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Wednesday, April 15, 2009
 
How to Fix the JRPG
Nayan Ramachandran complains in "Waypoints and Questlogs - Moving the JRPG Forward" that - for all its improved beauty and innovations on combat systems - the Japanese RPG has remained stale on too many fronts, and makes some suggestions on how these games ought to evolve. Including (I say with some sense of fan-victory) adopting some of the conventions that have long been embraced by Western RPGs.

His suggestions include making more meaningful encounters (instead of the usual array of random "trash" monsters), better quest logs, the use of waypoints on maps for quests (within moderation - he acknowledges there are times they are inappropriate), giving characters more life, going beyond cutscenes for character interaction, and going outside the bounds of traditional fantasy settings.

The cut-scene suggestion struck home for me in particular, as two nights ago I found myself ... uh... watching... a LOOOOONG cut-scene in Persona 4 with very limited (and ultimately meaningless) player interaction. We're talking more than a half an hour of just pressing the 'X' button. If you've played the game, you probably know the one I'm talking about (although I fear there may be more long ones in store as I close in on the end-game) --- it's the one that ends with the party standing before the Pearly Gates. While the end result was completely expected - they'd telegraphed what would happen for months of game-time - it was still compelling to see how it played out, with all the drama of characters I've come to care about hitting a crucial point in the story.

I hate to add the "for a game" disclaimer, but... for a game... it was pretty good storytelling. Which is what jRPGs are known for. Except... it wasn't really a game for those thirty to fourty minutes. It was a show on my TV where I got to pick some inconsequential responses in dialog and press the X button to move things along. I guess I could have hit the X button faster to skip the talky parts, but I really was interested in seeing what was going on. I was invested.

It was representative of a lot of what is both the good and bad in jRPGs. On the one hand, you have compelling, angsty, melodramatic storytelling in spades. You have interesting (if too often cliché) characters. But on the other hand, you also get extremely linear gameplay, limited interactivity outside of combat, and Really Freaking Long Cut-Scenes. Choices are limited for no good reason other than the necessity to preserve the linear story or gameplay progression.

As a fan of both styles of RPGs, I'd like to see more done to obtain the best of both worlds. Western RPGs have traditionally been more rooted in the pen-and-paper RPG experience, and typically emphasize open-ended exploration, simulation, interactivity, and player choice - often to the detriment of storytelling (because, you know, the two goals do not get along very well).

But as Ramachandran states, nobody is asking for a revolution here. Just some incremental improvements. I'm pretty much in favor of all of his suggestions (with some reservations for things like quest waypoints that could trivialize exploration if applied universally). But I'd like to add a few minor suggestions of my own to add to the list.

Now, speaking as an indie, I understand that one of the problems we face is that the "jRPG style" games are often constructed using the RPGMaker engine, and that comes saddled with its own limitations. But as Amaranth games demonstrated with Aveyond 2, even such crucial limitations such as the lack of mouse support can often be surmounted.

#1 - Let Grown-ups Be Player Characters, Too!
Why is it that anybody over the age of 21 is "over the hill" in jRPGs? Granted, characters on the cusp of adulthood are definitely in an interesting stage of life no matter the age of the player, and in the past this was closer to the target age of the target audience of these games. But seriously - we could use more grown-ups in grown-up situations.

#2 - More Meaningful Conversation Options
Even modern JRPG dialog with NPCs seems to be stuck in the Ultima III world, with NPCs standing around incapable of saying more than one or two canned responses to player interaction - unless you go to a rigidly scripted cut-scene style dialog sequence which generally features very limited player choice. On the plus side, you can get better dialog from a writer if they don't have to deal with weirdly branching dialog trees that circle back in on themselves. It's plain ol' linear storytelling. But all it is doing is taking the player for a ride. I'd like to see more meaningful choice and consequences. Meaningful meaning it changes the game in possibly subtle but long-term effects, but not clearly favorable versus unfavorable results.

I know, I'm always harping on RPG conversations and dialog. What can I say? It's a neglected aspect of games.

#3 - Better Reminders
Games (both Western and Japanese) are getting better at this, but its still a problem. It's one thing to be told during a dramatic cut-scene that you must seek out Doctor Foozcousin in North Geograville. And it's awfully helpful to be reminded by NPCs later that you really ought to seek out Doctor Foozcousin. But when you haven't been able to play in a week, the whole part about how you might find him in his studio apartment behind Al's Garage in North Geograville gets forgotten. And while perfect strangers in the jRPG mysteriously know that you need to seek out the good Doctor on your quest that they know nothing about, nobody sees fit to inform you of where the doctor can be found.

So you end up hunting all over the world for the doctor, twice. It's only on your second time in North Geograville that you spot the studio apartment behind Al's Garage and think, "Oh, wait, didn't the NPC in that cutscene two weeks ago mention a garage?"

Granted, this could also be resolved by having waypoints relating to your quest on the ol' map, or better quest journal entries. Or the ability to review cutscenes.

#4 - Change It Up
If the player is going to be revisiting old locations, change things up a bit between visits. This doesn't have to be anything radical like leveling or invading the city (though that's cool sometimes, too). But just things to illustrate the passing of time and events. Move the NPCs around, give them something else to say... whatever it takes.

#5 - Character Progression Choices
Give the player some choices when leveling up or otherwise improving their character. Admittedly, many modern high-end jRPGs have gotten better at that (to the somewhat baffling extremes of the last couple of Final Fantasy games). But the old-school tradition is for the progression to occur automatically with little or no player choice. One possibility explored in some games (especially Western RPGs) in the last decade is to allow the player to toggle "auto-leveling" if they really don't want to mess with the details.

#6 - Right-Sized Environments
Yes, I have to fight this problem myself. Sometimes environments get too big with too little to do but walk from point A to point B and deal with random encounters. Break things up. Vary the geography. Add interactive objects or hidden goodies. Or just shrink the environment.

#7 - Save (Almost) Anywhere
The limited save points are an artifact of the cartridge era, where a single kilobyte of persistent memory was a Big Deal. Somehow that got converted from a technical limitation to a game design feature. There are points - like in the middle of a cut-scene, or action sequence, or even combat - where I can understand turning off the ability to save the game for game design reasons. And to make it less of a pain in the butt for programmers to handle state preservation in the middle of a fight or whatnot. But when you are just bopping around the world? Puh-leeze!!!! Have mercy on those of us who can only play in 15-minute increments!

I should note that while Persona 4 still has those accursed save points, they at least made them far more plentiful than in the last game, and allow easy access back to the highest / lowest dungeon level you last visited. Now why certain indie RPGs persist in making you have to hunt around for some place to save your game is completely beyond me...

Finally, while indie RPGs rarely have the problem with overlong cut-scenes, I'd like to see that be a problem indie games continue to avoid.

(Update: I can't believe I forgot #7.)

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Comments:
My biggest pet peeve with jrpgs beyond the random combats is when they give you 40 different characters but they don't gain experience when they're out of party. Yay, 37 useless characters. Why do they even bother. One of the many reasons I don't go back to play some of the classic jrpgs.

At least bioware and some western rpgs have figured out the shared experience.
 
I got really tired of the difficulty level in a lot of JRPGs. I don't have a lot of time for gaming, so I don't want to spend my time level grinding, or searching for the infinity plus one sword so that I can beat the end boss.

The most frustrating is when I spend a half an hour getting to a boss fight (wading through cutscenes or random encounters), then another half hour fighting the boss, only to be killed right before winning the battle. That's an hour down the drain, when I've only got maybe two or three hours to play. I don't want to have to fight that boss two or three times, at a cost of one hour per attempt, just to get it right.

I really liked how they handled this in The World Ends With You for the DS. If you lose a fight, you have the option to retry it, or to retry it on easy difficulty.

That means that if I lose a fight I can try again right away, and if it's really kicking my tail, I can just lower the difficulty and enjoy the rest of the story without worrying about level grinding or other things I just don't want to mess with.

It was a bit of a blow to my geek ego at first, to lower the difficulty just to keep playing, but I got over it.
 
Interesting that some of the suggestions (in both the linked article and your piece) have been done, and then apparently forgotten.

Chrono Trigger was one of the first (maybe even THE first?) to do visible encounters. You'll find monsters playing, patrolling guards, even angry bar patrons.

Shining in the Darkness (which was admittedly more Wizardry than Final Fantasy) featured just three locations, and used those areas and the characters within repeatedly as the story unfolded. Shining the Holy Ark also avoided globe-trotting in favour of more localized adventuring. (FFTactics and FFXII limited their geography to just a few countries, which I thought added a level of geopolitical realism.)

Shining Force and it's sequels made individual battles more important by going with a strategy RPG format (another first for jRPGs?). FFT really capitalized on this by allowing random encounters, but making each storyline battle actually part of the storyline.

The original Phantasy Star, back on the Sega Master System, had wonderfully original characters. The main character Alis is female, for one thing, and she's a fighting character to boot. The games begins with Alis seeing her brother killed by guards for investigating the tyrannical ruler. So she takes up her brother's and his sword and heads off. It's one of the few jRPGs I've played that doesn't require any suspension of disbelief. (By the time you pick up your second character, a talking two-tailed cat, suspension of disbelief is in full force :)

It seems to me that the solutions to a lot of these problems have been done before (I don't claim to have an exhaustive knowledge of the industry, I'm sure there are more examples), but they've often been abandoned. The Shining games never made it past the Saturn for either series. FFT had a GBA sequel, but it was cutesy and disappointing. The Phantasy Star games declined quickly. The second game at least had you start your quest as part of your job. By the third game, you started by trying to save a princess (no joke!). And Chrono Trigger had a good sequel in Chrono Cross on the PSX, but nothing since. I suspect (despite being made by the same people as Final Fantasy) that they got stuck on trying to fit more story into the same universe.

So that's at least two console generations since we've seen these innovative ideas in action. Maybe we don't need new ideas for jRPGs. Maybe we need some old ones.

(Sorry for the length of the comment.)
 
Hey, I like long comments, no problem! (And I actually read them all.)

Thanks, Dariuou - you reminded me of the very first item that was on my original list, but was accidentally deleted in an edit. Not that it applies - if a combat is going to go for that long (and I don't think there's a real good excuse for that), then there should be opportunities to save in the middle of it. Just sayin'.

As far as the old ideas that have since been abandoned - it's curious. It makes me wonder if it was tried and just not commercially successful (as gamers all SAY they want innovation, but then they tend to BUY the same ol' same ol'....). But most of the games you mention were pretty popular. So I dunno.
 
#3 and 5 drive me crazy. These games throw out a quest every hour or so and I'm supposed to remember all the details of each one. Rrrrriiiiiight. Or I get in a hurry through dull conversation and miss it, then when I try striking up a conversation with them again they are simply persistent that I complete the task.

#5 has been somewhat covered by the earlier Final Fantasies. FF6 SNES(3) did a great job by allowing materia equipping that could alter leveling, nothing great, but a step in the right direction. 7 allowed materia leveling which took the edge off the sore spot.

Still, artwise I can see why you get characters with predetermined classes and weapons, the artwork is much easier to do, though 3d is tearing that barrier down a bit.
 
(Lessee... how does Science Girls hit your points?)

1 - Fail, schoolgirls. :)
2 - There are dialog options. Telling you how meaningful they are would be a spoiler!
3 - Savegames automatically note the main 'goal' you had at that point in time, to remind you when you load.
4 - Spoiler!
5 - Diablo2-esque. You're limited in which skills each character has access to, but you can choose which ones to raise.
6 - I'll wait for your review on that.
7 - Pretty much anywhere that's not a fight, yes.
 
I gave up on JRPGs roughly after I finished FF8. Back then in the 90ies they were ok but today their stories are mostly too naive for my taste. Also they normally don't have much scope (but a large scale). But I prefer a free roaming world rather than hours long of story telling with a couple of forced combats in between.
 
Good suggestions (especially #5!), although what bothers me personally is that developers include way too much pointless storytelling and story-related exploration/dialogue these days. Now, I'm all for a good story in principle, but since the vast majority of JRPG designers are demonstrably bad at telling stories there doesn't seem to be much point in focusing so heavily on the plot. That's why I welcome the resurgence of more focused, battle-oriented RPGs these days (especially on handhelds) such as Etrian Odyssey, Baroque, Izuna, Shiren the Wanderer, Brandish, Dark Spire and FF & Ys remakes to name just a few.

By the way, it was primarily those lengthy non-interactive cut scenes I was thinking of when I earlier complained about various intermissions in Persona 4. There were some lengthy scenes before the plot started to drag as well, but they became far more noticable when the story intermissions started to appear, and disturbingly many wordy conversations during the latter half of the games boiled down to endless variations on the same "Yay! it's finally over...isn't it?" theme.
 
I think it all depends on the developer and how much features they want to put in. For example, I'm playing Rogue Galaxy (PS2) right now and in it:
1) main character is teen but he's done well (not some emo kid)
2) npc characters dialogue will change at different times, some will even appear or disappear over the course of the game, and this game is huge (spans multiple planets and people are walking around in town and in dungeons and paths)
3) at the start of the game when it loads, they put up a story summary to remind you of where you are and what you're doing. They also have these side-quests which thankfully you can access info on at any time via an in-game item
4) see #2
5) no auto level up but then when you go through the dungeons and what have you, you will level up to suit the environment. If anything, you grind to get dropped items. =)
6) see #2. 5 planets with varying environments. Most of the paths are long but once you've gone through one, you can teleport from place to place instantaneously
7) You can't save anywhere at any time unfortunately but they do have save points in this game that doubles as a teleporter/auto-refresh HP and AP. Truthfully, I'll take this anytime cuz it's nice to know you can refresh your HP on your way to beat the boss while leaving a wake of monster bodies on the way! XD

...And yes, you can skip cut scenes in this game, even those flashy fighting techniques during battles.

Btw, have you seen Final Fantasy The Crystal Bearers for the Wii? The main character is a guy in his 20s. Square, from the beginning said that the main character will be older and will already have a reputation as a "hero". Again, this goes back to what I said earlier about games depending on the developer. Another example is Etrian Odyssey which I hear was made specifically to kick your arse or at least go back to the old school style of playing. But yeah, I'll stop here or else I'll talk your ear off. XD
 
@ Demiath

Brandish? Did I just hear you say Brandish? O.M.G! That's one of the games I wanted to play when I was a kid but never had a chance to. So, who's releasing it? What platform?! Or is it being released for some VC or some such thing? We're talking about the SNES game here right? :?
 
@Rio: Yes, a 3D remake of Brandish 1 has been released for the PSP (called "Dark Revenant"). I've tested the Japanese version briefly and it looks pretty impressive, but don't hold your breath for an English translation.
 
I don't disagree with any of the points made so far, but I think the incredible staleness of JRPG stories needs to be emphasized more than any of the others, if only because of how easy it is to avoid that pitfall.

Seriously: if a dev would just flip a coin to decide whether his JRPG protagonist will be male or female, that's a 50% chance that his game will buck 90% of JRPG stereotypes -- great odds. If the dev would flip a coin again over the protag's age, his/her class, place of birth (urban/rural), status of parents (dead/alive), ultimate ambition, etc. etc., and then write the story around those results, in all likelihood you'd end up with a trend-bucking JRPG. That's the state the genre's in right now: flabbergasting thematic stagnancy.
 
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