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[PATV] Wednesday, March 14, 2012 - Extra Credits Season 4, Ep. 5: Western & Japanese RPGs (p
There is just a quite a bit of subtle "wrong here", and its subtle enough to need finger pointing but at the same time its hard to point it. The first and second part was good, because it was informative.
But at the same time, this halfway informative opinion sort of failed at being properly done. The reason is as simple as you use the term "failing" when its irrelevant for the content, while you at the same times fail to draw a comparison to similar events in history, such as the US video game marked crash of 1983. As far as the opinion goes, the message is not "jRPG could suffer a crash due a stagnation", when your real target is SQUARE-ENIX for being stale about Final Fantasy.
No love for Namco-Bandai's contributions to the pool of great Eastern RPGs, I see. A shame, because I thought the Baten Kaitos games in particular did some good "borrowing" from other genres to keep the combat system engaging (requiring players to form long and powerful "combos" and strategize around elemental selection to keep up with the harder bosses, instead of relying on turns and menus and grinding—your main criticisms). As for the narrative, which you argue has long been the big selling point for JRPGs, I wonder if I've just been playing the wrong games, because I haven't seen many better video game stories than Baten Kaitos.
Have to agree with cosmicat, not mentioning Namco is shocking. The Tales series' combat system is easily one of the most fun out there. A combo fighter mixed with RPG leveling and equipment? Pure gold. How do people miss these games.. ?
I disagree with menu combat system being stale and boring. They are the sole reason i love games like the older ff games before they started using action style combat. I don't play some of the jrpgs because of story, i play them because of the menu style turn based combat because i love it. Sadly jrpgs seem to be completely abandoning it and it makes me sad.
I just started really watching Extra Credits a couple days ago, after getting hooked by the first JRPG/WRPG video, and they really make me feel like creating. As a wannabe writer/game developer, there's no greater compliment I can give you.
I don't bristle at saying the combat system is one of the worst parts of JRPG because, for me, that's absolutely the biggest reason I don't play them so much anymore, but I disagree at saying that it is objectively the worst part. A lot of people like the turn-and-menu-based system, because it makes for a thinking game, rather than an action game. It's chess, rather than tennis, or Tetris. And the modern JRPG tendency to move away from tedious menu systems -annoys most JRPG fans I know- because the menu system is why they played.
Personally, I vastly prefer games like Star Ocean: The Second Story, with it's real-time/pausable-for-menus system. Although that's unfair, because it's pretty much perfect and I've never seen another JRPG do what it does. But I accept that what's right for me isn't right for everyone.
Not really expression anyway. JRP's for me are an emotional thing but they don't give you the same choice traditionally that WRPG's. You can't really express yourself through the characters anywhere near as much as a WRPG, classically.
Personally I think part of the problem is that they've moved away from just plain likeable or awesome characters in favor of wonky, weird, gimmicky ones, at least in many cases. Many JRPG character these days feel less like people and more like vastly overinflated stereotypes. This was actually one of the few areas where FF XIII succeeded. The characters had depth (if you could choke down on enough of the gameplay to actually get to the point of finding out more about them), motivations, goals, fears, imperfections, etc. They felt more like people.
Shame most the rest of the game was so very badly designed and could rightly be called a corridor simulator outside of Gran Pulse.
As for Persona 3 I didn't much care for it because I felt as if it was 90% a boring day planner, 10% JRPG, and if you didn't look up and follow a guide for what you were supposed to do each day, you got screwed out of a ton of content. The S-Link system was a godawful burden. At no point when playing a game should the player feel that they're being deprived of the vast majority of the content simply because they don't know what arbitrary requirements are expected of them. Persona 3 was GameFAQs: The Game.
I'm a completionist and if I miss something even moderately cool it just grates on me like nothing other. I had to restart Chrono Cross because I found out I'd missed out on Glenn, who you can lock yourself out of by making choices that have nothing to do with him.
I'm trying to think of other games that felt that way, but I'm drawing a blank. But I know I've had that "screw this, I don't want to have to read an FAQ or replay the game ten times to randomly stumble upon most of its content" feeling before from a few other JRPGs.
Well, I have to agree on combat system problems. I like turn based combat, but seeing how many games have virtually the same combat systems with different set dressing is boring. I never really liked the old style turn based jrpg combat system and preferred much more systems like Fallout 1/2 and Baldur's Gate, or even Arcanum. First person shooter/rpg mix can work, too, if done right (Deus Ex). But it is the combat system that has often kept me away from jrpgs.
Septerra Core is probably one of the only JRPG(western developed, though) that I actually beat, only because the story and world was so cool (the old style combat system was the worst part of it).
I don't think this topic, even in three videos, quite worked as a whole, but it was definitely an interesting one to think about and explore.
1) Success in the video game industry has evolved past the outdated parameters this video is using. The vid is defining success as appearance on home consoles or revenue in the United States. The real revolutions in JRPGs are happening right now on handheld titles that are absolute hits in Japan. That's why the vid's statement that JRPGs have recently wasted money on better visuals reveals just how little the creators know about the genre today. It means they haven't played Radiant Historia or Valkyria Chronicles 2.
2) The idea that menu based combat inhibits the experience is beyond preposterous. Hardcore fans of JRPGs play them because of the depth of menu-based combat, not despite it. It allows for a much more meaningful manifestation of the character customization decisions the player has made. And while WRPGs allow you to create an avatar, JRPGs do a far better job at allowing the player customize their characters' stats and abilities throughout the entirety of the game experience. Some of the best WRPGs still utilize menu-based combat, they've just gone lengths to allow you to automate them (Dragon Age Origins) or hide them on the keyboard (Guild Wars 2).
3) The idea that JRPGs have declined because gaming as a whole has only *just now* caught up to them in narrative makes me question if the creator only started gaming this generation. We could easily point to dozens of PlayStation/N64 non-RPG titles that did fantastic jobs of narration. Have the staff of Extra Credits ever heard of a game called Ocarina of Time? Or Metal Gear Solid? Ico and Shadow of the Colossus are games that were able to create powerful emotional experiences by getting rid of narrative entirely, and those are *last generation* games.
This is the problem when journalists try to make academic investigations into gaming. They end up revealing how little they know about the subject matter.
What about Pokémon? I'm guessing it's because that game series is more about self-expression than nearly all other JRPGs, since you name the protagonist, your party is entirely customizable, and until recently has been light on story. (Not that there's anything wrong with the last one.)
Personally, I'll say that localization and licensing kills jRPGs.
On the point of combat system--I think jRPGs are much more varied than wRPGs. Whether you're talking about Mass Effects, Dragon Age, or Skyrim, the combat is much more traditional. Sure, you have different perspective (not really--all games are moving to 1st person/behind the shoulder 3rd person). You fling fireballs that ignites a target, you fling ice bolts that slows them down, and electric ball that stuns them. Then you swipe them with swords. Or if you're using a knife, you stab them from behind. The flavor might "feel" different, but the core is very much the exact same thing.
jRPGs, on the other hand, are very different. Suikoden3 uses a weird pairing system that modifies your attack based on your party members (and who you are paired with). FF12 has an MMORPG-ish thing, while FF13 is pretty much arcade button masher. Star Ocean and Tales are basically fighters, and SMT are something else entirely. Even Pokemon is mixing it up with pair/team battles/contests.
It's rather interesting that people claim that jRPGs have bad narrative. They're definitely convoluted, and VERY difficult to grasp. They're also very non-Hollywood. People simply don't like sad endings, as we have seen with ME3. I thought the chief complaint would've been "why do we get recolored endings?" but no, people were pissed because their team basically died a useless death. This does not bode well for any narrative coming out of Japan. Wanna know why? Japanese are NOT the bunch to make happy endings. Go ahead, look through their best books, their most acclaimed movies and animations, and then compare them to Hollywood. So many heroes in Japanese stories bit the dust by the end of the story. Heck, even kid series (think Power Ranger) have a TON of their main casts killed off. They don't shy away from unhappy stuff. And they also focus inward--the main character is not the almighty savior. A lot of them they do save the world. But many times, they simply did that while they were saving their sister/homeland/beloved. They didn't care about the world nearly as much as themselves. Hence, the stories will always leave a bad taste for Western audience after the game is said and done.
I am an American who works in R&D at tri-Ace in Tokyo, Japan, makers of Star Ocean, Valkyrie Profile, Final Fantasy XIII-2, etc. I have to agree about the future of JRPG’s and how they have lost sight of their core ideals that once made them so popular. It’s a little late but I think some Japanese companies are finally starting to realize this. tri-Ace has always been experimental with our battle systems, and have been met with mixed reviews, but we can’t be faulted for not trying at least. The problem is these days we only do contract work for other companies such as Level 5, GREE, and Square Enix. GREE is a bit new but the people who run it in Japan have the same problem as Square Enix and Level 5, which is that they are very much tied to traditions.
The same thing is bringing down Nintendo, which is made up of 6 old farts and 1 youngish guy who is trying so desperately to point the company in the right direction but always gets outvoted by the elders who think they know what audiences want. They don’t. Their experience comes from a time when gaming was new and novel and they have never taken the time to evolve and understand the changing needs of gamers these days. The big issue in all cases if the loss of sight/perspective.
I see a bit of hope recently for Japanese RPG’s, but I wish there was more I could do to steer them in the right direction. Final Fantasy VII is the game that made me decide as a child that I would definitely make games for a living, and I would definitely work on Final Fantasy games. Now I am. I trained in programming from that day, I made a Final Fantasy VII 3D screensaver, I got into the industry, and I moved half-way around the world to work on Final Fantasy games. Yet it feels so empty now. This is not what I had in mind when I was a child. What happened to their greatness? Final Fantasy VII changed my life and I beat Chrono Trigger 17 times. To which game can I turn for that kind of motivation and satisfaction these days? I can’t even turn to the very games I am making, even with the added motivation that my name is in their credits. Sorry but nothing recent coming out of Japan does it for me anymore. The magic is gone. They’ve lost sight.
It was always my dream to live and work in Tokyo and I am doing it. I just hope that things can get back to what once was my reason for wanting to live here.
I think a role-playing game (RPG) should be one where you actually get to create your own character in some meaningful ways, so if JRPGs are really more of a vehicle for telling a story, it does merit a different genre name. Some western RPGs don't give you real choices in expression either, though, because it's not really a lot of choice in storyline or character development, just changing out weapons, appearance, and skills.
I agree with a lot of commenters here that I enjoy a good menu-driven game, because it's more chess and thinking and planning than real-time reflex or button mashing. I also agree with comments that the real difference is in story-telling between the two cultures. Japanese and European stories don't necessarily lead to Hollywood feel-good endings leaving you the hero. I think Japanese society is very constrained, so those kinds of stories feel more real and resonate with them more. American hero-making stories aren't necessary compelling for everyone either, so who's to say which is the better? Why can't both co-exist? The whole American individualism, acting alone based on your own moral compass or your own "heart" type of story can be just as played out.
Also, if you're really playing for "abnegation", I don't consider that role-playing. Role-playing is about expression and creativity. Abnegation means you want to passively watch something happen while you participate in a sort of trance-like state, not having to make choices. Having a great story unfold before you is better for this than role-playing, which should really require your active participation in creating the story that you live. And there's nothing wrong with enjoying a story being told either, just a different experience.
In relation to Squenix owning lots of good IP: a remake of Threads of Fate or maybe a sequel would be a great way to get attention back on it. It's one of the best games that they produced during the "Summer of RPGs", but was so outshone by Chrono Cross and Final Fantasy IX that it never stood a chance. Even the rerelease on PSN in 2010 had next to NO marketing.
Posts
But at the same time, this halfway informative opinion sort of failed at being properly done. The reason is as simple as you use the term "failing" when its irrelevant for the content, while you at the same times fail to draw a comparison to similar events in history, such as the US video game marked crash of 1983. As far as the opinion goes, the message is not "jRPG could suffer a crash due a stagnation", when your real target is SQUARE-ENIX for being stale about Final Fantasy.
I don't bristle at saying the combat system is one of the worst parts of JRPG because, for me, that's absolutely the biggest reason I don't play them so much anymore, but I disagree at saying that it is objectively the worst part. A lot of people like the turn-and-menu-based system, because it makes for a thinking game, rather than an action game. It's chess, rather than tennis, or Tetris. And the modern JRPG tendency to move away from tedious menu systems -annoys most JRPG fans I know- because the menu system is why they played.
Personally, I vastly prefer games like Star Ocean: The Second Story, with it's real-time/pausable-for-menus system. Although that's unfair, because it's pretty much perfect and I've never seen another JRPG do what it does. But I accept that what's right for me isn't right for everyone.
Not really expression anyway. JRP's for me are an emotional thing but they don't give you the same choice traditionally that WRPG's. You can't really express yourself through the characters anywhere near as much as a WRPG, classically.
Shame most the rest of the game was so very badly designed and could rightly be called a corridor simulator outside of Gran Pulse.
As for Persona 3 I didn't much care for it because I felt as if it was 90% a boring day planner, 10% JRPG, and if you didn't look up and follow a guide for what you were supposed to do each day, you got screwed out of a ton of content. The S-Link system was a godawful burden. At no point when playing a game should the player feel that they're being deprived of the vast majority of the content simply because they don't know what arbitrary requirements are expected of them. Persona 3 was GameFAQs: The Game.
I'm a completionist and if I miss something even moderately cool it just grates on me like nothing other. I had to restart Chrono Cross because I found out I'd missed out on Glenn, who you can lock yourself out of by making choices that have nothing to do with him.
I'm trying to think of other games that felt that way, but I'm drawing a blank. But I know I've had that "screw this, I don't want to have to read an FAQ or replay the game ten times to randomly stumble upon most of its content" feeling before from a few other JRPGs.
Septerra Core is probably one of the only JRPG(western developed, though) that I actually beat, only because the story and world was so cool (the old style combat system was the worst part of it).
I don't think this topic, even in three videos, quite worked as a whole, but it was definitely an interesting one to think about and explore.
1) Success in the video game industry has evolved past the outdated parameters this video is using. The vid is defining success as appearance on home consoles or revenue in the United States. The real revolutions in JRPGs are happening right now on handheld titles that are absolute hits in Japan. That's why the vid's statement that JRPGs have recently wasted money on better visuals reveals just how little the creators know about the genre today. It means they haven't played Radiant Historia or Valkyria Chronicles 2.
2) The idea that menu based combat inhibits the experience is beyond preposterous. Hardcore fans of JRPGs play them because of the depth of menu-based combat, not despite it. It allows for a much more meaningful manifestation of the character customization decisions the player has made. And while WRPGs allow you to create an avatar, JRPGs do a far better job at allowing the player customize their characters' stats and abilities throughout the entirety of the game experience. Some of the best WRPGs still utilize menu-based combat, they've just gone lengths to allow you to automate them (Dragon Age Origins) or hide them on the keyboard (Guild Wars 2).
3) The idea that JRPGs have declined because gaming as a whole has only *just now* caught up to them in narrative makes me question if the creator only started gaming this generation. We could easily point to dozens of PlayStation/N64 non-RPG titles that did fantastic jobs of narration. Have the staff of Extra Credits ever heard of a game called Ocarina of Time? Or Metal Gear Solid? Ico and Shadow of the Colossus are games that were able to create powerful emotional experiences by getting rid of narrative entirely, and those are *last generation* games.
This is the problem when journalists try to make academic investigations into gaming. They end up revealing how little they know about the subject matter.
On the point of combat system--I think jRPGs are much more varied than wRPGs. Whether you're talking about Mass Effects, Dragon Age, or Skyrim, the combat is much more traditional. Sure, you have different perspective (not really--all games are moving to 1st person/behind the shoulder 3rd person). You fling fireballs that ignites a target, you fling ice bolts that slows them down, and electric ball that stuns them. Then you swipe them with swords. Or if you're using a knife, you stab them from behind. The flavor might "feel" different, but the core is very much the exact same thing.
jRPGs, on the other hand, are very different. Suikoden3 uses a weird pairing system that modifies your attack based on your party members (and who you are paired with). FF12 has an MMORPG-ish thing, while FF13 is pretty much arcade button masher. Star Ocean and Tales are basically fighters, and SMT are something else entirely. Even Pokemon is mixing it up with pair/team battles/contests.
But on handhelds? They're THRIVING.
The same thing is bringing down Nintendo, which is made up of 6 old farts and 1 youngish guy who is trying so desperately to point the company in the right direction but always gets outvoted by the elders who think they know what audiences want. They don’t. Their experience comes from a time when gaming was new and novel and they have never taken the time to evolve and understand the changing needs of gamers these days. The big issue in all cases if the loss of sight/perspective.
I see a bit of hope recently for Japanese RPG’s, but I wish there was more I could do to steer them in the right direction. Final Fantasy VII is the game that made me decide as a child that I would definitely make games for a living, and I would definitely work on Final Fantasy games. Now I am. I trained in programming from that day, I made a Final Fantasy VII 3D screensaver, I got into the industry, and I moved half-way around the world to work on Final Fantasy games. Yet it feels so empty now. This is not what I had in mind when I was a child. What happened to their greatness? Final Fantasy VII changed my life and I beat Chrono Trigger 17 times. To which game can I turn for that kind of motivation and satisfaction these days? I can’t even turn to the very games I am making, even with the added motivation that my name is in their credits. Sorry but nothing recent coming out of Japan does it for me anymore. The magic is gone. They’ve lost sight.
It was always my dream to live and work in Tokyo and I am doing it. I just hope that things can get back to what once was my reason for wanting to live here.
L. Spiro
I agree with a lot of commenters here that I enjoy a good menu-driven game, because it's more chess and thinking and planning than real-time reflex or button mashing. I also agree with comments that the real difference is in story-telling between the two cultures. Japanese and European stories don't necessarily lead to Hollywood feel-good endings leaving you the hero. I think Japanese society is very constrained, so those kinds of stories feel more real and resonate with them more. American hero-making stories aren't necessary compelling for everyone either, so who's to say which is the better? Why can't both co-exist? The whole American individualism, acting alone based on your own moral compass or your own "heart" type of story can be just as played out.
Also, if you're really playing for "abnegation", I don't consider that role-playing. Role-playing is about expression and creativity. Abnegation means you want to passively watch something happen while you participate in a sort of trance-like state, not having to make choices. Having a great story unfold before you is better for this than role-playing, which should really require your active participation in creating the story that you live. And there's nothing wrong with enjoying a story being told either, just a different experience.