My Experience With WRPGs

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Velocity Eleven

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This is mainly a response I was going to give to a group of individuals, though the sheer size of it I thought I would put it here so that everyone can read.

IMPORTANT: This is all my opinion, I dont want to start another "JRPG vs WRPG" war thing, or at least be civil about it. I'm just stating my opinion based off my own experiences. I admit my experiences are rather limited when it comes to WRPGs so I'm willing to accept that I ma be wrong in some cases

My general dislike for WRPGs comes from the fact that I dont like having to make decsions that bare no influence on the gameplay

My experience with WRPGs so far is that you get a "create your own character" method with in turn means by default they have to be bland and generic. It also means that you are forced to make many decisions that bare no impact on the gameplay... like "eyebrow thickness". Another problem is this whole "make your own story" concept that I've never understood. Why would why "create a story" that is anything other than what I percieve to be the most logical conclusion to come to?

for example, if somebody comes up to you and asks for your help, you get the choice whether to help or not. When I come to such a decision i take the variables into account, will I benefit in the long term for helping them? taking into account the time and effort it takes to do so? that's how I come to my conclusion. If I discover that it IS worth the time and effort then I have no reason to not do it. The question of "do I want to be good or evil?" doesn't even enter the equation. And of course there is never a way to truely tell what action will result in what consequence in the long run. I was playing Dragon Age: Origins and if memory serves me correctly I had the option of saying "I want to go to war" purely because I thought it would give me the opportunity to try out the battle mechanics, but instead I just got shouted at.

This does mean that the story can go multiple ways, I'm aware of that. But I would much rather have a well-crafted linear story (or no story at all). That way I can say what the "true" story of the game is. The problem I had with Dragon Age: Origins is that I had to make a decision after every 4 or 5 lines of dialogue, which meant I had to check through them to see what would be logically fitting, it got very tedious and I couldn't percieve any distict long-term consequences. If creating my own story is the appeal of these games, then why can't we just create stories without the game mechanics?

I see a game as a series of challenges which must be overcome. If a game presented a story whereby you had to learn the story in order to help progress, I would enjoy that more. Like with point and click adventure games.

I also find WRPGs tend to have the menu screens as expansive as they'll ever be right at the start, meaning its complicated to start with and it doesn't grow from there-on.

After saying all this, this is not to say that I dislike having options. Options are great when they are clear and have percievable consequences. For example, with JRPGs you'll be given the choice of what abilities to learn, and I can look at what the abilities are and judge for myself how and if they will be useful. They also tend to be more varied with their leveling systems, wheras most WRPGs seem to always follow the generic class systems, where you choose warrior, mage, rogue, healer, etc.

An example of a WPRG that I really do like is Borderlands, the abilities have percievable consequences and you're not ultimately limited by the choices you make at the start. I know Oblivion had some interesting ideas, the concept of "level up what you directly use" is pretty flawed though. I mean I'm by no means saying these games are terrible, I do see good gameplay elements within them but the bad ones just overdo it for me

The problem with trying to make the game completely open to the player is that the player doesn't see any degree of specific goals, rather a game of constant questing and such

that's all I have to say on the subject for now, there is more stuff that i have missed out but this is all for now.
 
May 28, 2009
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The only JRPGs I've ever liked have been the ones from the Earthbound series, though admittedly I am still curious about FF XIII, if only because I should really try a Final Fantasy game at least once.

I usually find them just plain boring, whilst WRPGs at least spark my interest.
 

More Fun To Compute

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Many of the most hardcore of the old guard of WRPG fans complain about all the superficiality and lack of consequence to in game choices so you are in good company. Erm sorry, I mean you are in terrible company. Those old WRPG fans are really rude and elitist and not nice people at all! Bad RPG fans, naughty RPG fans. e.t.c.

I'm not convinced that simple branching stories are all that great of an alternative to linear stories but I do like things like open game maps that can be freely explored. Games where there is some sort of rules system like Civilization are good models for making choices in games but that doesn't seem to be applied to RPGs.
 

More Fun To Compute

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Velocity Eleven said:
More Fun To Compute said:
I do like things like open game maps that can be freely explored
I do too
And of course you can get that in some Japanese RPGs as well.

One of the things I do like about Japanese RPGs is that instead of giving you a different ending based on a simple dialogue option choice they sometimes unlock a different ending based on something you did in the game that wasn't made clear as a choice. Some say that they only do that to sell game guides but I do like the idea.
 

JEBWrench

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poiumty said:
Okay, stop right there. *snip*.
That just screams for a "Before I go any further".

On-topic! I find more appeal in any RPG when I can tell the main storyline to go flip off and enjoy side-questing whenever I so choose. Because it helps me feel like there's more going on in the world than just the over-consuming secret end of the world that everyone knows about anyways.

It makes the world seem more plausible if there are other problems than just the grand conspiracy to summon Diablo the Chicken.
 

Velocity Eleven

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poiumty said:
Okay, stop right there. Borderlands isn't a true RPG, it's an MMO/FPS/RPG hybrid
It felt enough like an RPG to me. Sure you kill the enemies using FPS mechanics but all the RPG stuff is still there (and I usually dont really like FPSs)

JEBWrench said:
I find more appeal in any RPG when I can tell the main storyline to go flip off and enjoy side-questing whenever I so choose. Because it helps me feel like there's more going on in the world than just the over-consuming secret end of the world that everyone knows about anyways.
I do like sidequests, as they provide extra reasons to think about your actions... like when to do a sidequest, how to do it and so on
 

Quad08

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So, because you cannot see the instant effects of your actions you dislike choices in WRPG's?

Personally, I find it more rewarding to see how my choices will affect me down the road instead of getting an instant reaction.
 

veloper

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Velocity Eleven said:
My general dislike for WRPGs comes from the fact that I dont like having to make decsions that bare no influence on the gameplay
FANS of the Wrpg genre feel the same way actually.
Choices & consequences is the IDEAL, that no real rpg truly lives up to.

Actually, this is the only what the story crowd wants. Others just want deep tactical combat with small party.

What we get at best is alot of choices where only some choices have different consequences. Since every rpg ever made is flawed, fans settle for the half-baked thing, because they it's all the rpg love they get.

I was playing Dragon Age: Origins and if memory serves me correctly I had the option of saying "I want to go to war" purely because I thought it would give me the opportunity to try out the battle mechanics, but instead I just got shouted at.
Freedom shouldn't mean you always get what you beg for though. Only that you can choose what you do/say and suffer the consequences of your foolishness.

If creating my own story is the appeal of these games, then why can't we just create stories without the game mechanics?
Then you get Heavy Rain.
The game lLacks the other RPG appeal that is deep tactical combat (agains something that almost no rpg gets right).
 

Velocity Eleven

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Quad08 said:
So, because you cannot see the instant effects of your actions you dislike choices in WRPG's?

Personally, I find it more rewarding to see how my choices will affect me down the road instead of getting an instant reaction.
its not about the effects being instant or not, its about the effects being percievable
 

CmdrGoob

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Why would why "create a story" that is anything other than what I percieve to be the most logical conclusion to come to?
Because what you think is the most logical conclusion will be different to what other people think is logical, and by giving the player a choice you can both be satisfied? Because you can try different approaches on other playthroughs and see how things play out a different way? Because people have different personalities and like to have choices that let them pick what they find enjoyable? Because if you just wanted to sit through a story with no input you practically may as well be watching a movie?
And of course there is never a way to truely tell what action will result in what consequence in the long run.
How is that not a good thing? I mean if you knew what every consequence was in the long run, then you wouldn't have to think about the choice! It would have no interest, no intrigue in how it might pan out.

I don't understand what the problem is. Why wouldn't you be happy you're having input into picking what you think is logical and enjoyable instead of just being forced into one thing?
For example, with JRPGs you'll be given the choice of what abilities to learn, and I can look at what the abilities are and judge for myself how and if they will be useful.
How is this different to any WRPG? I don't see how it is. In fact, if anything WRPGs more often give you a choice of what abilities to learn - compare DA to FF13, for example.
 

Velocity Eleven

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you practically may as well be watching a movie?
I dont understand why, but I dont watch movies, i find movies to be generally boring as all hell... but watching a story which is a part of a game is fine
 

CmdrGoob

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veloper said:
FANS of the Wrpg genre feel the same way actually.
Choices & consequences is the IDEAL, that no real rpg truly lives up to.

Actually, this is the only what the story crowd wants. Others just want deep tactical combat with small party.

What we get at best is alot of choices where only some choices have different consequences. Since every rpg ever made is flawed, fans settle for the half-baked thing, because they it's all the rpg love they get.
Choices that lead to different consequences are the most significant choices of course, but even choices that all lead to the same thing via different dialogue lines are useful because they allow the player to have input to the character of the PC and the tone of the story by a choice about what dialogue takes place.
 

Heart of Darkness

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I generally feel the same way. While I did enjoy Oblivion as my first 'WRPG,' it got very tedious very quickly. I wasn't too thrilled with the story, either, finding that it was fairly weak when held up to the plot of 'JRPGs' like Final Fantasy IV and Paper Mario: Thousand Year Door. To me, a well-crafted story is many times better than any moral-choice system or open-world sandbox that most 'WRPGs' offer in lieu of story.

And I couldn't really get into Dragon Age: Origins, either. Thirteen hours and an illness later, and I haven't touched the game since the first week of January.
 

CmdrGoob

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Velocity Eleven said:
you practically may as well be watching a movie?
I dont understand why, but I dont watch movies, i find movies to be generally boring as all hell... but watching a story which is a part of a game is fine
I find the opposite, watching a movie is fine but if I've got a controller in my hand I don't just want to sit there and watch something, I want to have something to do.
 

JourneyThroughHell

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Velocity Eleven said:
for example, if somebody comes up to you and asks for your help, you get the choice whether to help or not. When I come to such a decision i take the variables into account, will I benefit in the long term for helping them? taking into account the time and effort it takes to do so? that's how I come to my conclusion. If I discover that it IS worth the time and effort then I have no reason to not do it. The question of "do I want to be good or evil?" doesn't even enter the equation. And of course there is never a way to truely tell what action will result in what consequence in the long run. I was playing Dragon Age: Origins and if memory serves me correctly I had the option of saying "I want to go to war" purely because I thought it would give me the opportunity to try out the battle mechanics, but instead I just got shouted at.
Oh, but why? You shouldn't be thinking what would profit you. That's what they make morality for, you do something that you think is right, not what you think will benefit you the most.
A good RPG should have skill-learning, yes, but also role-playing. JRPGs do not have role-playing.
The fact that many of the modern WRPGs turn into single-player MMOs is present but, hell, they give you freedom and they generally have a better story (sue me).
Also, turn-based gameplay. Just doesn't cut it for me.
 

Velocity Eleven

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thats what I'm saying, I just don't understand the concept of "role-playing". And personal profit lies at the heart of game-theory as a whole... games are all about trying to reach objectives
 

Destal

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Velocity Eleven said:
Quad08 said:
So, because you cannot see the instant effects of your actions you dislike choices in WRPG's?

Personally, I find it more rewarding to see how my choices will affect me down the road instead of getting an instant reaction.
its not about the effects being instant or not, its about the effects being percievable
It's supposed to be more realistic, because you can't always know how other people are going to react to a given situation.
 

Velocity Eleven

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but in reality we can better percieve results from social situations than we can in games. This is because we get to know actual individuals rather than computer programmes that you're expected to study their personalities