The JRPG is a venerable and well respected genre, having survived almost unchanged for decades and supported by a community of hardcore obsessives that drool over every statistic and sweeping, globe trotting storyline that comes their way. Japanese Role Playing Games were made famous by Square-Enix's legendary Final Fantasy series, which made turn-based combat, leveling up and epic adventuring a backbone of gaming tradition.
A few weeks ago we gave you the ten golden rules of online gaming where you learned some of the most crucial aspects of broadband multiplayer. Now, we share with you some of the time honored secrets of Japanese Role Playing Games, those bastions of random battles, standard bearers of HP meters, and champions of monsters that carry money for no conceivable reason.
If you're looking to develop your own JRPG, or are just one of the many devoted genre fans that want to know exactly how they're made, hit the jump and learn the secrets the world wants to know -- the ten golden rules of Japanese RPGs.
1: Always make your main character brooding, tortured and thoroughly unlikeable:
It's common knowledge that nobody needs to identify with the hero of a story to enjoy themselves, in fact, being able to even remotely like the main character is a disaster waiting to happen. If players spent their time caring about whether the in-game avatar lives or dies, they wouldn't be able to invest valuable brain space in marveling about how pretty the graphics are or how cool everybody's hair looks.
To write a main character, the process is incredibly simple -- just find any Livejournal page that features hot pink text on a black background with Jack Skellington pictures, copy every single blog entry into Wordpad, and then make the hero read it all in a pretend gruff voice with sixty second long dramatic pauses. Bada bing, bada boom -- one instant hero, dripping in darkness and oozing mysterious melancholy from every pore.
2: Everybody in the main party has a sword, even if everyone else has guns:
It might not be logical, but this is a genre where steampunk robots can fight purple dragons -- sod your bloody logic! Even if the game is set in a dystopian future full of clanking death wagons and engines of wanton destruction, your main party of heroes must always be willing to match their bullets with a flash of cold, hard steel. If you don't think a skinny emo with a sword is enough to stop a ten story tall walking tank with railguns, missile launchers and a scorpion tail, then you're an idiot. They did that shit all the time in Vietnam.
For extra realism, try and make the swords ten feet tall, or at least the size of a Shetland pony. Despite their huge size, your girly-armed characters must be able to wield such meaty blades as if they were lighter than swan feathers with helium balloons tied to them. Again, see 'Nam for historical reference.
3: Your main party of heroes must include at least three (preferably all) of the following:
A. A really annoying child that is probably going to end up as hentai fodder within three minutes of the game's release.
B. A self-styled lady's man who has a weakness for drink and women. He is always hilarious.
C. An old timer who might be a little rough on the surface, but has a heart of gold hiding within him.
D. A female who is useless at fighting but can heal up a treat. Is in love with the main character.
E. A female who is intent on proving she is just as tough as men. Is in love with the main character.
F. An easily marketable animal of some kind. Could be in love with the main character, depending on your target audience.
G. A former villain who had a change of heart, possibly due to some newfound respect for his enemies. Over the course of the game, he will learn the true meaning of friendship. Fanboys think he is the best character.
4: Always include a gambling minigame:
Kids love to gamble, and no JRPG world is truly alive until it has a casino of some kind, promoting the risk-and-reward lifestyle that will lead many of our nation's children down a fun-fueled path of cocaine binges, spousal abuse and prostitution. From card games to roulette wheels, a JRPG needs some way of encouraging that "Daddy needs a new pair of Mithril boots," mindset from the player.
It doesn't matter how the minigame takes place, all that matters is that hardcore gambling is encouraged and applauded. If people want the ultimate weapons, well they're going to have to bet the shirts off their backs for it.
5: Partway through the game, split your party up into forced teams that includes characters the player clearly hasn't leveled up enough:
Everybody loves that moment in an RPG where all the playable characters are split into two teams and the player is forced to use characters they never wanted to play with, which have now become weak and useless by that point in the game. Some gamers have been known to simultaneously weep, laugh and orgasm with utter rapture at the thought of playing as Tootles McShitty who is still at Level 3 and has his beginning weapon.
A few oddballs are prone to complaints about this fantastic gaming innovation, but they are heretics and possibly murderers so must be ignored. If they didn't level up every single character in preperation for something like this happening, then it's their fault -- it's a JRPG, so they have only themselves to blame for not expecting to have to finally play as the whiny kid who screams "Alright," in a high pitched voice whenever he gets the killing blow in a battle.
6: Your main villain must be one of the following, and ONLY one of the following:
A. A close friend or ally who has turned traitor in a shocking twist that you didn't see coming within three seconds of setting eyes on the smirking prick. He might be a mentor to the main hero, or a friendly rival, but either way, his unorthodox methods and shirking of authority will provide no clues to his completely unforeseeable betrayal.
B. An ancient evil that has been sealed away long ago. Evils are always ancient, and are never killed like they should be. Instead, some bearded old fools locked it up in a mirror or a tree or something -- y'know, a really secure place.
C. Someone who randomly and suddenly replaces the guy you thought was the actual main villain. You'll spend hours waiting to fight the main baddie, only to find he was little more than a sub-villain for the main event. It is always surprising when this happens.
D. Gay.
7: NPCs are complete idiots:
Just like in real life, other people in RPGs are nothing but drooling morons with only myopic and worthless things to say, and they'll say those things over and over again. The best part is, even though it's clear that in a town full of wandering NPCs, the only relevant people are the ones running the Inn and the Weapon Shop, the player is still compelled to wander up to each one to hear about how some jackass loves the smell of freshly baked cookies or how they're expecting their husband home any minute (a minute that lasts until the end of time, it would seem).
Freeze framed in their own never ending moments of eternal stupidity, NPCs should always be the kinds of people you just want to punch in the face until both of you are bleeding.
8: NPCs never lock their doors and let you wander around their homes:
NPCs are so interested in telling you about their love of freshly baked cookies that they don't even care that you burst into their homes uninvited and subsequently trod soil and dragon blood into their carpets. They'll happily stand there, grinning like complete and utter mongoloids, thinking about their one asinine train of thought while you walk all over private property, opening cupboards and helping yourself to whatever cash and potions they might possess.
Again, just like real life.
9: Never ever question why the world's global economy isn't in tatters when a man can't step foot outside his home town without being attacked by monsters:
Seriously, just don't fucking think about it, okay!?
10: The last dungeon requires so much level grinding that the player's fingers wear down to thimbles:
No JRPG can truly call itself complete without having an end dungeon packed so full of the toughest monsters that it requires an additional twenty hours of "gameplay" just to get through the first screen. When the final furlong approaches, the game technically screeches to a halt, and what ensues is a magical new game where one runs around the same spot in circles, then presses attack a lot, and then runs around in circles again. For days.
The reason why this is necessary is because of the point of all RPGs -- to accumulate so much power, to be so incredibly strong, and to possess so many ultimate weapons, that the final boss is pathetically crushed within two minutes, reducing the past several days of repetitive labor and hard work into something that doesn't even last as long as most wanks.
While this pitiful whimper of an ending could help the player question why he's wasting his life, this is never the result. He just goes out and buys something NIS made so they can get to level 9999.
Jim Sterling serves as reviews editor for Destructoid.com, head of the Podtoid podcast, and produces a number of news stories, original features, one-of-a-kind videos. With his passionate argumentative style, controversial opinions, harsh delivery, and dedication to brutal honesty Sterling is a name that you can't help but recognize. Likes PS2, iPod Touch, Silent Hill 2, Metal Gear Solid, Dynasty Warriors 3 Meet the rest of the team
| BBcode help | |
| [b]Bold text[/b] | Bold text |
| [i]Italic text[/i] |
Italic text |
| [url] |
http://www.dtoid.com |
| [url=http://www.dtoid.com/] |
Web link |
| [img] |
![]() |
|
Post a comment! You can also post a photo below:
|
Comment with FacebookClick connect and comment instantly! |
Comment with Dtoid
New? SIGN UP - it takes 5 seconds |
Comments policy
Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?
Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!
http://project-apollo.net/text/rpg.html
The Grand List Of Console Role Playing Game Clichés
192 of them, careful TONS of spoilers
Good Stuff, as usual, Jim.
"A cave
Ah yes, a cave. Can't have an RPG without a cave. For some reason this cave is teaming with critters, despite having no visible ecosystem. From the looks of it everything in there wants to eat you. Not surprising considering that lack of an ecosystem thing.
Then there's one big monster at the bottom of the cave for no adequately explored reason. The Hero is victorious and the feeble townsfolk praise him for doing all the work."
Three words, The Simpsons Game.
(Also, Lost Odyssey rocks, thanks for the heads up Jim).
03/01/2008 00:53
what reaprar said. im lazier than him.
"Do you know where I can find some sailors?"
All RPG endings have to be at least 45 minutes long. Brevity is the soul of wit, and these guys are dumb. 20 minutes is fine, but... christ, folks. I got other games to start!
Another 'Original' comment from Bouncybhall.
What next, ten ways to use 'scare quotes' around 'words' to express your 'worthwhile' 'opinions'?
Douche.
Mother "Reginald" igloo from Stoning Sliver.
What text, seven pays to "compare notes" found "cords" to chestpress your "mirthful" "onions"?
Sacks.
Final Fantasy != all JRPG's.
Although I will agree, it's startling how accurately each and every Final Fantasy follows this model.
Fun read, but I couldn't help but suppress my SMT/Mother fanboying!
He does have the healer and the annoying child fall in love with him though.
All in all this is an awesome and amazingly accurate list.
I LOVE party splits, sad SE never employs it any more when it comes to FF, with the exception of IX which was quite tame. yes im a VI fanboy
and if its a square-enix game: zippers,chains,and trenchcoats abound
03/01/2008 01:32
Wow!
Another 'Original' idea from Sterling Silver.
What next, ten ways you can tell if you are in a SCUMM adventure?
Hack."
In the words of Starsky and Hutch...
"DO IT!"
6D is Kefka.
I can't remember the last RPG I played that required me to do so much grinding by the end game. In Persona 3 my hero leveled to 99 without effort during January ^________^
1. Be boring and unoriginal
2. Play as the Americans.
3. Have crap gameplay.
I can make lists too. lolspecial.
That's why we play 'em. Especially for reason 6D.
...Right?
Otherwise your shitty characters may accidentally survive and you won't destroy as many controllers.
I am of course aware that not EVERY roleplaying game follows the rules here. It's just a poke at the stereotypes, and mostly Square-Enix.
After that I sold the game in disgust. But for some reason I want to go back and play it again. ><
best ever:P
and anus mcfanus is right