Active Users:1087 Time:22/11/2024 11:10:44 PM
Re: All fair enough. And I even agree with you. Aemon Send a noteboard - 11/02/2011 08:27:04 AM
I do find it strange that you can point to character choices in games like Mass Effect and call them nothing but fluff. I genuinely play the game differently in KOTOR depending on what class I am, how I've specced out that class, etc. The same fight could be different levels of challenge depending on those choices. If you make bad ones, you're gimped - someone in the KOTOR discussion just here a couple days ago said that they made some "bad" character choices and found the last boss of KOTOR to be simply impossible. They could not beat him. I don't have personal examples that are that extreme, but I certainly wouldn't call those choices nothing but "fluff".


Keep in mind that I have been saying that there are exceptions, and that it's all a matter of degree; I'm just discussing how I find the typical Western RPG to be. In my (albeit limited) experience, the game does its level best to progress you through the game at an average difficulty level, no matter what choices you make. I found this to be true in Fallout 3, and the Mass Effect games, to name two easy examples. When I play, I tend to make one playthrough doing everything "right," and then go back the next time and try to do the complete opposite of what I did before, in order to see the most new content. This often leads to my second playthroughs incorporating some of the worst possible skills, weapons, party members, etc, just because I want to see how they work. I also tend to make my second playthrough be on the hardest difficulty. Using this approach, I got through the Mass Effect games, and Fallout 3, with no trouble at all (and I'm hardly some leet gamer).

As far as the KOTOR example, I played that game with the same strategy, and with the same result. However, I can't swear that my choices the second time were the worst possible by any means. I'm willing to concede that there are combinations that result in winless finales. However, I believe those to be the exception, and to be an error on the company's part. KOTOR is more complex in its options and combinations than the Mass Effect games, and I think it likely that they simply weren't able to balance it perfectly. *shrugs* Perhaps I'm wrong, but it seems to me that the Western RPG designer's goal is to get the player through the game at an even, average difficulty, no matter what he does. This doesn't sound like such a bad goal, but, at least for me, it always comes across as stifling (...stiffling? ;) ).

You are right though: the amount of exp players are given, and the amount they are allowed to grow in power, is more tightly controlled in a western RPG. It means that players are generally not going to have as wide of a level spread as you'd see in a JRPG at any given point in the game. And this means that the level progression is more treadmill-like: the game is going to increase almost inevitably at the same rate as your own numbers are. The way I see it, that makes the non-numbers choices - the qualitative instead of quantitative choices - more important, because they are the choices that actually impact how you do. Whereas in a JRPG the only thing that impacts how you do is whether you've spent too much time running from battles and are under-leveled, or spent more time wandering around fighting.


See, I just haven't seen that to be the case. In my experience, the overbearing "LEVELS ARE GOD" system isn't replaced with a more fine-grained, horizontal sort of progress. No, the majority of a character's improvement is simply funneled over to the game's design. The options are there to make the player feel good (to provide the illusion of choice, as I said before) but, for the most part, the game takes care of the important parts. How many times in a Western RPG have you "leveled up" (or the equivalent) right at the end of a major plot sequence? Constantly. How often do you gain more than one level per zone? Rarely. Or maybe the game's a little more subtle than that. Maybe the game gives you a superpowerful weapon right before a difficult part (Mass Effect 2 anyone?). You can have zero points in the skill associated with either of the two weapons you're allowed to choose there, and they're still far and away your best option to continue on with. Heck, let's talk points in general while we're at it. I guarantee you I could beat either of the Mass Effect games on the hardest difficulty without ever assigning a skill point, and without the game being much harder at all. I could do that in the majority of Western RPGs I can think of, actually, with varying degrees of trouble.

It's a joke, is what it is. In a rare nod to the world of politics (blah, politics), I'm going to go ahead and call it lipstick on a pig. :P Choice in Western games exists to convince the player that their input is important, while the game runs its nice, carefully choreographed simulation.

Another thing to consider is that the fewer times you level up or gain an increase in power or numbers, the more impact that leveling is going to have. That applies to both types of RPG really, but I find that a western RPG is more likely to get that pacing right - more likely, but still do a pretty bad job with it, on average.


Only if there's the same ability span. In a JRPG, you often start out doing single digit damage, and, by the end (even in a "regular" game) you're hitting for FIVE digits. If you take that same ratio and pack it into ten levels (as opposed to 99), then sure, each level is more meaningful. In a Western RPG though, it's common to see no more than a doubling, or perhaps tripling, of ability from beginning to end. Heck I don't know the numbers, but I do know that the spread is usually much, much smaller.

Of course, there are some exceptions. And in games where leveling up does hold significant meaning, well. . .you can bet you're only going to level up when the game wants you to, and not a minute before.

You are right about the whole difficulty thing though: your example, where when you encounter a boss you'll be roughly the same level no matter what, and it will take the same amount of time, is fairly accurate. The experience of fighting that boss is going to be very different depending on your choices, but the difficulty of it probably won't differ too much.


I didn't really mean to focus on the difficulty thing, I was just using it as an objective metric to show that the state of the game world changes very little no matter what "choices" you've made. You might have radically different skills (which affect the action gameplay), but very rarely will they matter. Backstab, spell, sword n' board assault, whatever; you fight the same boss, for roughly the same amount of time, and with roughly the same amount of effort expended. The buttons you push to bring the boss down differ (again, this is the action side of the gameplay), but your experience was the same.

You say that all you're really changing in a western RPG is the action. The roleplaying is never affected. That is strange to me, because in the western RPG you're more likely to make choices about your character history or background, make choices that effect the story (even if it's just a few obvious branching points), make choices that effect what sort of actions your character takes in combat. Vs the JRPG's sole roleplaying advantage, which is that you can choose to approach a fight as a David or a Goliath, numbers-wise. I haven't seen a JRPG that really had actual roleplaying in any form in... a very long time. Not that that's a problem, just that it has never been a priority for the genre.


Argh, I really can't get this right. I've tried "character progression," "roleplaying," and a few other words too, but I can't effectively communicate my thought process here. I know it's not roleplaying exactly, but. . .well, it's something. You say that the sole advantage of a JRPG is the ability to play David or Goliath, but it's more than that (those were just the only reasonable examples I came up with before). You often have fewer total options in a JRPG, but they tend to be more meaningful. You're free to make your own mistakes. You're free to do unusual things, even meta-gaming things if you want. For kicks, you should go to gamefaqs, and look at the difference between the FFX section, and the Mass Effect 2 section. FFX is packed with crazy challenges that people have come up with, guides to max this or min that, and just a whole bunch of strange, cool things that have nothing to do with the main game. Mass Effect 2 has. . .a shop list, and a money finding guide. That's more or less the extent. This isn't because Mass Effect 2 was far less popular, or that it hasn't been out long enough for guides to be written, it's just because the game controls EVERY little detail in ME2. You can never get off those tracks, those rails. There's a bunch of stuff you can customize, but it's meaningless in the end. The game plays itself.

The flip side of this: the JRPG structure is capable of telling a stronger story (whether they do or not is a tangential and subjective argument!), because it doesn't have to worry about taking into account all this choice rigmarole. The western RPG style is again, capable of making the player feel like they are in the middle of and effecting the story more.


Theoretically, I agree with you. Given infinite technology, the "perfect game" would be, more or less, virtual reality in an amazing world. Go anywhere, do anything, experience what you cannot in real life. Total control, total choice. However, we are many decades, if not centuries away from such technology. When we want to make a game with "choice" these days, we hire more content producers. We write twice the dialog to let you choose between good and evil paths (even though most of the events are the same). We animate a few different ending movies, so that you have a satisfying conclusion. All that such things tend to do, however, is emphasize the problem areas.

The current strategy of emulating a dynamic game from completely static content does NOT work (or at least, it doesn't work for me). You can't make me believe I'm in a living, breathing world, where I'm free to make of myself what I will. We don't have the tech. I know to talk to citizens until they repeat themselves. I know to search for the sidequest branch points. I can tell when I'm about to walk into a carefully scripted cinematic. It just doesn't work! And game designers try so hard to create these illusions that they neglect others parts of the game, to its severe detriment.

And there you have it. I'm not running out of steam because I'm enjoying this little debate immensely, but I can stop... hah. And don't worry, I'm not concerned with proving myself right. It's such a subjective and personal matter of taste that there is no such thing. I'm just interested in finding out more about how the two genres tick by using you as a lens than anything else. I'm making most of this stuff up as I go along, and it's great.


Well, I don't know that I'm exactly the most focused lens out there, but I'm happy to explain my crazy viewpoints if you want to hear 'em. ;)
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Is it silly of me to keep holding out hope that there will be a KotOR 3? - 09/02/2011 04:24:55 PM 935 Views
With The Old Republic, I wouldn't expect it. - 09/02/2011 05:49:20 PM 741 Views
Nope. Not any time soon, at least. - 09/02/2011 06:27:06 PM 815 Views
Thanks for that. - 09/02/2011 06:40:23 PM 678 Views
I have no answers, but on the subject ... - 09/02/2011 06:28:35 PM 749 Views
It is literally amazing. - 09/02/2011 06:43:14 PM 699 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 731 Views
But Katie, don't go looking up the plot twist before you decide to play it. - 09/02/2011 07:41:57 PM 739 Views
Thanks for the warning. - 09/02/2011 08:50:17 PM 771 Views
Oh? What's the difference? - 09/02/2011 08:51:33 PM 740 Views
Ok, I may have exaggerated a little bit... - 09/02/2011 09:36:21 PM 716 Views
Ah, I see. Thanks! *NM* - 10/02/2011 01:50:50 PM 368 Views
Re: Ok, I may have exaggerated a little bit... - 10/02/2011 03:47:08 PM 703 Views
I LOL'd a bit. - 10/02/2011 04:08:12 PM 842 Views
Re: I LOL'd a bit. - 10/02/2011 09:46:22 PM 679 Views
Interesting viewpoint. - 10/02/2011 10:45:25 PM 809 Views
Yeah, I thought about most of your complaints while writing that post. - 11/02/2011 02:42:16 AM 752 Views
All fair enough. And I even agree with you. - 11/02/2011 04:24:21 AM 659 Views
Re: All fair enough. And I even agree with you. - 11/02/2011 08:27:04 AM 769 Views
Out of curiosity, did you ever play Morrowind? - 11/02/2011 08:44:06 AM 778 Views
I played roughly halfway through. I quit when I realized how broken that game was. - 11/02/2011 05:57:04 PM 727 Views
I love a good story but abhor collections/accomplishments/completionist stuff. - 11/02/2011 07:53:48 PM 697 Views
That they do. - 11/02/2011 10:50:02 PM 647 Views
Out of curiosity, what's you're opinion on the Neverwinter Nights games? *NM* - 11/02/2011 08:18:38 PM 372 Views
I've actually never played them. - 11/02/2011 10:46:11 PM 617 Views
That was always my impression as well. *NM* - 11/02/2011 11:46:32 PM 366 Views
That article is one of the most opaque pieces of text I've ever read. - 12/02/2011 02:00:03 PM 783 Views
I seriously doubt that. - 12/02/2011 08:28:44 PM 656 Views
Shortly put, western RPGs are better. - 09/02/2011 10:15:42 PM 747 Views
I don't know..... - 10/02/2011 08:19:28 PM 693 Views
Ok......... - 10/02/2011 08:20:37 PM 707 Views
? *NM* - 10/02/2011 10:04:48 PM 369 Views
It's very good- highly recommend it - 09/02/2011 08:48:13 PM 667 Views
Recommended. - 09/02/2011 10:12:08 PM 701 Views
Agreed - 12/02/2011 12:29:30 AM 702 Views
Since you could probably get it for five dollars, worth trying. - 09/02/2011 10:44:17 PM 677 Views
Same. I've always found it sort of meh. *NM* - 09/02/2011 11:41:19 PM 354 Views
It has the same chance in hell as a sequel to the Chrono series *NM* - 11/02/2011 02:32:41 AM 324 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 438 Views

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