
But with innovation comes re-evaluation: Gamers are beginning to question the “tried-and-true” concepts of JRPGs, like: Grinding- the act of tediously fighting monsters to level up your character; a lot of statistical data regarding your character and his strengths; action sequences instead of action taking place during and after exploration; and more grinding. The question in question is whether or not these genre staples are flaws.
You might be surprised to find that many of these concepts, most notably grinding, are also common in western RPGs, albeit presented in a simplified and more streamlined form. Herein lays the question: Are subtlety and streamlining necessary in making a good game? Are games bad if they have an abundance of data and blunt use of common game concepts?
Firstly, I’ve slightly exaggerated the quality of western RPGs. JRPGs have made some great technical strides in their system of “common” concepts (see Final Fantasy: Tactics and Tactics Ogre: The Knight of Lodis; or hell, even Final Fantasy XII). I just feel that western developers are a little bit more abstract in their way of approaching design, in that they look at slightly broader, larger concepts, and then work their way down to the role playing, technical level.
Secondly, developers like 2K Games, the good fellas behind Bioshock, tried to take several concepts, (like upgrades, hacking mini-games, respwaning, first person combat) and make them all work on a technical level, together. Japanese developers aren’t trying to shoot as “high” because, JRPGs, along with their established style and structure, have been an integral member in the mainstream Japanese game industry for quite a long time, whereas RPGs in are only now showing their mainstream appeal. Since the market for JRPGs has had the time to decide what they want of the genre, innovation becomes a much more difficult thing to achieve.
Now, onwards to the end: Just like the process of screenwriting, assembling an RPG shouldn’t require a lot of originality; the developer should just structure and present it well enough that it feels “fresh”. and Bioware have games that incorporate concepts as tame and simple as “an open world” and “an abundance of planets”, which they then amplify with good programming and presentation that suits their game. That last bit, that’s why I think it’s a-okay for JRPGs to stay primarily the way they are: The design teams want to create an arcadey, seemingly simple and rewarding game.
And that’s fine. :)
Feel free to let me know if you disagree.
| Date Joined: | July 21, 2008 |
| City: | Fremont |
| Gender: | Male |
| Alignment: | Neutral |
| Points: | 200 Points |
| Ranked: | Ranked #2364 of 60,971 |
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