The RPG Wars
Please note: This is an editorial. While facts may be stated, opinions will be given.
Since I was young, the RPG has easily been my favorite type of video game to play. The deep stories and innovative gameplay in each game really immersed me into a world where I could almost feel what was going on. The Final Fantasy series quickly became a favorite of mine, along with many other RPGs.
Not all RPGs are the same, however. Developers have been trying different things for ages. Nowadays, there is a thick line that divides Japanese RPGs (JRPGs) from Western RPGs (WRPGs). As a result, we have WRPGs like Morrowind and Fable, and while they are technically RPGs, they are clearly much different from JRPGs like Final Fantasy and Chrono Trigger.
For one thing, these WRPGs generally do not have turn-based menu battles. They are much more action-based, and real-time battles are a key element in almost all of them. Another thing introduced by these games is the concept of an “open world” – the ability to do what you want, when you want, and how you want to – much different from the standards set forth by most JRPGs, which are known for limiting your actions in order to effectively tell one specific story.
Personally, I am a JRPG fan. I always have been, and will remain true to the games that were such a huge part of my childhood. But there are many out there who would argue that JRPGs have had a number of issues lately. An article recently posted on IGN criticizes the ten things that they think JRPGs are doing wrong. Popular Japanese image board 2ch saw this and responded angrily. As a JRPG fan, I disagree with many of IGN’s statements, yet I actually agree with some of them as well.
The quotes you see below are excerpts from the IGN article linked above.
Could you imagine living in the world of a JRPG? People only have one thing to say. Everything looks sterile and static. Nobody moves much, nor do they care if you ruffle through their houses or crates. There are only a couple of open stores that have anything for sale, and for some reason those goods have a higher price the further away from home you get.
This is one thing that I actually enjoy about JRPGs. To me, games don’t need to be realistic, and the fact that people let you rummage through their houses in JRPGs doesn’t bother me at all. There’s a difference between a game being realistic and being enjoyable, and the former is not a prerequisite of the latter. I actually appreciate the lack of complexity in JRPGs – it just gives me much less to worry about.
Shops, for example, in JRPGs, are usually very simple. Items are always the same price, there’s usually one guy per town selling something, and things like condition of items, quantity in stock, and the time of day don’t matter. In WRPGs all these things may affect the price and availability of certain items, and while this does indeed make things much more realistic, it also makes things much more complex. Complexity is confusing, and it’s not fun. Games need to be fun.
While a four hour dungeon with no option to save may have been OK once, and maybe even added to the tension, it isn’t anymore. We need to be able to start and stop our gaming at our leisure. We need to be able to walk away from a game and not have to leave a system running (Think of the environment!) for fear of losing hours worth of progress.
I actually agree with this. The concept of save points adds unnecessary frustration to a game. There’s no need to force a player to fight three consecutive boss battles with no save point in between. We’re in an age where players need to be able to stop what they’re doing at any time, so the ability to save anywhere is something that JRPGs need to start implementing.
Any gamer familiar with the JRPG will immediately recognize what we like to call the “talking cardboard cutout.” This classic mechanic superimposes character portraits onto the screen and displays a dialogue box underneath, which effectively eliminates the need for developers to animate sprites or character models. This technique is getting old fast. With Western RPGs implementing fully animated, interactive dialogue sequences (see Mass Effect and Dragon Age), players have come to expect more production value when dealing with an RPG storyline. Developers can’t cut corners anymore.
The “talking cardboard cutout” is yet another thing that really doesn’t bother me. Besides, this isn’t representative of all JRPGs (see: Eternal Sonata, Tales of Vesperia, Final Fantasy XIII, Star Ocean 4). Additionally, I don’t see how WRPGs are much better. A few subtle hand motions of a 3D character on the screen is not what I would call “great production value” and really isn’t all that much more enjoyable to see than a 2D cardboard cutout. Even then, sometimes this lack of animation can be seen as a blessing, as it allows the player to use their own imagination and focus more on the story than the graphics (it works in visual novels, right?). After all, it’s been proven time and time again that good graphics don’t make a good game.
One of the most important elements of the traditional JRPG was exploring the world map. After all, there was nothing quite as liberating as acquiring the key to your very first airship and taking to the skies, flying over vast oceans and sprawling mountains with an entire world to explore.
I agree with this. I really miss the days where I could hop on the airship and explore virtually anywhere I wanted. For me, the point where I got the airship was one of the most rewarding points in the game. It’s nice to see games like Tales of Vesperia that still employ this, but more need to do it as well.
Although story, characters and musical scores are all extremely important elements to the JRPG equation, the absolute heart of the experience lies in the battle system. Players will spend most of their play time fighting all sorts of monsters and villains, so that battle system needs to be finely tuned and fun. Unfortunately, a number of JRPGs have relied heavily on the now dry tradition of the simple “Attack, Magic, Item, Defend” dynamic that we’ve seen for decades. This just doesn’t cut it.
I suppose the guys at IGN haven’t played Eternal Sonata, any of the Tales games, any of the Star Ocean games, any recent Final Fantasy games, or hell, any recent JRPG. The “Attack, Magic, Item, Defend” dynamic was nearly abandoned long ago. There really aren’t many JRPGs that use this anymore. Each of them have their own different battle system. Even the Persona games, while they do employ the use of menu-driven battles, they are still very unique in how the overall system works. The menu-based battle system is fun because it allows the user to formulate a strategy, rather than do some simple button-mashing in hopes that they will win a battle. Real-time battles are nice, but to me they seem less innovative and less structured, which makes for a less entertaining experience overall.
I don’t completely ignore WRPGs though, and I do try one out every now and then. I have played Fallout 3 and Dragon Age a bit, and from what I played, I’ll admit that they seemed like good games. Compared to JRPGs though, these games just don’t have the same impact. I also personally find that JRPGs are more challenging in how they generally force you to follow one story. To me, part of the thrill of playing an RPG is having to figure out what you’re supposed to do next. Having the freedom to do anything you want (like in most WRPGs) is nice, but also makes for an easier game.
I could go on about this for hours, but the real message I’d like to get across is this: Give everything a chance. I think that because of the reputation JRPGs have nowadays as being “generic” or “cliché,” many people simply refuse to even try them. Those people are missing out on some fantastic games, and it saddens me to see such great games getting ignored. If you’re one of these people, go download a demo of or pick up a recent JRPG. You may be pleasantly surprised.
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about 7 months ago
I really love this editorial, and I know I do this a lot, but its inspiring me to put in my own two cents, and now I want to blog about this as well LOL. I can’t help it, you pick such interesting topics to discuss, and then you get me thinking about them. I suppose that’s the mark of a great blogger though =D
about 7 months ago
Glad you enjoyed it. Feel free to go right ahead and make your own post about this. I’d love to hear your “two cents.”
about 7 months ago
I am raging over this IGN article, LOL. I’m definitely going to include it in my blog.
about 7 months ago
I guess I might be in the minority—I enjoy both types of RPGs. It was JRPGs that hooked me into the genre in the first place, so perhaps I have a nostalgic fondness for them at this point. However, both types of RPGs have their weaknesses and strengths and are also not for everyone, as you pointed out. I think it’s kind of silly how there’s this whole “war” between fans of the two genres. They’re two different types of games, and I wouldn’t be surprised if they eventually split into two different genres at some point in the future.
I believe that the difference can also be pinpointed as a cultural thing in some aspects. Just think of American culture and history for a moment. Our past is filled with explorers, frontiersmen, Manifest Destiny. Freedom, open space, and adventure are piratically hard-coded into most Americans before they enter elementary school. Wouldn’t it be natural that the majority prefer the openness of WRPGs? Those games give players wide open spaces and almost total freedom over how they play the game—the very ideals many Americans hold dear.
I think your point is great—everyone should give JRPGs a shot before completely dismissing them in favor of open WRPGs. Both have wonderful works of art under their belts, but I can totally see the reason why westerners and Americans in particular would prefer a WRPG over a linear JRPG. This isn’t to say that they shouldn’t give such games a shot (nor should they bash them), but I certainly think it’s something to consider in the “battle” of WRPGs and JRPGs.
about 7 months ago
Excellent point. I do agree that much of this has to do with cultural differences (as one of the 2ch commenters sarcastically pointed out). Great analogy you made there in how America’s history relates to how WRPGs work.
about 6 months ago
From your explanation and from my experience, I think the difference between the genres can be summarized by the difference between plot and immersion. JRPGs are usually more linear and structured, and a huge part of the enjoyment comes from unraveling the story. WRPGs generally give you more freedom, adding complexity in some areas (shops, NPCs, etc) and taking away complexity from the plot. To use my own experience as an example, I thought that Fallout 3 was a great anti-war story, but the game doesn’t really have a plot. The “story” is told almost entirely through exposition. You’re supposed to feel the horrors of war when you walk through an abandoned school and shoot the heads off of bandits. The downside is that while the themes are strong, there’s hardly any story.
Anyway, I think the difference between the two storytelling structures is a part of what makes some fans prefer one genre over the other. I enjoy a lot of the things you described about JRPGs, but most of the plots began to feel stale after a while. There are a handful that I loved (Xenogears/saga, Final Fantasy Tactics, some Fire Emblem games), but a lot of them feel very cookie-cutter in terms of story. Therefore, if I’m not going to play an RPG for the story, I’ll play it for the gameplay – and games like Fable and Fallout offer a more interactive, immersive experience.
Personally, I still like to dabble in both genres, but I’ve always felt that JRPGs shine when their linear structure and heavy dialogue contribute to telling a spectacular story. Since I feel like I’ve already had my fill of JRPG stories, WRPGs are more appealing to me, but that’s partially just because I’m newer to them. At the end of the day, I loved the 70 hours I spent on Fallout 3, and I know I’ll get FFXIII when it comes out here.
about 6 months ago
It’s kind of frustrating when editorials act like WRPGs are a recent invention. They’ve been around for 30 years, and it’s WRPGs like Wizardry and Ultima that Dragon Quest was originally based on. So yes, Fallout 3 is action based, but Fallout 2 is not. Deus Ex is a structured WRPG rather than a free-form one. And so on.
Also, one other thing that I hope you can clear up because I see it in a lot of the JRPG defenses: why isn’t the “I like how you can hop on an airship and explore” sentiment contradictory towards “I like the structure and how everything unfolds”?
about 6 months ago
Hmm, you do have a point. I do realize that WRPGs are definitely not a recent invention. From personal experience, however (and I could be wrong about this), it seems that it wasn’t until JRPGs like Final Fantasy came around that the video game RPG genre really “took off.” WRPGs may have existed prior to that, but they were obscure at the time when compared to FF and Chrono Trigger, for example.
As for the “hopping on an airship sentiment,” I can’t really see how that’s contradictory to liking the structure of JRPG stories. In most JRPGs, by the time you get the airship, you’ve already explored most of the world and most of the plot is done. It doesn’t really get nonlinear at that point with the exception of a few sidequests that don’t affect the overall plot.
about 6 months ago
@ETERNAL: That’s exactly my issue with many WRPGs. It’s nice that they give you more freedom, but it takes away from the overall plot. I’m a story person, and that’s what I play RPGs for, which would explain why I favor JRPGs.
For me personally, the clichés are what I love about JRPGs. I see it as “The Japanese are just reusing what has worked in the past” so I guess I don’t understand how people find it frustrating. Even then, there are enough differences in JRPG plotlines that I’ve found to be able to set them apart from each other. I think many people just say “Anime-style art, fantasy setting… yep, another generic JRPG” and that’s what upsets me.
about 6 months ago
JRPGs are a product of consoles, while the PC was the domain of the Western RPG. You mentioned Fallout 3 and Dragon Age as Western RPGs you’ve taken a look at. Both of these games have their history rooted in games from the late 90s, with Dragon Age being a spiritual successor to Baldur’s Gate and Fallout 3 being the third Fallout game.
I’m not sure how far back your gaming experience goes, since you cite Morrowind and Fable as examples of early Western RPGs. Western RPGs have had a much larger history and influence than JRPGs. It’s easy to have missed the entire history of Western RPGs if your gaming experience has been console-centric (and vice-versa).
about 6 months ago
@blkmage: Yes, my gaming experience has indeed been console-centric. I grew up on Super Nintendo & PlayStation mostly. So, I acknowledge that my familiarity with older WRPGs may be rather limited.