ZeroOBK wrote...
@WhiteLion: I can't speak about Bioware since I have no interest in anything they produce, but I think that JRPGs are faring just as well as any other genre. Sometimes, I think that people think of Square Enix first when they think about JRPG stagnation and forget about everything else out there. A part of me also wonders if SE shot themselves in the foot during the PSX era. Now the RPGs produced by SE
have to push graphical boundaries.
lazyasschillypepper wrote...
We're not the ones who set the standard high, Squaresoft did, back when their games were hit after hit.
This comment made me realize that even Bioware could fall prey to this. I mean, I imagine it's pretty hard to keep producing hit after hit.
It's not like there are never any more good JRPGs made these days(FF12 was a good game, Valkyria Chronicles was good, playing Resonance of Fate now and it seems pretty good so far), but I think that there are certainly some important areas that JRPG developers have lost a lot of ground on when compared to developers such as BioWare and Bethesda.
-meaningful character customization: In Neverwinter Nights, I can make my main character be anything: a squishy wizard who can unleash powerful spells, a muscly dual axe-wielding barbarian, a sneaky guy with knives, etc. Elder Scrolls just let you pick which skills you wanted. In a lot of JRPGs, there is a clear main character, but that character's skill set is defined and cannot really be changed. For me, being able to customize my main character adds a lot of gameplay value. I can influence the style of my character, and I might be compelled to replay the game because, with different choices, gameplay would be different. Even if a main character has a set personality in keeping with the storytelling traditions found in most JRPGs, why not let me build my character's abilities and play the character in whatever style I want? A few games have allowed customization, but generally not the flagship titles, and when FF10 tried to introduce customization, it was horribly executed.
-user created content: for games like Morrowind or NWN, anyone could edit the game, create new races or classes, build areas. It could get a little complicated, but simple tweaks were easy, and there were always people who did take the time to create cool stuff and posted it for download. Adding new stuff to the NWN games based on user created content added a lot of replay value to the games for me.
-seamless movement in larger worlds: why does the screen need to disappear for random battles in linear dungeons these days? Elder Scrolls games had huge worlds that were fun to explore and the enemies remained significant no matter when you decided to do the main quests because the game took your level into account. Neverwinter Nights had all the enemies right there with you on the main screen even though the game was turn-based combat. It got rid of annoying random battles(you could see the monsters and try to avoid or ambush, or just run in and start hacking away) and made things like fleeing a much more interesting decision(FF12 copied this style of play and was a big improvement over FF10 in that regard).
Of course, the conventions of JRPGs also give them some advantages in comparison to the way Bethesda or BioWare does things, but I don't think the JRPG producers have done a very good job leveraging these advantages on the whole.
-predefined character personalities: As a writer, getting to design all the characters' personalities and dictate their important plot actions makes writing a compelling story a less complicated than if you have to account for wildcard PC choices that affect characters' relationships or even the main plot of the game. JRPG developers should use this to create more interesting and memorable characters and take more risks in storytelling. They don't seem to though. We just get more spikey-haired idiots eager to save the world who don't really face many challenging decisions. Trying out different character types(for example, I enjoyed how the main character in CHAOS;HEAD wasn't the usual VN guy) could produce interesting results. But games with great stories have memorable characters(like Old Snake and Otacon in MGS4 for me). Also, just taking more storytelling risks in general. For example, Aeris's death in FFVII. That's not supposed to happen! Important party members don't die halfway through the game, especially not when they seem to be being setup as a love interest for the main character! It made an impact.
-imaginative excess: Where did my limit breaks go? When I get beat up, I get mad, and when I get mad, I want to beat the crap out of something! I loved the idea of limit breaks, and in general I've enjoyed the willingness of the Japanese game developers to use imaginative excess where the western designers have been a bit more realistic(as least, as best the word can be applied to things like fantasy and steampunk). I liked the summons in FF10. Screw that, fight my giant monster! I didn't like at all how they were changed for FF12. But yes, I want my crazy ultimate attack that defies the law of physics because it is awesome!
There's a ton that could be said on this, but I don't want to post an epic discourse. I do hope though that many more amazing JRPGs are published. I love a game with engaging gameplay and a compelling story.