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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