Wait-wait-wait, so you guys say that jRPG-ish combat is actually shit? OK, that sounds retarded in the eXtreme way, but I've never had a console, never played any, y'know, real jRPGs, and my experience was with mostly fan-made ones. And, while most of them had indeed a gruesomely boring fights, that all seemed to stem from bad and bland game design and bad balance, not from the system itself. I mean, I can even list the ones that I've played:
Barkley's Shut up and Jam! Gaiden - ok, bad thing to put first in such list, it really is the Planescape: Torment of fan-made jRPGs, meaning that you love it for the story and not for the actual gameplay. Mini-game based combat looked really tedious and it's unlikely that it could be tolerated for more than, like, 4 hours it took me to finish the game (IIRC).
Sword of Jade - yeah, it's a furry faggotry, it's pretentious as hell in its faulty Ayne Randish philosophy and it has a horrible, horrible ending, but gameplay-wise it was pretty awesome. Time as resource was an excellent idea (even if, in the end, there was more time in the game that you could possibly use), icons and a plentitude of skills & icons provided good customization of characters and the combat was pretty fun, especially during the first playthrough (I kinda screwed it, had to restart and on the second one I kinda overmunched the game so it became way, way too easy). You had lot of options in it, enemies were quite varied and, thanks to the constantly changing attributes, battles were pretty dynamic. It felt that, with some improvements, you really could've pushed the combat there into awesomeness territory.
Eternal Eden - well, another title I'm not ashamed to mention here. Sure, the story there was... Well, it could've been nice if it had, like, more characterization, longer dialogues and deeper characters, but even so it was more or less tolerable and it had a nice gameplay, especially for the first roughly 60% of the game. While skills were far from being plentiful, combat managed to stay interesting enough and, to reduce the tedium of constant grinding, game had a lot of mini-puzzles which were kinda pleasant to get through. It also had a wee bit of exploration, a tolerable turtle-finding mini-game and a series of nice in concept, but broken in execution side-boss battles. Well, side-boss battles from mercenary guild was what ruined the remaining 40% of the game for me - I gained too much experience and power from them, so after that everything was pretty much of a breeze. But before that it was nicely balanced and I actually wait for a second part to be released.
Aveyond 2 - my only excuse of finishing it is that I was completing it at a job, meaning that I was paid for it, kind of. It's bland in all directions and it has crap combat, but then, it's obvious where that crap combat came from - too few useful chars, to few useful skills, too few of everything. No one just bothered enough to make combat there interesting.
Master of the Wind - dropped in the beginning of 2nd episode. Tedious puzzles, tons of boring grind fights, uninspiring story. But, once again, fights were boring not because of the system - they were simply too often and too samey due to the lack of skills and different enemies.
The Way - a game with nice premise and interesting setting, but strange execution. Got to the episode 5 and couldn't even start it. First, the glorified plunge system turned out to be nothing but a wee bit stats-based ROCK-PAPER-SCISSORS mini-game, where what mattered was not your skill, but perseverance in finding hidden stashes with stat-boosting items, second, combat was shit due to being too simple, third, story looked not that bad from the beginning through the middle of the game, but later part was slaughtered by the fact that everyone suddenly got a HUGE PERSONAL DRAMA and that they murdered the only romanceable girl that actually wasn't a slut. I hate sluts.
Vacant Sky - well, the first part was not that bad, but I have played through the other two with nothing but morbid curiosity, it was interesting if the author will be able to fuck up things harder than he already did. Well, he never failed to deliver in that department. I mean, there were some nice touches, but for each of them there were, like, five major screw-ups, especially in the plot. God, those awful, despicable, uninteresting characters with their idiotic attitudes, like, "Oh, you just murdered my one and only friend by your stupidity, but you know, it's ok, after all, I love you". Fuckkity fuck.
A-a-and... That's it. TL; DR: yeah, I've got some laughable experience with jRPGs, but I dunno, from Eternal Eden and Sword of Jade it seemed that, if rightly done, the combat in jRPGs could be awesome. After all, it's nothing but slightly remade action from the Wizardry series and the like, so does anyone of you, gents, want to say that Wizardry had a shit combat?
OK, now to the specific answers.
DraQ said:
Will it be as good as Anachronox?
Well, since it seems like it did what we strived to do, I guess I'll have to play Anachronox in the nigh time and see for my self, what can be salvaged from there.
lightbane said:
You also should check Radiant Historia, a very recent NDS game reminiscent of Chrono Trigger that shares some of the qualities you mentioned (Choices and consequences, anime emofaggotry is pretty minimal, a turn-based grid combat system, awesomesauce soundtrack...). So yes, I would probably play it.
Meh, I have a 7-years old PC so I'm not sure if I will be able to emulate those games. As far as I understand, video card means shit here, but I have but 2.5 ghz CPU and 768 mb ram.
Arkady said:
JRPG combat concept is just bad. It's a technological fossil from 8-bit consoles age and should be forgotten. Nothing can save it. Or maybe can, but then it won't be JRPG combat anymore. And the most pissing thing in jRPGs are random encounters while exploring, I mean monsters attacking randomly out of nowhere.
Well, I don't really agree that nothing can save it, it really didn't felt so from my experience. Oh, and there will be no random encounters - I hate them too in this kind of a game, besides, they open the option of grinding and it really, really sucks. Also, there will be no 1x1 fights (maybe with the exception of tutorial ones) since any turn-based combat is shitty in that mode.
Eyeball said:
For a western made JRPG that's actually really good, try Exit Fate:
http://www.rpgcodex.net/phpBB/viewtopic.php?t=49139
Fairly standard JRPG combat but an engrossing enough story with plenty of plot twists that I kept playing until the end.
Eh, I saw it in the backday, but heard that its story is really copy-pasted from some major jRPGs and that drew me away from it. I'd rather have something more or less original than a mish-mash of "borrowed" ideas.
Zed said:
Of course it would work but you'd need very strong characterization/story/setting etc to make it noteworthy.
Yeah, but almost anything will work if you have those things, really.
Catalina said:
Personally, as a person who likes both Jrpg's and Crpg's, (and regularly buys more of them than she can ever keep up with)
Well, no offense meant, but I've stared this thread since I was interested in the opinion of the people who actually hate your average jRPG. I mean, we're aiming for the PC auditory and it seems that, apart from the little casual sector that buys all those RPGmaker games, it actually does hate them, so we want to ask what if it was really different. Not that it means that I'm going to disregard your opinions, though.
Catalina said:
You saying that the core game-play would be taken from FFVI or Chrono Trigger gives me pause, however.
It was really for a meaningless example, since, as you can see, I haven't even played those titles (yet). It will be jRPGish, but what title it will resemble is hard to tell at this point.
Catalina said:
3) That's very good to hear. Most Jrpg plots were fun when I was a teenager but...well, as a young adult, it's hard to pick through all the stuff that doesn't interest me to find something that resonates like it used to. Generally, it's hard to look for a game that's adult or mature, as the label often means "ADULT" and "MATURE", i.e. sex and violence made accessible to teenagers.
Well, we're aiming for a non-trivial story in non-trivial setting and our target auditory is adult, so I guess it will be kinda different. And there won't be any needless sex and violence because it is lame and because that the crowd that looks for them doesn't do so on the indie-RPG market.
Catalina said:
I guess my thoughts could be summed up as: your idea seems interesting. I'm pretty flexible about what mechanics and aspects I find acceptable; BUT, for heavens sake, pick what you want to do, and find out how to do it WELL.
See, we're tied up in the graphics department so we're looking first at what we can do well and second at what do we want to do. jRPG look interesting because an oldschool one is quite easy to make, as show by all the examples, but it also has a really, really narrow market which may be kinda crowded at this point, so what we're interested in is if it's possible to widen that market and stuff like that.
Catalina said:
However, a bad music/soundtrack makes me drop a game extremely fast.
But why won't you just disable it and use your own playlist for the game? For me, it also works and, at times, works even better than the original OST since, to be honest, few game soundtracks can hold on their own against, ughm, real composers.