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Best JRPGs

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,730
Vagrant Story has straight up the worst gameplay of anything with equipment I've ever seen. It's basically Dance Dance Revolution if it only had a single button to press. There is no incentive at all to upgrade equipment

No... no incentive at all. Except, you know, getting the opponents killed much faster, and actually surviving the post-game bosses.

And if your game strategy is to keep chaining up attacks over and over again, I'll be the first to tell you that you play like a retard.
 

aweigh

Arcane
Joined
Aug 23, 2005
Messages
18,132
Location
Florida
why do people insist on comparing jrpgs to western rpgs? and when they do they always use the most commercially-viable, most mainstream-in-their-mechanics jrpgs and compare them with grognard western rpgs like planescape.

oh, planescape isn't grognard you say? i know we're in the codex forums where a game like PS:T is considered extremely "casual" and mainstream because of its emphasis on story and not on deep gameplay mechanics, but don't be lulled into thinking games like baldur's gate or PS:T are the equivalent to something like final fantasy or dragon quest.

NOBODY OUTSIDE OF RPG AFICIONADOS KNOWS OR CARES ABOUT THESE GAMES. Think of the average western gamer and try to guess how many would even know about the existence of a game of like Planescape. Even million-unit selling western RPGs are obscure.

On the flip side the big-selling JRPGs are known by everyone. I know more people who know Final Fantasy than know about FIFA/Madden/CoD, which are the 3 biggest selling franchises in history.

FF and DQ (and their ilk) are japanese-developed RPGs made by devs who were originally inspired by Wizardry and Ultima, and both franchises were began with the express purpose of dumbing down the overly complicated elements in order to sell more units.

This has never been in doubt. However, there are plenty of less well-known jrpgs that feature much deeper gameplay mechanics than most western developed RPGs, and then there is the issue of whether a jrpg is a jrpg simply because it is japanese.

(For example: Elminage games are japanese-developed yet they are made by ex-Wizardry developers and are more Wizardry and more "hard-core" than 95% of all western RPGs. No one in their right mind would consider Elminage games JRPGs since they barely feature a story or companions and they play like Wizardry scenarios).

My point is that if you want to complain about how FFs (or a FF-derivative like Xenogears) are not hard-core enough then don't cite more obscure, more mechanically complex western RPGs (such as PS:T) or whatever-the-fuck.

Simply put a franchise/JRPG like "Final Fantasy" has literally no western equivalent in terms of pedigree.

One quick example of a JRPG with better dungeons, character development and gameplay mechanics than the vast majority of western RPGs is the SMT spin-off "Strange Journey" for the Nintendo DS with its 1st-person view dungeon crawling, for example.

That would be a good title to use when trying to compare "which genre is deeper". However if all you know about jrpgs is "Xenogears is a turd for kids" that is basically the equivalent of only having ever played a FIFA or Call of Duty game. Xenogears is as mainstream and casual as it gets and the type of JRPG it is a derivative of is more akin to a Light Novel than what we consider to be a "proper RPG".

If you want to play the "japanese equivalent" of a "proper RPG" then you're gonna have to look beyond big name franchises. If you simply want to play good games/JRPGS, and are not specifically looking for deep gameplay, then stuff like Earthbound, Mother 3, Xenogears, FF series, DQ series, Persona series, Suikoden 1-3, Vagrant Story, FF Tactics, Tactics Ogre, Ogre Battle, etc, are all excellent, excellent games.

They are also all extremely mainstream and casual.

FWIW, I consider most western RPGs of the last 17 years equally bereft of any sort of meaningful gameplay mechanics. To me, a game like Pillars of Eternity or Divinity: Original Sin is the western equivalent of a bland JRPG.
 
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Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,759
Vagrant Story has straight up the worst gameplay of anything with equipment I've ever seen. It's basically Dance Dance Revolution if it only had a single button to press. There is no incentive at all to upgrade equipment

No... no incentive at all. Except, you know, getting the opponents killed much faster, and actually surviving the post-game bosses.

And if your game strategy is to keep chaining up attacks over and over again, I'll be the first to tell you that you play like a retard.
Yeah clearly your method of farming enemies for 20 hours to speed up killing them by 10% until you get to the next tier of enemies 20 minutes later makes FAR more sense. :roll:

There's literally nothing in the game you can't kill this way. End boss could one shot me and I dealt zero damage with normal attacks. Only had to block like 2 attacks from him to win the battle anyways. Incredibly retarded mechanics. Upgrading equipment required either like 4 copies of the previous tier or farming incredibly rare drops. You'd have to be a compulsive autist to actually do that shit.
 
Self-Ejected

buru5

Very Grumpy Dragon
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Yeah clearly your method of farming enemies for 20 hours to speed up killing them by 10% until you get to the next tier of enemies 20 minutes later makes FAR more sense. :roll:

This actually describes most JRPGs. Especially your favorite, Final Fantasy I.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,144
Location
Platypus Planet
NOBODY OUTSIDE OF RPG AFICIONADOS KNOWS OR CARES ABOUT THESE GAMES. Think of the average western gamer and try to guess how many would even know about the existence of a game of like Planescape. Even million-unit selling western RPGs are obscure.

He's right. I know next-gen newfags who think Bioware's first game was Mass Effect. But I don't fault the people for not knowing. Western AAA video game companies have an odd tendency to be embarrassed about their origin so they try to avoid and bury it instead of embracing their roots. Bethesda is the most blatant one with their method of assuring that their latest release is actually perfection and the previous one was just garbage.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,759
Yeah clearly your method of farming enemies for 20 hours to speed up killing them by 10% until you get to the next tier of enemies 20 minutes later makes FAR more sense. :roll:

This actually describes most JRPGs. Especially your favorite, Final Fantasy I.
FF1 is a game about exploring to find useful treasure and managing limited resources so you can make it to the end of dungeons with enough gas left to fight the boss. Vagrant Story is a game about walking past every enemy you can and ignoring all the worthless items so you can find the next boss, which you fight the exact same way as every enemy in the game.



Wow, amazing combat.
 

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,730
Yeah clearly your method of farming enemies for 20 hours to speed up killing them by 10% until you get to the next tier of enemies 20 minutes later makes FAR more sense. :roll:

There's literally nothing in the game you can't kill this way. End boss could one shot me and I dealt zero damage with normal attacks. Only had to block like 2 attacks from him to win the battle anyways. Incredibly retarded mechanics. Upgrading equipment required either like 4 copies of the previous tier or farming incredibly rare drops. You'd have to be a compulsive autist to actually do that shit.

You what, nigga? I'm replaying the game and found a pretty cool dagger early on, Soul Kiss. I'm murdering Undead enemies left and right iwht it, it kicks absolute ass for that kind of enemies.

"Farming incredibly rare drops". The only "incredibly rare drop" worth farming is found in New Game+, and that is the Holy Win with a 3/255 chance of dropping. You don't need to farm "incredibly rare drops" to win the game. You just need to keep a track of what weapons are you using against which enemies. Of course, if you are a retard that uses the same weapon against every enemy, then the game will get tiring pretty quickly as you start chains doing 0 damage as opposed to, you know, using a weapon that does decent 20s damage.

Your video shows a guy doing a 30+ chain (something INCREDIBLY HARD to do, to the point it is an in-game "achievement") against a training dummy.

For comparison, an optimized ultimate weapon would get rid of that dummy in three or four hits, no combo needed.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,759
None of what you said matters because the only things you need to fight are bosses, which will die easily to a few 20 hit combos, which aren't hard to do at all. The main reason that achievement is so difficult to get is that even most bosses (including the final boss) won't live long enough to let you finish it. A 30 hit chain starting from 0 deals about 450 damage.

You're wasting hours optimizing your weapons against specific types of enemies so you can spend fewer hours fighting specific types of enemies you never needed to fight in the first place. You're telling me I'm a moron for not running quickly enough on your treadmill when I'm not on it to begin with.



Scrub tier player beating the entire game with the starting weapon, takes him a whole 2 hours. Bet he sure wishes he killed 50 zombies to increase his damage vs undead, or got them to drop dozens of iron weapons so he could combine them into a single, slightly better weapon. Watching the last fight reminded me that you get an attack which does damage based on your risk, so it's always starting at a decent number anyways, instead of 0. So even a 15 hit combo will kill pretty much anything.
 

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,730
Also

You're wasting hours optimizing your weapons against specific types of enemies so you can spend fewer hours fighting specific types of enemies you never needed to fight in the first place. You're telling me I'm a moron for not running quickly enough on your treadmill when I'm not on it to begin with.

:retarded:

I don't waste hours optimizing weapons, I play the game like any normal being would play it: defeat every single enemy, explore every single run, as opposed to speedrunning through the game because apparently that's the way how you judge games. I like crafting the ultimate weapons, it is a very enjoyable process for me and despite the astounding amount of Holy Wins I have gathered over my Vagrant Story hours I've never managed to craft every single one of them.

Vagrant Story may not be perfect, but it comes very close to it. Combat needs another spin to be much more challenging, and I would love to have more hidden secrets in the rooms.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,759
defeat every single enemy, explore every single run
But why? It's not for the satisfaction of a challenge, because there is no challenge. It's not for the power trip thrills, because exploring rooms and finding new spells/items doesn't make you any more powerful than a dude with the starter sword who can also kill the end boss before it even attacks. Being able to kill some mook with 2 swings instead of 20 just proves you spent time grinding stats.

At least when you play something like FF5 and get into a difficult boss fight, it's an actual struggle and winning proves you have a mastery of the game mechanics and made preparations. And exploring an extra dungeon gives you real benefits, like powerful spells you'll actually want to use or equipment that lets you beat enemies you couldn't beat before. Exploring extra rooms in vagrant story will give you a hat that will do absolutely nothing. It's meaningless random geography.
 
Self-Ejected

buru5

Very Grumpy Dragon
Patron
Joined
Apr 9, 2017
Messages
2,048
Yeah clearly your method of farming enemies for 20 hours to speed up killing them by 10% until you get to the next tier of enemies 20 minutes later makes FAR more sense. :roll:

This actually describes most JRPGs. Especially your favorite, Final Fantasy I.
FF1 is a game about exploring to find useful treasure and managing limited resources so you can make it to the end of dungeons with enough gas left to fight the boss. Vagrant Story is a game about walking past every enemy you can and ignoring all the worthless items so you can find the next boss, which you fight the exact same way as every enemy in the game.



Wow, amazing combat.



FF1 is about exploration (as are almost all rpgs), but also about 2 hour grinding sessions between each boss just so you don't get massacred in the next zone's encounters. It's one of the most grindy games I've ever played, and a lot of JRPGs fall victim to this terrible game design (even now).

Back when I played Baldur's Gate 1 and 2 (which you compared FF1 to), I don't remember having to grind even once. The game's exploration and quests made it so I was sufficiently leveled without having to spend any time grinding. That's how RPGs should be. No video game should make you run around in a circle for hours forcing random encounters of the same enemies just so you can get enough experience to dent the next boss. If you find that fun then maybe your parents gave you a lobotomy when you were younger and you don't even know it.

Regarding Vagrant Story specifically, I think I spent about 3 hours in that game before I turned it off and moved on. I didn't care for it, so I don't know much about it. But if it's grindy, like you claim (and later backtracked, see quoted material), it's not very different from the jrpgs you are treating like the second-coming (and it's not surprising). Grinding is one of the lowest forms of game design, since it's objectively tedious and pads game length.
 
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Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,759
You've got no need to grind in FF1 unless you're using a party of nothing but white mages or thieves or something. Any half decent party will always have worthwhile places to explore for useful treasure. At most I might have purposely gotten into 3 or 4 fights that should have been out of my league but could be handled early by solid use of magic to get an early level and open up the next tier of spells before going into a dungeon. You were probably just shit at managing resources. Baldurs Gate has no need to grind because you can just savescum through any encounter and 90% of combat is just having a good piece of armour equipped anyways.

The only jrpgs I recall needing to grind in to progress were Dragon Quest 1 (and only for the final boss) Inindo (pretty much the same) and Seventh Saga (depends on which character you are, some are OP.) Pretty much all others are fine if you do things like use your spells efficiently instead of casting them randomly like a retard, and equip your party properly instead of dumping platemail on the monk and giving the fighter a sledgehammer he can't hit with because the damage number went up. 99% of the time I hear people whine about grinding they have no grasp of the game mechanics.
 
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buru5

Very Grumpy Dragon
Patron
Joined
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Messages
2,048
You've got no need to grind in FF1 unless you're using a party of nothing but white mages or thieves or something.

This is how I know you're full of shit. Have you even played the game? Did you play the original NES game or just the re-released on GBA and PS1?

The marsh cave, earth cave, volcano, and the sub are all substantial increases in monster power to the point where you need to grind to stand a chance, unless you were so stupid while playing the game that you just wandered around the world map doing nothing, aka LOST (which supports the lobotomy theory). This is regardless of party composition.

And do you even know what you're arguing? After reading through your responses to Sigourn it seems like you're actually criticizing Vagrant Story because you can potentially run through the entire game boss to boss without any effort, and grinding just makes it so you beat the bosses faster. Yet when I criticize FF1 for how grindy it is you act like there's no grind whatsoever (even though that's objectively wrong). Wouldn't that make it similar to Vagrant Story? Is grinding a bad thing or a good thing? Do you even have an opinion on this subject? Or are you just arguing because your weeb-trash was shit on and you're offended?
 
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MRY

Wormwood Studios
Developer
Joined
Aug 15, 2012
Messages
5,719
Location
California
FF1 is about exploration (as are almost all rpgs), but also about 2 hour grinding sessions between each boss just so you don't get massacred in the next zone's encounters. It's one of the most grindy games I've ever played, and a lot of JRPGs fall victim to this terrible game design (even now).

Back when I played Baldur's Gate 1 and 2 (which you compared FF1 to), I don't remember having to grind even once. The game's exploration and quests made it so I was sufficiently leveled without having to spend any time grinding. That's how RPGs should be. No video game should make you run around in a circle for hours forcing random encounters of the same enemies just so you can get enough experience to dent the next boss. If you find that fun then maybe your parents gave you a lobotomy when you were younger and you don't even know it.
Somewhere (in this thread, I think?), someone posted a link to an interesting article defending (sort of) grinding. I found it pretty persuasive as a theoretical matter. The gist was that the real gameplay in jRPGs tends to involve the cost-benefit analysis in grinding (e.g., how long to push yourself before going back to the inn and resting, because the cost of resting in gold is fixed regardless of how low your HP/MP is when you go back; whether to fight riskier enemies that yield great XP per minute but have a greater chance of killing you; etc.). Obviously, this presupposes that other aspects of jRPG gameplay are weaker (e.g., that fights don't involve tricky tactical considerations). Ultimately, I can say with certainty that I prefer RPGs without grinding to RPGs with grinding, but the article did seem somewhat plausible that the SNES-era move away from difficult dungeons and overworld grinding basically meant that there was no judgment/skill in jRPGs.
 
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buru5

Very Grumpy Dragon
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Somewhere (in this thread, I think?), someone posted a link to an interesting article defending (sort of) grinding. I found it pretty persuasive as a theoretical matter. The gist was that the real gameplay in jRPGs tends to involve the cost-benefit analysis in grinding (e.g., how long to push yourself before going back to the inn and resting, because the cost of resting in gold is fixed regardless of how low your HP/MP is when you go back; whether to fight riskier enemies that yield great XP per minute but have a greater chance of killing you; etc.).

I'd be interested in reading that article if you can find it.
 

Lostpleb

Learned
Joined
Jun 15, 2016
Messages
380
Anyone who can sperg for pages on end about Vagrant Story (and jRPGs with western influence) should check out Hybrid Heaven. It's an N64 exclusive, but the emulation runs perfectly well with a USB controller.
 

Karellen

Arcane
Joined
Jan 3, 2012
Messages
327
Somewhere (in this thread, I think?), someone posted a link to an interesting article defending (sort of) grinding. I found it pretty persuasive as a theoretical matter. The gist was that the real gameplay in jRPGs tends to involve the cost-benefit analysis in grinding (e.g., how long to push yourself before going back to the inn and resting, because the cost of resting in gold is fixed regardless of how low your HP/MP is when you go back; whether to fight riskier enemies that yield great XP per minute but have a greater chance of killing you; etc.).

I'd be interested in reading that article if you can find it.

Not sure if it's the article that's talked about, but this is as good an opportunity as any to link to How RPGs Lost Their Way, which at one point talks about that very thing. I think the main point of the article, though, is that it describes the process by which initially more or less meaningful design elements in jRPGs became, in essence, vestigial and no longer meaningful in context, which is how you end up with gameplay that's merely a formality, like buying new weapons for each character in every village with money that you have almost limitless quantities of, to the effect that much of the core gameplay becomes a trivial chore instead of something that has strategic meaning.

It's quite plain that even the "classic" RPGs of the SNES and PSX era suffer from this to some degree, although they manage to be engaging in other ways, and certainly attemps to evolve the formula since then have not been all that successful either. At most, there have been modern games like Dark Souls which are very good games but don't really have the same appeal that classic jRPGs had. I think that it might be possible to make a traditional jRPGs in this day and age for audiences that aren't preadolescents, but to do so it would be necessary to prune down the layers of pointless and vestigial mechanics and return to something simple, elegant and to the point that all works together, much like Breath of the Wild did with open-world games. Much like making good isometric CRPGs has proven difficult, though, I'm not entirely sure there's anyone left in Japan who really knows how to accomplish this, or has the proper incentives to try.
 
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buru5

Very Grumpy Dragon
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Good read, although I don't think there's much difference in grinding for EXP and grinding for gold. It's essentially exactly the same thing, and because of this the "deepness" that's argued kind of falls flat. Yes, you have to make decisions like "should I go to the inn now? should I upgrade now?" but with enough grinding those decisions are trivial, and Dragon Quest 1 definitely promotes this sort of over-grinding. Not to mention this wasn't a new concept since the idea of gold management existed in RPGs that pre-date DQ1 (Wizardry, for example). I guess what I'm trying to say with that is that JRPGs have never really added anything "new" to the formula.

I would argue that the only thing DQ1 did for RPGs is make them more accessible to the masses (well the Japanese masses, I don't remember DQ1 or even FF1 doing too well in the states) and paving the way for a multitude of clone games that either improved upon the formula significantly or were just more of the same.
 

Karellen

Arcane
Joined
Jan 3, 2012
Messages
327
Vagrant Story has straight up the worst gameplay of anything with equipment I've ever seen. It's basically Dance Dance Revolution if it only had a single button to press. There is no incentive at all to upgrade equipment

No... no incentive at all. Except, you know, getting the opponents killed much faster, and actually surviving the post-game bosses.

And if your game strategy is to keep chaining up attacks over and over again, I'll be the first to tell you that you play like a retard.
Yeah clearly your method of farming enemies for 20 hours to speed up killing them by 10% until you get to the next tier of enemies 20 minutes later makes FAR more sense. :roll:

There's literally nothing in the game you can't kill this way. End boss could one shot me and I dealt zero damage with normal attacks. Only had to block like 2 attacks from him to win the battle anyways. Incredibly retarded mechanics. Upgrading equipment required either like 4 copies of the previous tier or farming incredibly rare drops. You'd have to be a compulsive autist to actually do that shit.

That's rather like saying that it's autistic to get party members in Baldur's Gate because it's possible to solo the game, or to upgrade weapons or collect items in Dark Souls because you can kill every boss with an unupgraded weapon, or to level your character in Fallout because you can savescum all the skill checks you really need. You can do all those things, but it's not a very interesting way to play any of those games. The chain attacks are, to some extent, a crutch mechanic, not unlike using consumables in many games - something you resort to abusing if you've otherwise dug yourself in a hole. Vagrant Story's crafting and weapon upgrading system is there precisely as a way to make fights fast and relatively effortless to get through, and much of the rest is there so you can force your way through if for one reason or another your weapons are inadequate.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,144
Location
Platypus Planet
I played through Vagrant Story abusing the chain combo system and only used the gear you start the game with. It's not a very fun way to play the game. Messing with the crafting and making good gear is more fun. There's absolutely no grind in Vagrant Story unless you're some kind of pleb who wants to grind dummies for stat increasing items.. but why would you? You can literally beat the game with the stats you are given in the very beginning and everything else is just icing on the cake. It's a very odd RPG in that regard.
 

MRY

Wormwood Studios
Developer
Joined
Aug 15, 2012
Messages
5,719
Location
California

Good read, although I don't think there's much difference in grinding for EXP and grinding for gold. It's essentially exactly the same thing, and because of this the "deepness" that's argued kind of falls flat. Yes, you have to make decisions like "should I go to the inn now? should I upgrade now?" but with enough grinding those decisions are trivial, and Dragon Quest 1 definitely promotes this sort of over-grinding. Not to mention this wasn't a new concept since the idea of gold management existed in RPGs that pre-date DQ1 (Wizardry, for example). I guess what I'm trying to say with that is that JRPGs have never really added anything "new" to the formula.

I would argue that the only thing DQ1 did for RPGs is make them more accessible to the masses (well the Japanese masses, I don't remember DQ1 or even FF1 doing too well in the states) and paving the way for a multitude of clone games that either improved upon the formula significantly or were just more of the same.
Per Wikipedia, the U.S. release was seen as a commercial failure, but when it was bundled with Nintendo Power subscriptions went up by 500,000 or something, so I think it probably did introduce a lot of people to the genre. It was the first RPG I played.

Grinding XP is a little different from grinding gold because there is no XP cost to grinding XP -- in other words, you aren't spending XP while grinding the way you're spending gold. (The possible exception to this might be the odd way leveling worked in Zelda 2.) I agree that you can outgrind any costs, but I can definitely say that I personally was always pushing things and enjoyed the thrill of trying to squeeze as many GP per rest as possible.
 

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