Ahh, it feels good to be back.
This past week I’ve had to contend with a number of issues plaguing my PC, ranging from a messed up registry and corrupted drivers to the sudden short-out of my CD drive and the mysterious absence of that helpful little tool we all call a cursor. As you might have noticed, I didn’t get to post anything until yesterday, when I finally managed to sell myself as a personal slave to the highest bidder in order to raise the money to get my comp fixed.
Needless to say, this left me with limited choices. Two choices, to be precise; Entertain myself with old games that didn’t require the use of a properly functioning PC or stare up at my ceiling until I grew prickly white stubble and slowly bored myself into the afterlife. Naturally, I opted for option #1. So essentially, for the past two days I’ve been digging into a collection of old games including Final Fantasy V, Oracle of Ages and Pokémon Crystal.
I have to admit, I’m almost glad my PC took it in the rear (easy enough to say after it’s been fixed, mind you), since I had quite the time with the aforementioned titles. It was only while playing them that the similarities between these kind of games became apparent to me. It also helped inspire me to write this post and discuss with everyone the evolution of RPGs. Or, if you prefer, the lack thereof.
Before we go any further, do keep in mind that I’m mostly talking about console RPGs here. Sure; technically you could say the same for PC RPGs, but for the purpose of this post we’ll be sticking to their Japanese console counterparts.

A little history: Contrary to popular opinion, Dragon Quest wasn’t the first RPG to be developed for consoles. In fact, strangely enough, the first console RPG wasn’t even developed in Japan. It was Advanced Dungeons and Dragons for the Intellivision. According to Wikipedia, there were two Advanced D&D games developed for the Intellivision; Cloudy Mountain and Treasure of Tarmin. So far, there still seems to be some confusion as to which was released first.
Treasure of Tarmin used a first-person perspective and that immediately sets it apart from most console RPGs that were developed after it. In 1986, Enix popularized the CRPG genre further by developing Dragon Quest for the Famicom. The game boomed in Japan, and since then, we’ve seen 7 sequels in the franchise and 12 (main) games so far in the Final Fantasy franchise.
However, even though there have been so many different iterations of these games, the basic formula of a console RPG still remains the same. Considering the turn-based CRPG formula has worked so well for so many years, developers probably see no reason they should mess with it. Turn-based battles, random encounters, grinding to gain levels, traveling through the use of a world map, character development … these features have all remained more or less the same over the last couple of decades.

Some games have tried to deviate a little from the standard formula, though. Chrono Trigger and Chrono Cross were both games that featured multiple endings; a trait that was somewhat rare for RPGs at the time. They were also responsible for the removal of random battles. Do note that Trigger and Cross were developed years apart from each other, so it’s pretty evident things weren’t changing much if both those games were considered “breakthroughs” given their similarities.
Recently, Final Fantasy XII also tried to abandon the typical turn-based ATB battle system in favor of Gambits, and it looks like this has worked magnificently for the game. Now, Dragon Quest IX on the DS is to be an action-RPG, too. Hopefully, developers will take note of this and be more open to experimenting with different gameplay methods in the future.

The only other aspect of RPGs that has changed greatly is the addition of cinematic sequences. This has played a huge role in the development of games in the genre for the past decade to the point where Final Fantasy has become a franchise known for its beautifully choreographed FMVs. Unfortunately, this has nothing to do with gameplay and I have heard people complain about long, drawn-out cutscenes on more than one occasion (Although, personally, I have no issues with them). Blue Dragon, on the other hand, has interactive FMVs, which, admittedly, I haven't tried before, but they do sound rather interesting.

Another example of a franchise that hasn’t seen much change is Pokémon. Pokémon Gold/Silver/Crystal introduced day and night sequences to the series and Ruby/Sapphire/Emerald introduced bases and beauty contests and a plethora of other features. But again, these were minor changes, and although they did make for great additions, they didn’t change the core gameplay at all. The debut of new Pokémon types and breeds only helped further enhance the familiar routines one performed in the games.
But that's Pokémon. A franchise people have come to love for its familiarity and light-hearted mood. There isn't really much room for change. However, other major franchises which do have the potential to bring about a change haven't done so yet.

I realize several people are going to call me out on this post. Final Fantasy itself has been through a crazy number of iterations, with each game adding and changing enough to warrant a purchase. FFVII used Materia. VIII abandoned the use of equipment and focused on GFs. IX took the series back to its roots. XI was an MMO. But the point I'm trying to make is, there's so much more potential these games have. More than enough room for change and experimentation, to explore different kinds of gameplay methods.
In retrospect, Western role-playing games (PC and console, both) have been subjected to several changes over the years. While there may be a Diablo or Dungeons & Dragons beneath the exterior of every Western RPG, games like System Shock (a fine mix of FPS/RPG elements) and The Elder Scrolls have done a good job of evolving and changing over time. Could this be due to the fact that Western role-playing games are often a mix of genres? I sincerely hope we'll see a similar trend with Eastern RPGs soon, though I'm not sure it's possible.
No mention of Kingdom Hearts II? That battle system was a non-stop asskicking party. There needs to be more of that, blades clinging and clanging, sans the disney stuff.
until Disgea came out i have been disappointed with RPG's recently. to me it seems that they(japanese RPG developers)think you can just give some guy a sword and a girl/world to save and it's a great game. no it's not. maybe its the epic stories that games such as FF:Tactics and VI/VII had that made me love them so much. but when they make games like FFX and KH2, it makes me feel like they're not even making a game. they just wanted to be like "hey! look at these graphics! yeah you have to sit through a 10min. FMV every 10 min. but look!" it just bothers me when it seems like im watching more movies than acutally playing during the game. but i find myself playing my FF games 1, 2, 3(US releases, 1, 4, and 6 respectively)because even though i have beaten them, they are still the great RPG's i know and love.
Inspector Jones, you make a good point. While I also agree adding role-playing elements to other games would serve to make them more interesting, I admit I would like to see just how much potential for change there is in regular RPGs. I wouldn't want them to stop being RPGs of course, but one has to admit, the RPG formula is one that has the most potential for growth.
You left out chests why does every RPG has those things? and why does every FPS and adventure games has crates?
Not really a big RPG fan the only one I've finished is Skies of Arcadia. Can't even sit true FF games. I've tried FF VII and I believe FF X the one with the underwater football, half way in the game I'm just done with them. I like RPGs on a handheld but I'm still busy finishing Golden Sun The lost age.
Having that said I'm enthusiastic about Galaxy Rogue. Is it good? I don't know. I never hear anyone ever talk about that one still I think it looks awesome, sure it's a action RPG but that doesn't mean it has to bad IMHO. I liked and finished Swords of Mana and that was action based to. Guess I'm just a big sucker for giant ships that sail trough the sky.
please take in mind, Zelda isn't a RPG, its an adventure game, i see it to much under the subject RPG ¬_¬
personally, i feel the auto grinding in 12 says that we all realize now that grinding is pretty boring, and dealing with random encounters is dated, battles need to become more active and different to keep players from sticking cursors to memory and just mashing the confirm button. i mean, FF12 might just be cutscenes and boss fights, Grinding is just time invested monotony
from what ive seen in blue dragon, i hope the worlds baddies have an aggro system like MMOs do, it would be that when im several lvls above the area, i can just waltz through, but when im stepping into somewhere i dont belong, the creatures will let me know. also, seeing hte enemies on screen is great, its nice that people are finally remembering the greatness that was Chrono Trigger from oh so long ago...
on another note...japanese RPGs have always felt more like ROLL playing games, and western ones are a bit more ROLE playing, i love FFVII but that game is a story i play through with the most adjustment to story being how i treat the girls, Chrono Trigger had a great number of possibilities in its endings and made the game so much fun to play through again, and really brought ROLE playing into the game.
lately japanese RPGs have felt like EA sports to me, sure, a new roster, some system tweaks, and it looks better, but its down at the heart of it, its the same old, tried and true character archtypes and a save the world or lose the girl story.
PS. That albino girl from FFXIII looks so hot.
ME WANTS ME FFXIII & FFvsXIII
AD&D was the greatest Intellivision game ever. 8 direction firing. Corridors that remained dark until you progressed through them. 25 years later, and nothing since has scared me as much as standing before a dark chamber and hearing that dragon snoring from within.
Tarmin was too ambitious for the Intellivision. It was a confusing mess.
I'll post more later, I need to get back to the Temple of Time...