Star Ocean 2 did the whole pickpocket from NPC's thing, and it impacted party relationships and didn't end the game when you failed. And I could name a dozen jrpgs with spells or items that help avoid combat. For starters, every FF game from 4 onwards, Breath of Fire, Tales Series, Star Ocean series, Dragon Quest series.... JRPG's don't let you pickpocket from NPC's, they let you steal from enemies which is basically a convoluted loot drop. Spells and items to avoid combat? Like what? Stealth and invisibility spells are virtually non-existent in JRPG's.
I mean, yeah, because you're looking at games without battlefields to alter. Those spells are are virtually non-existent in western blobbers as well. Then again, there's BoF5, where not only can you use spells to lay traps on the battlefield and move enemies into them, you can use items outside of it as well, which can even carry on into the battle, like bait or bombs. Where's all the monster bait in my infinity engine games?Spells that alter the battlefield like Grease and Web? Virtually non-existent in JRPG's.
Summoning spells have been pretty popular for a long time as well. FF5 even did the whole catch and release monsters thing before pokemon did. SaGa frontier has a spell that summons a lightsaber, which is actually an interesting spell because besides being a kickass weapon, it also raises all your stats a bit and gives you a free defensive sword skill, so it's useful even for pure casters. Pretty sure some other SaGa games had item spells too.Spells that summon creatures and temporary equipment? Virtually non-existent in JRPG's.
Illusion spells such as Mirror Image, Invisibility and Simulacrum? Virtually non-existent in JRPG's.
This is a joke right? Pretty much every jrpg ever makes poison a long term status effect, and most have petrification as well, not to mention paralysis, shrinking, polymorph, and death. Oh, and being turned into a zombie.Long-term status effects like level draining and petrification? Virtually non-existent in JRPG's.
Actually quite common, but people generally prefer grinding to experimentation. Most speedruns wouldn't be possible without cheesing basically every boss and enemy with status ailments.Status-inflicting abilities that are actually reliable and a viable alternative to dealing damage? Not entirely non-existent, but very rare in JRPG's.
Star Ocean 2 did the whole pickpocket from NPC's thing, and it impacted party relationships and didn't end the game when you failed. And I could name a dozen jrpgs with spells or items that help avoid combat. For starters, every FF game from 4 onwards, Breath of Fire, Tales Series, Star Ocean series, Dragon Quest series.... JRPG's don't let you pickpocket from NPC's, they let you steal from enemies which is basically a convoluted loot drop. Spells and items to avoid combat? Like what? Stealth and invisibility spells are virtually non-existent in JRPG's.
So pickpocketing with no failure state, which affects absolutely nothing except what ending slide party members get despite this being completely nonsensical (why would the fate of characters be determined by some petty theft and not all the crazy things you do during the game?) and is only used as source of loot and not as an alternate way to solve quests.Star Ocean 2 did the whole pickpocket from NPC's thing, and it impacted party relationships and didn't end the game when you failed.
So why don't games like Final Fantasy Tactics have those spells then? Dragon Quarter is the only example I can think of and even that has battles take place in some abstract combat arena separate from the environment you explore.I mean, yeah, because you're looking at games without battlefields to alter.
So let me get this straight: despite the fact that JRPG's outnumber cRPG's by a factor of probably a 100:1, you could only come up with two examples, both of which aren't even real summoning spells, since they function like one-off damage spells or a temporary buff. Was this really your argument or is this some elaborate trolling?Summoning spells have been pretty popular for a long time as well. FF5 even did the whole catch and release monsters thing before pokemon did. SaGa frontier has a spell that summons a lightsaber, which is actually an interesting spell because besides being a kickass weapon, it also raises all your stats a bit and gives you a free defensive sword skill, so it's useful even for pure casters. Pretty sure some other SaGa games had item spells too.
Early FF games had some simplified form of Mirror Image because back then, they still took some inspiration from D&D. And anyway, you didn't address the bulk of my argument: anything that plays with visibility or line-of-sight is almost completely non-existent in JRPG's.Simulacrum isn't even an illusion spell btw, it's necromancy, it makes a clone. A cheap clone, but still a very real clone. As for Invis or mirror image, FF series had mirror image way back in the first game. I forget when they added invis, but they've both been fairly common spells.
Does it remove you from the party and turn you in a immovable and breakable statue like it does in the Infinity Engine games? Otherwise it's not a long-term status effect.and most have petrification as well
In most JRPG's these effects wear off after battle.not to mention paralysis, shrinking, polymorph, and death. Oh, and being turned into a zombie.
What grinding? Status effects tend to be useless in JRPG's because unlike cRPG's, dealing damage in JRPG's is almost completely deterministic. Damaging attacks almost never miss and they don't roll for damage. Inflicting status elements on the other hand is still subject to chance. This means that in the vast majority of cases dealing damage will always be the superior option, especially against bosses which tend to be immune against most every status effect.Actually quite common, but people generally prefer grinding to experimentation.
But we're not talking about meta-aspects like number cruncing or navigating skill trees. We're talking about mechanics that actually change moment-to-moment gameplay. The fact that you couldn't even come up with any convincing counter-examples speaks volumes. I'm not even saying JRPG's are necessarily a bad genre, I'm simply saying their mechanics tend to be very streamlined, deliberately so. I have no idea why you'd be in denial about something so obvious.Lets do this the other way around:
Where are the western games with spells that can be combined with eachother into entirely new spells with new effects neither spell had?
What decline? FF7 has the same combat system as FF6, the same approach to storytelling (primarily through non-interactive cutscenes), the same approach to world building (an anachronistic mix of fantasy and science fiction), the same tone and style of dialogue and method of story delivery, the same visual style (disproportionate character models against 2D backgrounds), the same music composer, the same approach to sound design (e.g. no voice acting), the same amount of linearity (for most of the game), the same interface and UI elements even.Final Fantasy 6 was the last good Final Fantasy game except maybe a spin off like FFT.
FF7 was the beginning of the decline.
Probably because those spells are shit, offer little in the way of interesting gameplay, and only get included in games for the nostaliga factor for DnD.So why don't games like Final Fantasy Tactics have those spells then?
What decline? FF7 has the same combat system as FF6, the same approach to storytelling (primarily through non-interactive cutscenes), the same approach to world building (an anachronistic mix of fantasy and science fiction), the same tone and style of dialogue and method of story delivery, the same visual style (disproportionate character models against 2D backgrounds), the same music composer, the same approach to sound design (e.g. no voice acting), the same amount of linearity (for most of the game), the same interface and UI elements even.Final Fantasy 6 was the last good Final Fantasy game except maybe a spin off like FFT.
FF7 was the beginning of the decline.
We're not even talking about a situation like Kotor 1>Kotor 2 where it's a same-engine sequel, but with a stark tonal shift as a result of a change in developers. FF6 and FF7 are extremely similar. You pretty much have to be a nostalgia hipster to hold up FF6 as the 'last good Final Fantasy game' while claiming FF7 is 'the beginning of the decline' (and this is coming from someone who didn't think much of either game).
Machocruz said:Final Fantasy VI is the perfect example of a JRPG thriving on personality and presentation. Be honest, you all remember it for things like characters, their adventure, plot points, the enemy art, color, the music, not combat. Maybe a few encounters were memorable, but because of the writing/dialogue not battle mechanics. You could reduce encounter rate by at least 50% and it wouldn't be any lesser for it, probably be even more enjoyable.
The JRPG subgenre, as distinct from the much larger category of Japanese-made RPGs, is defined by a reduction in the complexity of game mechanics in favor of an emphasis on story-telling through narration, graphics, and music. Thus, when you say that people praise Final Fantasy VI for its characters, plot, graphics, and music, you're highlighting that it's strong in all the elements on which JRPGs focus, which is high praise indeed. The Codex's #1-voted CRPG-of-all-time, Planescape: Torment, is similar in that combat and exploration are simplified in favor of narrative, including a main quest focused around the protagonist and his backstory as well as various companions with their own stories and relationships with the protagonist; though it differs from the norm of JRPGs in being more dialogue-intensive, with a massive amount of text, and less interested in employing graphics or music to serve the story. Both FF VI and Planescape: Torment are examples of games where the artistic aspects transcend the relatively limited gameplay.Final Fantasy VI is the perfect example of a JRPG thriving on personality and presentation. Be honest, you all remember it for things like characters, their adventure, plot points, the enemy art, color, the music, not combat. Maybe a few encounters were memorable, but because of the writing/dialogue not battle mechanics. You could reduce encounter rate by at least 50% and it wouldn't be any lesser for it, probably be even more enjoyable.
The JRPG subgenre, as distinct from the much larger category of Japanese-made RPGs
Unless you're prepared to travel back in time about a quarter-century and prevent the term "Japanese RPG" from being applied to a specific subgenre of RPGs, one which excludes the multitude of Wizardry-likes developed in Japan as well as From Software's King's Field and derivatives and also many other games with varied mechanics and focus, then we're unfortunately stuck with the term JRPG confusingly referring to a subgenre rather than meaning Japanese(-developed) RPGs.According to whom? JRPGs (Japanese Role-Playing Games) are a sub-genre of JRPGs (Japanese Role-Playing Games)? How does that make any sense at all? It always just came across to me as a classification made up by people who played JRPGs back in say the late 80s-very early 90s when they were predominantly cutesy and simplistic (and arguably collectively inferior to WRPG) and that's all they knew and despised, and wanted to cling on to that understanding of the JRPG even when it was pointed out to them that the genre has in fact branched out and evolved. Anything that's actually more to their taste, like say Dark Souls? "Oh no, that's a prestigious WRPG made by Japanese devs, despite having very Japanese-leaning game design. Gotta claim stakes on that one."
It would be like the JRPG fan only playing Ultima and Wizardry + "clones" and assuming that's exclusively what the WRPG is. Or creating a sub-genre of WRPG called "WRPG" out of it in that limited understanding. It's nonsensical. At least get a better sub-genre label for those early games rather than one that is identical to the parent genre.
But we no longer call all FPS games "Doom-clones" and the application of the term "hack'n'slash" often confuses fandoms of very different games like Devil May Cry (alternatively called "stylish action") and Diablo (alt. "action RPG", which sparks more questions because googling action RPG summons The Witcher 3). Will this decade be defined by having every difficult game belong to the specific subgenre that is "Dark Souls"?Unless you're prepared to travel back in time about a quarter-century and prevent the term "Japanese RPG" from being applied to a specific subgenre of RPGs
And for good reason. Spend too much time working on that stuff and you end up with Choice of Dragon. Fun for the novelty, but doesn't exactly land you in the hall of fame.Good narrative interactivity with systems takes work, devs avoid doing work
The idea that Final Fantasy VI and Planescape: Torment share a similar design ethos is so bizarre that I'm starting to wonder whether you even played either game. Let's compare what playing the two games is actually like.The JRPG subgenre, as distinct from the much larger category of Japanese-made RPGs, is defined by a reduction in the complexity of game mechanics in favor of an emphasis on story-telling through narration, graphics, and music. Thus, when you say that people praise Final Fantasy VI for its characters, plot, graphics, and music, you're highlighting that it's strong in all the elements on which JRPGs focus, which is high praise indeed. The Codex's #1-voted CRPG-of-all-time, Planescape: Torment, is similar in that combat and exploration are simplified in favor of narrative, including a main quest focused around the protagonist and his backstory as well as various companions with their own stories and relationships with the protagonist; though it differs from the norm of JRPGs in being more dialogue-intensive, with a massive amount of text, and less interested in employing graphics or music to serve the story. Both FF VI and Planescape: Torment are examples of games where the artistic aspects transcend the relatively limited gameplay.Final Fantasy VI is the perfect example of a JRPG thriving on personality and presentation. Be honest, you all remember it for things like characters, their adventure, plot points, the enemy art, color, the music, not combat. Maybe a few encounters were memorable, but because of the writing/dialogue not battle mechanics. You could reduce encounter rate by at least 50% and it wouldn't be any lesser for it, probably be even more enjoyable.
The 'JRPG' isn't Final Fantasy. There's a ton of 'tactical' RPGs, action RPGs and blobbers made with the very same aesthetics as the ones you just praised. They, like RPGs made elsewhere, vary in complexity and form. But are made in Japan, therefore JRPG. Likewise, a 'reduction in complexity in favor of story-telling' applies to another ton of 'CRPGs'. Including ancient progenitors of the genre.The JRPG subgenre, as distinct from the much larger category of Japanese-made RPGs, is defined by a reduction in the complexity of game mechanics in favor of an emphasis on story-telling through narration, graphics, and music. Thus, when you say that people praise Final Fantasy VI for its characters, plot, graphics, and music, you're highlighting that it's strong in all the elements on which JRPGs focus, which is high praise indeed.
So pickpocketing with no failure state
But its game structure has virtually nothing in common with JRPG's, and shares a lot more with other cRPG's.
I wasn't even referring to open-endedness with that sentence, but even when it comes to that, your counter-example is highly dishonest. The first Dragon Quest was heavily inspired by the Ultima games, and as a result is a lot more open-ended than other JRPG's. But starting with the second game, the series started to become far more linear. Your counter-example is an exception that proves the rule.Ok.But its game structure has virtually nothing in common with JRPG's, and shares a lot more with other cRPG's.
"Design ethos"..."game structure". Well, yes, if you ignore the game elements that were cited by me (or by Machocruz earlier) and instead focus solely on plot/quest structure (which seems to be what you mean by "game structure"), then Planescape: Torment appears dissimilar to JRPGs. On the other hand, if you had bothered to ponder the simplification and de-emphasis of combat and exploration --- two of the three main components of the RPG genre --- in Planescape: Torment and the relative importance it places of backstory, dialogue, and characterization, then you might realize that the game has a very different relationship with JRPGs from what you're assuming. To refer back to Machocruz's list, we remember Planescape: Torment for characters, their adventure, plot points,The idea that Final Fantasy VI and Planescape: Torment share a similar design ethos is so bizarre that I'm starting to wonder whether you even played either game. Let's compare what playing the two games is actually like.The JRPG subgenre, as distinct from the much larger category of Japanese-made RPGs, is defined by a reduction in the complexity of game mechanics in favor of an emphasis on story-telling through narration, graphics, and music. Thus, when you say that people praise Final Fantasy VI for its characters, plot, graphics, and music, you're highlighting that it's strong in all the elements on which JRPGs focus, which is high praise indeed. The Codex's #1-voted CRPG-of-all-time, Planescape: Torment, is similar in that combat and exploration are simplified in favor of narrative, including a main quest focused around the protagonist and his backstory as well as various companions with their own stories and relationships with the protagonist; though it differs from the norm of JRPGs in being more dialogue-intensive, with a massive amount of text, and less interested in employing graphics or music to serve the story. Both FF VI and Planescape: Torment are examples of games where the artistic aspects transcend the relatively limited gameplay.Final Fantasy VI is the perfect example of a JRPG thriving on personality and presentation. Be honest, you all remember it for things like characters, their adventure, plot points, the enemy art, color, the music, not combat. Maybe a few encounters were memorable, but because of the writing/dialogue not battle mechanics. You could reduce encounter rate by at least 50% and it wouldn't be any lesser for it, probably be even more enjoyable.
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No, I'm not saying Planescape: Torment is a super hardcore experience, it's probably an easier game than Final Fantasy VI. But its game structure has virtually nothing in common with JRPG's, and shares a lot more with other cRPG's.
The original Final Fantasy isn't a JRPG, but FFs IV, VI, VII, VIII, IX, and X are excellent examples of the JRPG subgenre. Unfortunately, there will be never-ending confusion when discussing JRPGs due to the inevitable tendency to interpret the term as meaning Japanese RPGs rather than a specific subgenre of RPGs. If only the latter could be renamed to Phantasy Star-likes or a similar moniker.The 'JRPG' isn't Final Fantasy. There's a ton of 'tactical' RPGs, action RPGs and blobbers made with the very same aesthetics as the ones you just praised. They, like RPGs made elsewhere, vary in complexity and form. But are made in Japan, therefore JRPG. Likewise, a 'reduction in complexity in favor of story-telling' applies to another ton of 'CRPGs'. Including ancient progenitors of the genre.
I chose a sentence that summed up the crux of your argument, which was the railroaded nature of FF6's first half versus the open-ended and free structure of PS:T from the very start. I provided an example of what defined JRPG's from their inception. Yes, both JRPG's and CRPG's* alike moved on from what should be the crux of an RPG (adventure and freedom), because videos and graphics sell.I wasn't even referring to open-endedness with that sentence,
FF3 has some side stuff for you to take care of as soon as you get the first airship, like getting Gau his Rages, or Mog and his dances. Water Rondo is missable and is a huge pain in the ass to acquire. You gotta land your airship on the Veldt, go through the cave, through Serpent's Trench, walk from Nikeah past Doma (which has some treasure for you to grab along the barricades and in the assorted rooms), all the way to Baron Falls, back to the Veldt. There are some semi-hidden Espers to be gotten after Vector blows up from a Thief hiding behind a tree and the Auction House, the hidden Intangirs on Triangle Island. During Sabin's scenario there's Cyan's sidequest (which sets up his World of Ruin quest nicely) to get an extra Tintinabar, which can be very valuable for the Colosseum. If you bring only 3 people on your first journey to Zozo, you gain access to Shadow's first dream as the thief Clyde which will set up the remaining 4 (5?) if you decide to save him on the Floating Continent (hey look, another optional choice). It may be linear for 10 hours or so, but let's not pretend like there aren't distractions to pull you off that road for a little while.Nothing stops from you doing side quests, switching classes, learning spells