JarlFrank
I like Thief THIS much
- no character creation
- leveling up gives you specific bonuses for each character, you don't get to spend points at levelup yourself
- dialogs are completely static cutscenes, you don't get to pick your responses, not even fake choices, just linear cutscenes
- every character has specific abilities, rather than you being able to develop your party into the direction you want
Yeah it barely qualifies, even Wizardry 1 had stronger RPG gameplay than that.
It is a good action adventure game though.
Talking about arbitrary semantics may be futile, but this seems like another (although somewhat more justified) example of constraining the definition of RPG in such a way as to exclude JRPGs. Which is fair, but I think it's unhelpful because for all practical purposes, definitions created in this way tend to obfuscate rather than elucidate the things that make RPGs good, fun, interesting and distinctive. I also think it's confused, because it is in contradiction with what is unambiguously the original measure of RPGs, that is to say, actual pen and paper games. There are plenty of Pen and Paper RPGs that do not involve character customization - hell, the original Dungeons & Dragons had barely any whatsoever - or even character growth through experience. More importantly, it is quite common to play PnP RPGs with pre-generated characters, and it should be obvious that playing with pregens does not in any way change the nature of the core activity, that being the actual roleplaying, which unfortunately cannot be replicated without the participation of a human game master.
In any case, Chrono Trigger is a great game and certainly not an action-adventure game, as it has nothing like an action component. I don't particularly care whether the game qualifies as an RPG or not (since the so-called "RPG elements" aren't really integral to PnP RPGs anyway), but I do think that Western RPGs could learn something from the process of development that JRPGs, as a genre, have gone through; for better or worse, the Japanese RPG in its various subgenres has essentially been pruned and narrowed down in its focus to specific elements reminiscent of RPGs that actually work in video games, while in the Western RPG this has been more of a process of dumbing down rather than specialisation. Now, the Western RPG shouldn't go the route of JRPGs (that probably results in something like Bioware games), but it's important to get away from this kind of "but it doesn't have this or that feature!" kind of thinking, when the key thing is whether those things are (or even can be) done well.
Well, personally the label of JRPG was always more confusing to me than labeling those games something else, because I went into them expecting an RPG and never got a game that felt like an actual RPG, with the exception of simple dungeon crawlers with barely any storytelling, which often feel similar to western dungeon crawlers from the 80s. But whenever the Japanese devs take a step forward and add their own ideas to the genre, it stops feeling like an RPG to me, but like something else, something distinct with an identity of its own - and one that is shared among most JRPGs. The sheer linearity and the frequency with which control over your characters is taken away from you is a defining feature of the experience. Even a good JRPG like Chrono Trigger often takes control away from you, whenever a storytelling sequence happens in a JRPG, be it a dialogue or a cutscene, it's a completely hands-off experience for the player, and this is in direct opposition to what I expect from a good RPG.
An RPG can be a proper RPG and a good game with barely any story at all. Just give me a decent dungeon crawler and I'm happy with that. Japs are pretty good at delivering that experience, and I enjoy their games focused on the combat and exploration experience, be it classic crawlers or modern action RPGs like Dark Souls. But whenever a stronger element of story is added, it just devolves into "read dialogues where you don't get to choose your responses, and watch cutscenes where you don't get to make any decisions". It's just completely static and hands-off, and it takes me out of the experience. The fact that these are often unskippable and excruciatingly slow (god, the way text in JRPGs tends to be typed out rather than appearing instantly... urgh) makes it even worse.
And a game that regularly and with a high frequency takes away control of my character from me is not a good RPG.
I hate retarded scripted sequences where your party walks into an ambush and gets captured for story reasons, too. Interestingly enough, Dragon Age did that kind of scene well, it's been a long time since I played it but I remember a hard as fuck battle at the end, after which you're supposed to be taken prisoner. You're supposed to lose it, and it's designed in a way to be almost impossible to win, but you get to fight it and you CAN even win it if you play it well, skipping the imprisonment entirely. Correct me if I'm wrong.
In your standard JRPG, you get lots and lots and lots of scenes where your characters act without your input, and the story just progresses without you having any say over it. So many story beats happen because of things your characters do while you have no control over them, and that is simply inacceptable in an RPG. This didn't happen in the early RPGs like Ultima, Wizardry, Might and Magic. They barely had any story, sure, but once they started introducing stories and more complex quests, control over your character or party was never taken away from you. No cutscene-induced incompetence, no decisions your party would make without your input. When it comes to handling conversations, most early RPGs would employ a keyword system where you, the player, actively typed in keywords you wanted to talk about, or chose them from a list. In later games, you would get a list of dialog options to choose from. Again, player input. In JRPGs, you get zero player input, you just read a static pre-scripted dialog, hands-off.
It's all these hands-off, input-less elements that make many JRPGs feel not like RPGs at all to me, so far as to have nothing in common with western RPGs anymore, not even with the 80s RPGs they were inspired by. This is a major, major difference between western and Japanese RPGs, and this is precisely why many JRPG players can't get into western RPGs, and why many western RPG players are put off by JRPGs. Putting them into the same genre when their very design principles are so fundamentally different is confusing to those expecting roughly similar experiences when they see the label "RPG".