Are you saying that RPG's gameplay and character development get in the way of the story? That doesn't make sense to me.
1) Focus on a tightly-written linear story. Cut the filler, no sidequests, minigames, etc. Just good old-fashioned narrative.
Or...
2) Focus entirely on the 'lyrical gameplay'. Drop the epic storyline, just let the player focus on building strong characters, literally and figuratively.
No idea how those would work, but what the hey.
A good story in a game has to be subtle and go hand to hand with the gameplay. Silent Hill, Soul Reaver, Hitman, and Call of Duty are good examples. Here, the story creates the drive for the player and encourages to pass all the obstacles to accomplish the goal of the character, instead of being an excuse to give a context to the gameplay.
I wonder if my growing up on JRPG material is also why I've never been able to play more than an hour or two of something like Fallout, because I'm at a loss for what to do without the comforting numerical analysis to make my generally fairly linear moves forward.
The only JRPG I've ever actually completed was Chronotrigger, and I think that may be because it is more plot driven than any other JRPG I've ever played (although that character attachment through development you outlined played a large role as well).
I will admit you brought up some valid points though. As much as I like Persona 3 and 4, their actually plots are pretty weak, they rely heavily on character interaction and development to keep you going. But that's also pretty ingrained into the structure of those games. It's quite hard to make a consistent and well told plot when the plot has to be told so sporadically on pre-set dates on the calender.
In the end the important thing is that a primary reason I get into a JRPG in the first place and keep playing is because of the story. Obviously I enjoy the mechanics of RPGs, but it's rarely the mechanics that keep me going me going back.
SMT games as an example for me were attractive because of the gameplay mechanics and customization as well as the trappings (music and art direction), Nocturne in particular since that was one of my first.
The only story I ever found to be really well-written and emotionally powerful in any JRPG, is Final Fantasy VIII. (Note, that says VIII. Not VII.)
Just thinking about ow JRPG's could solve these problems though, it would make for something great. Imagine if there was an actual relevant explanation for battles; npcs who actually have a reason for being there; or a cast of characters who weren't loved simply because ZOMG THEIR LIMIT BREAK DOES 100000000 POINTS OF DAMAGE.
@Dale I absolutely agree with this. Sometimes it is great fun to kick back and hear the same old story again with a slightly different flavor this time around.
Seriously, interesting read. Takes chutzpah to start an article about video game plots with Aristotle.
One simplistic reason so many praise the "story" of JRPGs might be because the bar is set somewhat low, storytelling-in-videogame wise.
Another reason could be the gamers themselves fill in narrative gaps with their own stories, subplots, metaphors, etc, sometimes without even realizing it. Gaming encourages that kind of thing, doesn't it?
I know by the time I had finished Digital Devil Saga I was convinced the whole thing was like a treatise on the nature of JRPGs and the convoluted/confusing story itself kind of took a back burner...
And there's nothing wrong with that -- I'm just pointing it out because I think it's an interesting approach to design and narrative.
"JRPGs are set up paves the way for more character interaction and less (sometimes very little) actual plot."
And that's what I love most about any story. It really comes down to personal preference, but for me, a strong and lovable cast is the most important bit of the story, and even if the actually narrative is somewhat weak, the interactions among the charecters is more then enough to pull me through and validate the experience. I can see why that's not everyones jam though.
Not sayin, just sayin. I find it to be a matter of taste when it comes to such things as plot and story in games.
But I will agree with you that the actual plot of many JRPGs is not often their strong point. But if I say I like the "story" of a JRPG it doesn't necessarily mean it's the game's plot I like. As you pointed out yourself, the "story" and "plot" are different things. If I say I like the story of Persona 4, it's not because I think the game has an amazing plot, it's a combination of everything that has to do with the game's narrative. Even a game's plot is lacking, it can often be made up for in stuff like character development, dialogue, and atmosphere.
Traditionally there's little to no plot in order to maintain a particular style of gameplay based on turn based combat and level grinding. A change in gameplay would cause a change in this traditional way of storytelling to a point where we might get some more compelling narrative.
Agreed, agreed, agreed. I've had it up to here with this sort of thing and am working on my own game to try and revive this stale genre with some real character and plot. I'll be at PAX 2009 with a combat demo of "Flare." Hope you'll be there!
http://www.arcceleste.com/
By adding interaction between exposition you risk downplaying the story if there isnt a good balance between story and gameplay. The storys of JRPG's at it's core excluding gameplay are really no better or worse than any other average piece of narrative.
SWPM summed it up nicely for me. I think the main problem is that JRPGs are become stale and cliched but I think your criticism of the JRPG genre can be applied to all games.
I already do that. So... then I guess you'd want me to move up to face shooting then? I hate JRPGs because I want to punch all the characters in the face. Seriously, look at all those guys up there. By far the most masculine one is Tifa.
I guess even this comment is the same as the article to me. I am pointing out that yeah, what the article says certainly has merit, but I'm not sure that it's a bad thing. I am pointing out that I know why I play those games, and I do know what to expect. It is tiring at some points to see them again and again, but it is always new to someone, and it is easy to forget that. Just the same there are a variety of games to play so if I don't like what's going on in the one I am playing, I can just stop, and choose to play a different one. It's really nothing I have to think that much about.
Why do I come here again?
I think Zeik56 really got it right: Even a game's plot is lacking, it can often be made up for in stuff like character development, dialogue, and atmosphere. It's the experience that's enjoyed. And if JRPGs aren't your thing, well...they don't call it a niche genre for nothing.
@ Gamadaya - So the quality of a game is determined by the masculinity of a character? Masculinity is a value that Japanese people don't care about half as much as Americans and some other countries do, so you don't see it expressed as often in games.
I think the biggest weakness of JRPG plots (or stories, whatever you want to call it) is that they suffer from what I call the Matrix syndrome. Which is when the writers try really hard to say something profound and instead turn out a muddle mass of crap (but with sweet special effects). I think FFVII suffer from this the most. I think the core premise was solid enough but by the time Cloud had figured out who he really was I had lost total interest in a character I never really cared all that much about in the first place. There are similar themes explored in Xenogears, and I feel that game pulls it off to much greater effect. In fact, I think the plot and themes overall in Xenogears was great, but I still feel like they perhaps chased after a little too much in one game. There is a general narrative flow to it though that take Fei and co from one place to another.
It certainly isn't a clean cut as the story found in a game like Baldur's Gate though. And that's what I think the real strength of WRPG style storytelling comes from, it's tight narrative structure that doesn't try to do too much. In Xenogears, while compelling, the story tried to address, religion, slavery, bigotry, psychosis, politics, the nature of man, sociology, family, friendship, betrayal (always a classic), and a lot more that I am forgetting to mention. Compare that to Bauldur's Gate . It's true issues like slavery, politics, and so and so forth were there, but they were all removed to the side, relegated to short optional quests and kept separate from the main driving narrative: you are the child of the god of murder, a heavy fate rests on you shoulders, how will this shape who you become. The story is told in three simple to follow arc, 1. Sarevok want to lead a campaign of murder and kill you as well, what do you do? 2. Irenecus wishes to steal your godly powers and has kidnapped your sister and you want her back. 3. Full scale war has broke out and you ahve a key role to play in it's outcome.
Like I said, I enjoy both genres of RPGs and both have elements that I think are enjoyable. However, I think WRPGs are far more dependent on the player's input to establish a connection with the player character than JRPGs because most WRPG characters are blank slates with nothing to attract the player to them other than what the player deems is there to attract someone. As far as JRPGs are concerned I liked Auron for being Auron, and I hated Tidus for being Tidus, and ultimately that decided how I used my characters. My connection to the character was long established before I invested any time into building them up (or conversely letting them wallow on the sidelines for being a whiny baby).
I think a big problem with many games is that the plots have too much filler. Personally, I think video game stories would benefit from being shorter.
As far as singling JRPGs out -- I'm talking about JRPGs because its a genre that I'm most familiar with. And what makes JRPGs interesting isn't just their narratives tend to fall apart -- it's that they tend to fall apart because of the gameplay tropes that define them as RPGs.
To put it another way -- if an FPS has a bad story, then it just has a bad story. On the other hand, I think the that central gameplay mechanics of JRPGs contribute to the poor execution of their stories. See what I mean?
Final Fantasy VI, although has some flaws, is a model JRPG for storytelling, the best in the genre. The plot is important, especially in the first half, but it is the characters and the thematic material that truly makes FFVI. Basically the World of Balance and the World of Ruin have two different storytelling techiniques. In the World of Balance, the storytelling is told in a linear fashion, because it is basically a race to stop the bad guys. In the World of Ruin, when Celes becomes the main protagonist and the perspective character, the story is told in a much different style. The environment and the townspeople tell the story, and after getting the airship, it is non-linear. But here is where the story is actually the most profound, as the WoR centers solely around the characters struggles and the game's themes, the meaning of true love, dealing with losing a loved one, and hope in times of despair. FFVI handled both a linear story and an open world one pretty great.
This is a luxury and a curse afforded to nearly all video games in general. Because there is interactivity, there are slight variances in exactly how a plot unfolds. The range of variance differs greatly between genres, sandbox adventures and wrpgs generally offering the most, jrpgs and shooters the least. The problem is that usually, the more open-ended and branching you make a story, the less cohesive and powerful it feels altogether, which is why a lot of wrpgs get tagged as having bad stories in comparison to their jrpg brethren.
The one thing you nailed is that storytelling and gameplay are inherently seperate in the jrpg genre, which is true of just about all games. Bioshock, one of the most notable and recent games which tried to blend the process together, was still forced to rely on cutscenes, albeit beautifully crafted, to yank the control away from the player and tell the most key portions of the game's story. It's damn hard to make a story that's told completely through the game without taking control away at some point.
I enjoy jrpg games for their story.
Also Final Fantasy 6 has a fantastic story.
But I agree about the lack of incentive for JRPGs. I can't play them any more. I don't want to put in 40+ hours of sidequests and grinding just to learn more about stock characters. Sure, every once in a while, there's a member of the cast who's entertaining, like Yangus from Dragon Quest 8. But for the most part, you're always using the same teenagers who try to save the world. The only thing that really changes is which order the different stereotypes join. That and sure, sometimes the magic knight is the pervert and sometimes it's the "main character lite", but really it just shuffles the same stereotypes personalities between the same job classes.
Maybe if we got back to the days where we didn't blast every game full of FMVs and dialogue boxes and grinding and what have you, somebody would focus more on the plot and less on making us realize how cliche'd the characters really are. I enjoyed Etrian Odyssey immensely. Part of the reason was, they didn't shove a story down your throat. They let you make all your characters, and they leave any character development to your imagination. Instead, all the text is used just for explaining what you're in the dungeon for, or why you should do that side quest. Pretty bare-bones by today's standards, but I loved it for that.
To people who have a habit of reading good novels, this hints at a lack of maturity in the genre; and it's ok for awhile. But it's been decades now, and things need to evolve. I know if you watch anime or read manga, you're accustomed to latching on to characters at the drop of a hat (or telegraphed character type), and I ... sorta blame those two media for limiting JRPGs to what they are now.
Portmanteau characters should be compelling through narrative exposition and a skillful plot. Without them, the only methods left for strong identification between player and character are cliche and melodrama. There's nothing inherently "wrong" with this, but there is something stale non-progressive in it.
Anyway those are my 2 cents on the genre's conceits as you described them. Great article, Joseph.

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