Discuss what makes a jrpg work for you.
I’ve kind of always been obsessed with jrpgs and the idea of making my own but I find it really easy to bounce off most of them. I’ve been on my own litle jrpg quest inspired by our own @dogs and been slowly building my personal checklist for being A Good One and thought i’d share. It sounds instructive because it is (for me) but obviously this is all preference.
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I want to walk places but i dont want it to be tedious
– Do not give me fast travel without limitation I will use it too much
– Wild Arms’ little game-within-the-game running system where you need to time your turning carefully or bump into stuff is just magic. -
Don’t make me dread exploring with a high ass random encounter rate
– I feel my skin crawling exploring a dungeon and knowing that every suboptimal step i take is gonna waste time. -
You know what, just don’t have a high encounter rate in general?
– People tell me about Chrono Trigger “its good because it has no random encounters” and like yeah sure but it does have scripted encounters every five steps. Not an improvement!!! I really liked Parasite Eve’s approach to this, with a reasonable number of scripted encounters that occasionally repeat when you backtrack -
You need writing
– It can be charming character silly stuff or serious thematic political stuff, whatever, but a game where you read a lot of text needs to have good text, holy shit. RPGs made by folks who are mainly interested in mechanics tend to suck in this way imo -
Novelty goes a long way
– Throwaway setpieces! Little bits of worldbuilding! Breaking your format for drama or comedy! It’s the small stuff, especially stuff that gives you a little power over the environment (Wild Arms gets another W here) that really gets me going. Obviously an unreasonable ask to say “add more content” but these games tend to be made by delusionals like me who do it anyway -
Don’t make me fucking grind
– Probably aren’t any shortage of people here who’d go to bat for grinding but I’m sorry I just dont want to sign up for busywork -
Don’t make me guess how things work OR give me room to experiment
– If you give me 6 elemental damage types and strong resource attrition I am not going to stray beyond something that works RIGHT NOW. Let me know what’s effective and when, or give me low stakes environments to figure it out -
Give me a weird enemy
– Give me a weird enemy! Especially early on. Tatzelbelm
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Don’t make me guess about numbers
– I like when RPGS try to avoid or abstract numbers in ways that feel texturally right… i.e. “minor” “moderate” “severe” damage in SMT games. Please don’t make me guess what the numbers are though. I feel this a lot with things like damage buffs/debuffs. -
Fuckin status effects. Figure your shit out
– There are SO many games where regular encounters are too simple and numerous to be worth trying to poison or blind etc your enemies, but bosses are completely immune to status effects. Fuck you! Commit or don’t give me the option to waste my time. -
If you add crafting and its lame i will shoot you into space
– Kind of a complaint about every game released after 2012 i guess but also I dont want to go back to Vagrant Story because of its ridiculous shite -
Battle music Battle Music BATTLE MUSIC
– I want a bunch of different battle tracks and please don’t save your most boring track for the most frequent fights. The new Knuckle Sandwich has two fucking awesome regular encounter themes