look at a genre that is very near and dear to her heart. Read on to see how Naia would change the JRPG genre as part of May's Monthly Musings. -- CTZ] This is hard for me. This editorial means that I am willing to admit it. It's like admitting your children have flaws. However, this is necessary to write down and admit it: JRPGs need help. I love them dearly, and my fondest memories as a gamer stem from JRPGs of yore. They are now at a turning point where they need to evolve or perish. Many gamers no longer have the patience to handle the quirks of JRPGs. The genre grows to become even more of a niche genre compared to the relative total of those who play videogames. How many people have played JRPGs that don’t have the words “Final” and “Fantasy” in them? I’ve thought long and hard about the games I love and come to terms with the obvious flaws present in the genre. I present my wish list of things that need to change to keep the life of the JRPG to thrive in today’s world. Read all about it after the jump. Improve turn-based battles Some people find turn-based battles to be cumbersome and monotonous. While I actually like them, there are ways they can make the mechanics more efficient for less patient players. The Dragon Quest series has implemented tactics the party members can default to and make their moves accordingly. A defensive tactic results in more status enhancing or healing techniques. Offensive tactics result in powerful techniques or spells. By making this method standard, it will allow players who don’t want to go through menus every turn. I took advantage of this frequently in PS IV. I’m actually disappointed that this hasn’t been implemented in more JRPGs. Anything that would allow players the option of shortening the time spent on picking moves would help attract players previously turned off. At the same time, those who want to take the time to plan out every move may still do so.
This is the subject of much debate among all gamers. Many old-school RPGs have excessive random encounter rates. While I had the patience when I was twelve, I no longer have the patience nor the time at twenty-seven. However some modern games have come up with a few ways to fix the problem. What needs to happen next is to identify what those are, and make sure they are implemented in every JRPG. This one is tough because some clichés are unavoidable, due to the nature of the limited types of storytelling that exist. However, it seems like many JRPGs (nowadays the more mediocre ones) suffer from the same kinds of plot devices or character archetypes. While they don’t need to be completely different, (not every game can be BioShock) some variety on the old plot devices would be welcome. Here are some examples of clichés, plot devices and characters, along with examples that I would like to see tweaked:
The same rings true with JRPGs. The same methods of strategy can still exist but in a more efficient and streamlined way. More options should be given to the player to customize his of her experience in how in depth they want the battles to be. The same stories aren’t bad, but they could use an update. Spice up some of the clichés I mentioned to make them more modern and more creative! Something that has revitalized genres in the past has been to combine aspects of one genre with another. Why not add some features present in Platformers or Fist Person Shooters? If it fits in the spirit of the game and isn’t forced it could be a nice addition.
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5:23 PM on 05.23.2008, 



