Cat Dude
Savant
- Joined
- Nov 5, 2018
- Messages
- 498
Nobody mentioned Anachronox.
It is western made Jrpg just like Septerra Core and Sudeki.
Nobody mentioned Anachronox.
So in SO2 you can pickpocket townspeople or something? That's actually quite progressive skill usage/interactivity for JRPGs in my book. My model for this kind of thing is BG2. Its something that Bioware got very right. So since rogue skills have been mentioned: as you know, in BG2 that class can do quite a bit outside of and before combat. Detect traps, disarm them, unlock doors, unlock chests, pickpocket, scout, recon enemy positions and, because combat and exploration are on the same layer, bring in a ranged class to get in a preemptive attack while the enemy is unawares. Or unhide your thief and lure the enemies back to your (pre-buffed) party for an ambush. I can't think of a JRPG that allows all this, to the same degree at least. Not that many CRPGs do either, for that matter. The ability to have individual party members break off and do their own thing is also rare among video games - although aside from the rogue, I never had much use for breaking up the party in BG2.You’re talking about Star Ocean: Till the End of Time, right? I played that a long time ago when it was first released, and I remember really enjoying it. I’ll have to revisit it sometime soon.The way they implemented it was super goofy, and it generally all fed back into combat, whether by making equipment, money, or assisting/teaching other characters non combat stuff, but it was actually fun to tinker with, which is what really matters. And it had some cool non-mechanical effects as well; pickpocketing or counterfeiting could affect relationships and party morale, writing great books could get you publishing deals, making certain gadgets would enable cutscenes with certain characters. So many moments in that game were pleasant surprises that tied back to something seemingly unimportant you were doing earlier.
I agree and it is something I’ve tried hard to focus on.JRPGs can def. use more of this. Less separation between combat and the rest of the game world in general.and a ton of non combat skills and mechanics, most of which were done pretty well imo.
So far, we’ve implemented; Burglary (lockpicking and disable device), fishing, taming, pickpocketing, haggling, and knowledge checks to decipher ancient books/runes.
I’d like to come up with more fun things to do with the day/night cycle. Currently it is used for NPC schedules, story stuff and breaking into houses at night.
Anyway, I would harm a child to see this level of extra-combat activity in some JRPGs.
There are a lot of western JRPGs, not even counting indie rpgmaker affairs,: Summoner 1/2 (granted the first was less JRPG like than the sequel), Sudeki, Silver, Gorky 17, Septerra Core, Anachronox, et cetera. Even Dink Smallwood was a western Zelda.
Edit forgot Gladius.
I feel that "JRPG WRPG combo" is very poorly defined.
It mostly "Japanese gameplay/aesthetics mixed with western gameplay/aesthetics" at this point.
It's not so much a difference between them, as WRPGs being defined somewhat apophatically, as "not JRPGs". JRPGs, on the contrary, are usually understood - by non-JRPG players - very narrowly, basically as Final Fantasy clones. When a WRPG player says "JRPG" he more or less means a game with fixed, non-customizable protagonists, automatic leveling, linear plot, abstracted Wizardry-style combat and non-interactive dialogs; while WRPG for him could mean any number of things that could be opposed to a JPRG in this sense.It mostly "Japanese gameplay/aesthetics mixed with western gameplay/aesthetics" at this point.
Is it even possible to differentiate gameplay between japanese and western?
Is it even possible to differentiate gameplay between japanese and western?
People using the term "WRPG" should be using it to mean Western-developed RPGs in contrast to Japanese-developed RPGs rather than in contrast to the JRPG subgenre. Before Demon's/Dark Souls, most (all?) of the more popular Japanese-developed RPGs in the West belonged to the JRPG subgenre, but the Japanese CRPG market itself was considerably more varied. Wizardry-likes established themselves as a permanent fixture in Japan even as they died out in the West, the original Final Fantasy directly ripped off D&D in addition to being influenced by Ultima and Wizardry, the King's Field series were Underworld-likes, et cetera, and since 2009 Japanese developers have created several excellent action-RPGs. Even if Japanese-developed RPGs have been more concentrated in particular subgenres than Western-developed RPGs, both are far too varied and overlapping to differentiate between their gameplay, especially as many Western RPG developers themselves in the last 22 years have chosen to imitate the JRPG subgenre by focusing on narrative at the expense of gameplay.Is it even possible to differentiate gameplay between japanese and western?
I think its fairer to say that the western shifts towards narrative are, in style and in frequency, a homegrown affair.as many Western RPG developers themselves in the last 22 years have chosen to imitate the JRPG subgenre by focusing on narrative at the expense of gameplay.