I wish I had noticed this thread earlier, JRPGs are a passion of mine. Gonna be a huuuge reply here to like several people. XD
Cold Shiny said:
The world has already received the perfect jrpg, Xenoblade Chronicles on the Wii. Not only is it a perfect game, it makes all other jrpgs look like complete garbage.
As someone who LOVED that game, I must respectfully disagree.
And can I just state how much I loved it? After the climax atop the Mechonis, I had to sit back, emotionally drained, and stop for the day. I was reeling with amazement and I said out loud "Holy shit. This might be the game that FINALLY dethrones the twin Kings of RPGs, Crono Trigger and The World Ends With You. All it has to do is stick the landing".
...And sadly, it kinda didn't. :s
See, I was doing a low level run, trying to keep the game challenging (I did too many sidequest in that AWESOME swamp area and wound up not exploring the jungle at all because I was so over-leveled that it was boring), and then Xenoblade did three things wrong in succession.
1) Rather than go for the finale, it made us go through one whole (kinda dull) extra dungeon, and then when we got to go to the final dungeon, it kept throwing "roadblocks" in the way. (Oh no, the gate is locked, go find a key. Oh no, no boss fight against that dude, the arena is a trap that lowered you you have to get back up! Oh no, go ring a bell! etc).
2) Major difficulty ramp-up. The game was already pretty challenging for me with my low levels, and then they ramped it up to super hardcore levels, so that even after over a dozen attempts on the final boss, I couldn't kill it. :s I had to quit and then go grind to beat him. Which leads to point three.
3) No level-appropriate sidequests at the end. Seriously, because of plot reasons, all the sidequests I could have done for quick levels to kill the final boss were locked out, and all the ones that remained were way too low level for me and wouldn't help at all, or they were way too hard to beat. So I had to grind big monsters for a week in order to be strong enough to kill the final boss, which killed all the plot momentum for me. :s
I realize that most of this is "my fault" as I was playing at a lower level than usual. But it still soured the ending of an otherwise basically perfect game.
So right now, it's sharing the #2 spot on my "favourite RPGs of all time" with Undertale, instead of sitting on the #1 throne with the twin kings Crono Trigger (Classic RPG perfection) and TWEWY (So upbeat, weird and innovative that I have to love it).
I do wanna play it again, but I don't really feel like hooking up my Wii to do it right now, when I have other stuff taking my attention.
WeepingAngels said:
As opposed to what? The strength you need to beat the final boss comes from where if you aren't the chosen one? Teamwork? Willpower? The power of love? It's all cheesy as hell and none of it is better than the other. The only reason I can learn Ultima is because.....I am in love with one of my team members?
You lack imagination, man.
Not all JRPGs need to be about "Saving the entire world from an unstoppable evil with the blessings of fate!".
Like, let's take a look at the Etrian Odyssey series. The final bosses are all powerful regional beings that would cause phenomenal harm to the country, but not likely the whole world. So it works that they're beaten by the player's guild who is not chosen by fate, but rather the best damn combat guild in the region that is often stated by NPCs to be faster explorers and more adaptable fighters that most other guilds (They may also in some cases have the blessing/assistance of a powerful faction).
Hell, the JRPGs that I make as a hobby also typically follow this idea, allowing multiple stories to happen across several games without having world-ending apocalypses every few years.
To whit:
Setting 1:
- A squad of four excellent soldiers go on a mission to assassinate the queen of a neighboring nation to shift the balance of power in the region and save their nation from being slowly destroyed by war and rebellion.
- A Vanguard (My setting's Holy Knight equivalent) raids a forbidden shrine to discover its importance, discovering a horrible truth about the world and facing a fanatical sorceress in the process.
I even have some prototyped stuff involving a stealth-based JRPG where the hero is tracking a conspiracy that could radically change his nation and another one that's a dungeon crawling Dragon Hunt.
There are technically, "chosen ones" in my main setting, as some humans can be blessed by the gods and receive powerful boons, but they're not guaranteed to win at whatever they do, nor are they all heroes either. It typically just gives them a slight edge over regular people.
Setting 2:
- Four young women are kidnapped into a massive tower by world-hopping fiends. They then have to learn to leverage their individual strengths (Genius gadgeteering, devastating and barely-contained magic, phenomenal martial arts talent, zealous dedication to protecting others) into a team effort to fight their way through the tower and escape.
The only game I've made that HAS a world ending threat basically ends in a desperate last stand where the heroes vainly decide "If the world is going down, we at least want to got down fighting, we can't give up hope".
All of them are interesting and fun stories and games (or so my small group of fans tells me), and aside from that one game, none of them needed a world-ending threat to be good.
The heart and soul of the RPG are:
1) Well-written characters that you care about, and an interesting conflict for them to struggle with
2) A good combat system to fuel their conflict going forward.
And honestly, most of the time "Chosen one" plots become straight up "Prophecy" plots which are often dull because stuff is preordained. Yay, congrats, you're the chosen hero so you'll succeed at everything. Fate demands it. You COULD give up and doom the world (IF the prophecy allows you to), but why would you do that when you know you've got a 90% chance of winning because you're the chosen one?
Dr. McD said:
Better writing.
For story however...
1. Keep it simple, don't make everything into convoluted bullshit.
2. Remember, the problem of almost all bad writing is people not acting like people.
3. Try to have a consistent world, swords, spears and other such weapons stopped being used for a reason (this one is mainly for Final Fantasy).
I try very hard to stick to these in my own work.
1) Stuff will naturally get complicated on its own, there's no need to make a plot all metal-gear-solid twisty to make it engaging. The player will naturally get more into the story if the goal is more or less clear, which gives them more time to piece together any mystery that's going on, and more time to bond with the characters.
2) YES. AGREED. I hate running into writing where characters are either stupid cardboard cutouts, or act stupid and out of character because the plot demands some contrived shit happen. :s
3) I need to work on this one myself. >_> So far, my main setting has guns being a relatively new invention, with people knowing that swordsmen and the like will become obsolete eventually as a result, but that point hasn't happened just yet.