Thursday, September 26, 2019

What is it about JRPG’s? (part 4)


Combat in JRPG's has somewhat of a reputation that can almost be described as a stigma. Early JRPG giants like the Final Fantasy and Dragon Quest games involved repetitive combat that has often been described as "grinding." Moving through the game world between story segments was usually broken up every 8 to 10 seconds by an unavoidable random battle encounter, though more recent JRPG's sometimes allow for you to navigate around battle encounters to avoid them. Battles provide a fun distraction from the main story and feel like progress when, after each battle, a display indicates how much new experience and wealth you have accumulated. Leveling up itself becomes a motivator, because new items and unlocked abilities keep battle fresh and allow for new tactics and customization options. The level of player involvement with this aspect of the game is much more active and is part of the necessary balance with the somewhat passive experience of enjoying the story. However, these battles feel more like definitive progress, because they are usually a means towards moving forward in the story—travel from point A to B and the story will unfold with a new chapter. In open-world RPG's, however, sometimes hours can be spent in random combat while wandering around, and unless the player decides to pursue the main story line intentionally, the game can become what the player makes it. Why, then, is the JRPG formula still so successful? My theories, tomorrow...


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