Yeah, I thought about most of your complaints while writing that post.
Aemon Send a noteboard - 11/02/2011 02:42:16 AM
I'll readily admit that I did a fairly poor job explaining, and used some improper words. I'll give it another shot below, but I'm not sure how much better I can do.
All you have control of is the aesthetics. The "fluff," if you will. You play a fighter, and you stand toe to toe with the boss, hitting him 20 times, and taking his punishment. The battle takes five minutes. Then you play a mage, and you run around avoiding the boss's attacks, casting a powerful spell when you have time. It takes five spells to kill him, and then he's dead. The battle takes five minutes. You play a rogue, and you sneak around, waiting for the boss to stop running, then you stab him in the back, and disappear again. It takes three backstabbin's to kill him. The fight takes five minutes.
All of your choices have meant nothing. You spent time choosing skills, shopping for appropriate equipment, etc, but, in the end, you fight a boss, he is challenging, and he dies in five minutes. What if you wanted to portray an incredible hero, who listens confidently to the boss's arrogant speech, and then wipes the floor with him? Can't do it. Level caps, lack of monsters, diminishing returns and what have you will keep you nicely on pace. What if you wanted to play a weakling, challenging yourself to get through the game as fast as possible, relying on perfection (and a little luck) to get through bosses? Can't do it. The huge XP bonuses given for completing unavoidable plot objectives will make sure you're ready for that boss.
Who cares how much "choice" you have if it doesn't make a difference? You could intentionally choose the worst possible skills and armor in a game like Fallout 3, and STILL complete the game without much trouble. You're not changing anything in the world, you're just changing what buttons you have to push to make that happen. There's some value in that when it comes to replayability, but what you're really changing is the action portion of the game; the role-playing part is unaffected. In fact, the game could practically play itself. You could pick any point in the game and guarantee that the player would be within a certain level range, have certain skills, and have a particular level of resources. That's not choice.
Yep, I know what you mean. I'm not a game designer, but I took two or three game design electives during the course of my CS degree, so I know the basic concepts and lingo. I know you need to limit resources. I don't believe those limitations have to be rigid, however. I might see a spell that I'll be able to learn soon, and think that it would be fun to have it for the next boss. I might spend two hours grinding to get that spell. Am I likely to just keep going, though, and grind out the rest of the powerups in the game? No way. I certainly recognize that it's not fun to grind rabbits in the first zone for 50 hours so that I'll have everything all at once. Allowing for that possibility will not break the game, though.
Obviously, I'm not suggesting that developers should give players a menu at the beginning and say, "here, choose whatever skills and stats you want." You have to provide challenge, limitations, difficulties, and so on. By all means nudge the player, show him the right way, and set him on the path, but then step back and let him do what he wants. Make unusual choices more difficult, suboptimal, somewhat frustrating, etc, but don't box him in.
I know there are a lot of "rails" in JRPGs. Probably more than in Western RPGs, for that matter. I just don't feel them, though. I guess this is the part I'm going to have the hardest time explaining, because it's just my perception as a player. When I play a JRPG, I can do what I want. I can challenge myself with low levels, spend a few hours getting some rare piece of equipment to see what it'll do against a boss, spend all my cash on a spell I shouldn't have yet, etc. When I play a Western RPG, though, I step into an area, and the game says to me, "You may now gain two levels, kill 4-6 scorpions, and make your choice of thirty different skills! Uh, all of which will increase your effective damage potential by five. Anyway, please complete the above (no more, no less) and then proceed to the next area."
/sigh.
Meh, character customization was probably the wrong thing to say. I'm not sure what the right thing is, though. I just want to be able to do whatever I want, whenever I want, as long as I'm willing to work for it. Western RPGs give you a lot of illusory "choice," but enforce strict rules. JRPGs keep you focused on what's important, and expose a lot of the game's mechanics to you.
Let me try again. Western RPGs let you do a lot of different things as long as you'll do it exactly how they want you to. JRPGs give you a more limited selection, but they let you bend the rules so that you can play how you want, and make the game your own.
Anyway, I'm running out of steam. I'll leave it at that. If you're not convinced, well, so be it. I'm not trying to say I'm really "in the right" here, just that the above is how I feel about the genre differences.
I have never played a JRPG where I felt like I had one iota of control over how my character turned out. And I want to preface this by saying that this is not necessarily a bad thing. Hell, in most JRPGs since they moved away from silent heroes, the concept "my character" isn't even relevant. You're not creating an avatar of yourself or some character you're roleplaying, you're controlling existing and pre-defined characters as they progress down paths defined by the developer. The only control you have is how far down the linear character path you have progressed.
In most Western Style RPGs, you DO have a lot of control over how your character turns out. You have actual choices to make about what abilities you will progress, what skills you'll pick up, etc. In a good RPG, these choices will have a significant impact on how you approach - and generally, how you're capable of approaching - challenges. Examples: Kotor, Mass Effect, Vampire: The Masquerade, Deus Ex.
All you have control of is the aesthetics. The "fluff," if you will. You play a fighter, and you stand toe to toe with the boss, hitting him 20 times, and taking his punishment. The battle takes five minutes. Then you play a mage, and you run around avoiding the boss's attacks, casting a powerful spell when you have time. It takes five spells to kill him, and then he's dead. The battle takes five minutes. You play a rogue, and you sneak around, waiting for the boss to stop running, then you stab him in the back, and disappear again. It takes three backstabbin's to kill him. The fight takes five minutes.
All of your choices have meant nothing. You spent time choosing skills, shopping for appropriate equipment, etc, but, in the end, you fight a boss, he is challenging, and he dies in five minutes. What if you wanted to portray an incredible hero, who listens confidently to the boss's arrogant speech, and then wipes the floor with him? Can't do it. Level caps, lack of monsters, diminishing returns and what have you will keep you nicely on pace. What if you wanted to play a weakling, challenging yourself to get through the game as fast as possible, relying on perfection (and a little luck) to get through bosses? Can't do it. The huge XP bonuses given for completing unavoidable plot objectives will make sure you're ready for that boss.
Who cares how much "choice" you have if it doesn't make a difference? You could intentionally choose the worst possible skills and armor in a game like Fallout 3, and STILL complete the game without much trouble. You're not changing anything in the world, you're just changing what buttons you have to push to make that happen. There's some value in that when it comes to replayability, but what you're really changing is the action portion of the game; the role-playing part is unaffected. In fact, the game could practically play itself. You could pick any point in the game and guarantee that the player would be within a certain level range, have certain skills, and have a particular level of resources. That's not choice.
An important part of creating this balance, where players must make choices that actually define their character differently, is to limit resources. The general idea is that limiting player resources to the point that they can't learn every move, or progress down every path, is the very thing that makes your choices matter. If you can choose everything, or every available option, then the choice no longer matters. If you can only choose from a subset of the total available choices, then by definition choosing one precludes choosing others - and the choice will actually have an impact and, if the options are varied enough, allow for different play-styles and different approaches.
Yep, I know what you mean. I'm not a game designer, but I took two or three game design electives during the course of my CS degree, so I know the basic concepts and lingo. I know you need to limit resources. I don't believe those limitations have to be rigid, however. I might see a spell that I'll be able to learn soon, and think that it would be fun to have it for the next boss. I might spend two hours grinding to get that spell. Am I likely to just keep going, though, and grind out the rest of the powerups in the game? No way. I certainly recognize that it's not fun to grind rabbits in the first zone for 50 hours so that I'll have everything all at once. Allowing for that possibility will not break the game, though.
Obviously, I'm not suggesting that developers should give players a menu at the beginning and say, "here, choose whatever skills and stats you want." You have to provide challenge, limitations, difficulties, and so on. By all means nudge the player, show him the right way, and set him on the path, but then step back and let him do what he wants. Make unusual choices more difficult, suboptimal, somewhat frustrating, etc, but don't box him in.
The long and short of it is, Japanese RPGs tend to have no horizontal progression - you never make choices that develop your character in different directions. But they do have vertical progression, where you can level your on-rails character up - aka further along the rails.
Western RPGs have some horizontal progression, but it must be limited to force the choices that players make to have any value. They also have vertical progression (usually in the form of simple leveling up or gaining items with increased stats, just like a JRPG), but that vertical progression is also limited. Sometimes that limit is necessary, like when the reward for vertical progression is points to spend on horizontal progression. Sometimes it is not necessary, and that's potentially an area where western RPGs could improve.
I know there are a lot of "rails" in JRPGs. Probably more than in Western RPGs, for that matter. I just don't feel them, though. I guess this is the part I'm going to have the hardest time explaining, because it's just my perception as a player. When I play a JRPG, I can do what I want. I can challenge myself with low levels, spend a few hours getting some rare piece of equipment to see what it'll do against a boss, spend all my cash on a spell I shouldn't have yet, etc. When I play a Western RPG, though, I step into an area, and the game says to me, "You may now gain two levels, kill 4-6 scorpions, and make your choice of thirty different skills! Uh, all of which will increase your effective damage potential by five. Anyway, please complete the above (no more, no less) and then proceed to the next area."
/sigh.
I'm curious as to what you define as "meaningful character customization." The example you give seem to define it as the simple ability to level up... which I don't see as customization. Outside of the rare JRPG that uses the Job System (usually something you find in tactical RPGs like Final Fantasy Tactics), I can't think of a single one that has any customization at all. I guess FFX had it's sphere grid? But it wasn't really very customizable, because you had clear, optimal solutions to it, and it didn't create choices between play-styles, it created choices between a good party that followed the rails and a bad party that didn't.
Meh, character customization was probably the wrong thing to say. I'm not sure what the right thing is, though. I just want to be able to do whatever I want, whenever I want, as long as I'm willing to work for it. Western RPGs give you a lot of illusory "choice," but enforce strict rules. JRPGs keep you focused on what's important, and expose a lot of the game's mechanics to you.
Let me try again. Western RPGs let you do a lot of different things as long as you'll do it exactly how they want you to. JRPGs give you a more limited selection, but they let you bend the rules so that you can play how you want, and make the game your own.
Anyway, I'm running out of steam. I'll leave it at that. If you're not convinced, well, so be it. I'm not trying to say I'm really "in the right" here, just that the above is how I feel about the genre differences.
Is it silly of me to keep holding out hope that there will be a KotOR 3?
09/02/2011 04:24:55 PM
- 943 Views
I have no answers, but on the subject ...
09/02/2011 06:28:35 PM
- 758 Views
It's about as good as a western-style RPG has ever been. Also: best plot twist of all time.
09/02/2011 07:12:59 PM
- 740 Views
But Katie, don't go looking up the plot twist before you decide to play it.
09/02/2011 07:41:57 PM
- 747 Views
Oh? What's the difference?
09/02/2011 08:51:33 PM
- 749 Views
Ok, I may have exaggerated a little bit...
09/02/2011 09:36:21 PM
- 730 Views
Re: Ok, I may have exaggerated a little bit...
10/02/2011 03:47:08 PM
- 713 Views
I LOL'd a bit.
10/02/2011 04:08:12 PM
- 853 Views
Re: I LOL'd a bit.
10/02/2011 09:46:22 PM
- 689 Views
Interesting viewpoint.
10/02/2011 10:45:25 PM
- 826 Views
Yeah, I thought about most of your complaints while writing that post.
11/02/2011 02:42:16 AM
- 761 Views
All fair enough. And I even agree with you.
11/02/2011 04:24:21 AM
- 671 Views
Re: All fair enough. And I even agree with you.
11/02/2011 08:27:04 AM
- 780 Views
Out of curiosity, did you ever play Morrowind?
11/02/2011 08:44:06 AM
- 784 Views
I played roughly halfway through. I quit when I realized how broken that game was.
11/02/2011 05:57:04 PM
- 733 Views
I love a good story but abhor collections/accomplishments/completionist stuff.
11/02/2011 07:53:48 PM
- 705 Views
Out of curiosity, what's you're opinion on the Neverwinter Nights games? *NM*
11/02/2011 08:18:38 PM
- 388 Views
That article is one of the most opaque pieces of text I've ever read.
12/02/2011 02:00:03 PM
- 791 Views
It has the same chance in hell as a sequel to the Chrono series *NM*
11/02/2011 02:32:41 AM
- 328 Views
now you made me sad, i'm going to go play chrono trigger on my psx now *NM*
19/02/2011 04:21:04 AM
- 444 Views