Current Events > What's the genuine appeal of turn-based JRPGs?

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CRON
06/08/20 4:53:22 PM
#1:


You're effectively just cycling through menus and playing a convoluted Rock Paper Scissors.

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#2
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CanuckCowboy
06/08/20 4:55:31 PM
#3:


CRON posted...
You're effectively just cycling through menus and playing a convoluted Rock Paper Scissors.

https://youtu.be/pWdd6_ZxX8c

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MC_BatCommander
06/08/20 4:56:09 PM
#4:


They're fun and a lot of the time have really good soundtracks as well

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smoke_break
06/08/20 4:56:22 PM
#5:


FFX felt like a chess match, had to plan your moves ahead and shit.

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Strider102
06/08/20 4:57:14 PM
#6:


You can eat a sammich while playing.

That's an actual example someone gave years ago on the FFXV board as to why action combat sucks.

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radical rhino
06/08/20 4:57:50 PM
#7:


Conflict posted...
What's the genuine appeal of Action JRPGs? You're just mindlessly mashing A


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Back_Stabbath
06/08/20 4:58:25 PM
#8:


i find it a lot more chill than action RPGs. plus i tend to be playing more for the story/characters than the engaging combat mechanics or whatever.

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Tyranthraxus
06/08/20 4:59:02 PM
#9:


I get a boner when I see big numbers. That's why I like JRPGs.

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PikachuMaxwell
06/08/20 5:00:41 PM
#10:


I like seeing the magic spells and abilities casted or used by the characters.

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boxington
06/08/20 5:01:42 PM
#11:


these days, I'm not really a fan of JRPGs, action, turn-based, and so on.

with the exception of Nier: Automata and maybe the Yakuza series.

Final Fantasy 7 Remake is also pretty good, IMO.

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Illuminoius
06/08/20 5:02:00 PM
#12:


some of them actually attempt to have enemies that are strong and require reaction and prediction
most don't and are pathetic, easy, and slow, though
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DevsBro
06/08/20 5:21:15 PM
#14:


Story and characters, and to a lesser extent worldbuilding, are the main draws of the JRPG genre. So naturally, you often want to have multiple party members participate in battle simultaneously. Turn-based combat is nice because it allows you to control all your party members directly instead of delegating their actions to notoriously stupid AI or deal with them killstealing the player. Since you control them all directly, too, you have more agency with the character itself, which is consistent with the main draw and concept.

Now a lot of them don't take full advantage of this and end up with a mindless attack attack attack attack strategy, but some are better than others. Child of Light and Mega Man X Command Mission had good combat systems and great bosses.

Sometimes it can actually be advantageous to have random battles be mindless. There's often overlap with dungeon crawler design, where the challenge is in the dungeon as a whole (managing resources, solving mazes, etc) rather than the individual conflict, and frankly, getting stopped and having to plot out and strategize while you're just trying to get through a maze is pretty annoying. See the Imperial capital dungeon in Baten Kaitos, for example. Now I would definitely insist this is just that dungeon crawler is a bad genre but I'm grateful that games that fall into that trap are content to make battles easy.

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PatrickMahomes
06/08/20 5:27:36 PM
#15:


weak bait

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JuanCarlos1
06/08/20 5:30:35 PM
#16:


Its a soap for teens and adults longing to feel like they did back in their teens.

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BathroomWater
06/08/20 5:31:42 PM
#17:


Strider102 posted...
You can eat a sammich while playing.

That's an actual example someone gave years ago on the FFXV board as to why action combat sucks.

lmao this made me crack up

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Irony
06/08/20 5:31:45 PM
#18:


Fun

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specialkid8
06/08/20 5:32:03 PM
#19:


Anime tiddies.
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MC_BatCommander
06/08/20 5:35:07 PM
#20:


Strider102 posted...
You can eat a sammich while playing.

That's an actual example someone gave years ago on the FFXV board as to why action combat sucks.

I mean, honestly the ability to eat a sammy AND play the game is pretty nice ya know?

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SSJKirby
06/08/20 5:40:23 PM
#21:


Sometimes I just want to sit back, input some orders and watch it unfold

And then adjust strategy when the boss pulls out a big dick move I wasnt ready for

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Pancake
06/08/20 5:55:46 PM
#22:


I mean, honestly the ability to eat a sammy AND play the game is pretty nice ya know?

you could play earthbound with one hand.

Sometimes it can actually be advantageous to have random battles be mindless.

random encounters are tricky. i think if they serve to just pad out the game then they're misused, but easy, frequent fights in spots can add character to an area. if that becomes the tone of the entire game, it might end up just being annoying.

one idea i had was tune the encounter rate per room so that if the player takes the shortest path, they're unlikely to fight anything. because this was something i found myself doing in games with random encounters -- hoping i could skip having to fight anything in short rooms. i also see this as a way to add puzzles to rooms: find ways to trick the player into taking extra steps. i almost look at this as a slight qol idea too, for players that have already explored and looted or players that are working their way back out.

i also think having fewer encounters lets you make them more threatening and interesting.
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DevsBro
06/08/20 6:18:19 PM
#23:


Pancake posted...
random encounters are tricky. i think if they serve to just pad out the game then they're misused, but easy, frequent fights in spots can add character to an area. if that becomes the tone of the entire game, it might end up just being annoying.

one idea i had was tune the encounter rate per room so that if the player takes the shortest path, they're unlikely to fight anything. because this was something i found myself doing in games with random encounters -- hoping i could skip having to fight anything in short rooms. i also see this as a way to add puzzles to rooms: find ways to trick the player into taking extra steps. i almost look at this as a slight qol idea too, for players that have already explored and looted or players that are working their way back out.

i also think having fewer encounters lets you make them more threatening and interesting.
I like the pokemon method. Have danger areas where you can encounter enemies and safe areas where you can't. So while you're working your way toward the objective, you can adjust the encounter rate however you want. If you avoid the tall grass as much as possible, you'll probably just get in two or three battles but if you play around in it, you get more experience to make the boss easier without just running back and forth.

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TreeDigger
06/08/20 6:20:33 PM
#24:


I get to play while snacking and smoking weed, its super chill and I grind and become a GOD! also if the storys good I like to read.
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glassparkinglot
06/08/20 6:20:58 PM
#25:


Conflict posted...
What's the genuine appeal of Action JRPGs? You're just mindlessly mashing A

Tales of vesperia has entered the chat
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Pancake
06/08/20 6:23:01 PM
#26:


I like the pokemon method. Have danger areas where you can encounter enemies and safe areas where you can't.

it gives the player something of a bit of choice. i think if i had my way, tall grass would have a higher encounter rate than caves.

you know how dragon quest had those enemies that were obviously not meant to try and kill you, just waste your MP before you got to where you were going? that was kind of the worst.
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KeeperOfShadows
06/08/20 6:27:17 PM
#27:


Same appeal as any other game I play: It's fun for me.

Not my concern if you disagree.

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KiwiTerraRizing
06/08/20 6:28:24 PM
#28:


Grinding relaxes me

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Illuminoius
06/08/20 6:30:01 PM
#29:


Pancake posted...
you could play earthbound with one hand.
i'm one-handed and play literally everything with one hand
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Pancake
06/08/20 6:32:35 PM
#30:


i'm one-handed and play literally everything with one hand

that's cool. what i was getting at is that earthbound was designed that way; i think the R button let you confirm and check stuff and progress through menus in-battle.
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One_Day_Remains
06/08/20 6:33:16 PM
#31:


glassparkinglot posted...


Tales of vesperia has entered the chat


So has any game with an active time battle or grid-based battle system. The general point is you can make just about any RPG subgenre sound dull and unexciting if you oversimplify them
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GoodOlJr
06/08/20 6:34:05 PM
#32:


Giant overworlds and free roam rpgs are getting old to me

Lots of jrps cut out the middleman of travelling, and repetitive combat
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CRON
06/08/20 6:35:52 PM
#33:


JRPGs....cutting out repetitive combat? What sort of turn-based JRPG doesn't have repetitive, grind-y combat?

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FortuneCookie
06/08/20 6:36:28 PM
#34:


Personally, I don't miss it. The worst kind of fight is one in which opponents trade punches. If it's turn-based, you're stuck with nothing but trading punches (or fireballs or sword thrusts). Sure, it's possible to set a character up to block, but that basically means you're just forfeiting a turn.

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One_Day_Remains
06/08/20 6:37:58 PM
#35:


CRON posted...
JRPGs....cutting out repetitive combat? What sort of turn-based JRPG doesn't have repetitive, grind-y combat?


Literally every JRPG has repetitive combat. Every single one.

Some turn-based RPGs don't have random encounters. Which makes them essentially no different from Action RPGs.
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CW_McGraw
06/08/20 6:38:19 PM
#36:


I think I never get into JRPGs because I really don't give a fuck about the stories or settings. I never really liked anime. I can't make myself give a shit about the drama of Japanese high schoolers. There's nothing wrong with liking that stuff, but something about my upbringing has made me immune to whatever the appeal is.

I think if someone made a JRPG for me based off a universe I actually liked, I'd probably buy in. Something like a Mad Men JRPG would sell like a hundred copies, but I'd be first in line.

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PowerOats
06/08/20 6:40:42 PM
#37:


You can have action RPGs with random encounters
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Pancake
06/08/20 6:49:20 PM
#39:


Sure, it's possible to set a character up to block, but that basically means you're just forfeiting a turn.

i think blocking is only interesting if you can have some sort of tanking going on (ff4ds draw attacks), a cover/counter system, or if the game has survival rounds.

otherwise you'd only ever do it if there was no other way to get to other character's turns (like ff4 snes).
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GoodOlJr
06/08/20 6:50:37 PM
#40:


CRON posted...
JRPGs....cutting out repetitive combat? What sort of turn-based JRPG doesn't have repetitive, grind-y combat?


Swinging around some heavy sword, clearing off map icons and the same ability tree in every game doesnt tickle my funny bone anymore

Death stranding broke that formula and the industry collectively hated on it

To me, ass creed, spiderman ps4, the witcher, etc etc are all the same game
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One_Day_Remains
06/08/20 6:56:46 PM
#41:


GoodOlJr posted...


Swinging around some heavy sword, clearing off map icons and the same ability tree in every game doesnt tickle my funny bone anymore

Death stranding broke that formula and the industry collectively hated on it

To me, ass creed, spiderman ps4, the witcher, etc etc are all the same game


That sounds like you just hating open-world games in general. None of the games you've mentioned are even RPGs besides The Witcher
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GoodOlJr
06/08/20 7:04:49 PM
#42:


One_Day_Remains posted...


That sounds like you just hating open-world games in general. None of the games you've mentioned are even RPGs besides The Witcher


You get what im getting at

I dont even play a huge variety of turn based rpgs, I almost exclusively play atlus/smt games
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GiftedACIII
06/08/20 7:10:33 PM
#43:


You can still play them if you have carpal tunnel syndrome.
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Rikiaz
06/08/20 7:16:22 PM
#44:


The good ones make you actually think and strategizeabout your turns. In general the easier a turn based game is, the more boring it is. But if it's too difficult it's just frustrating.

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