>a party >forced friendship, can't allow getting rid of companions >zero player agency and world reactivity to anything the player does >*if custom protagonist, make him/her mute and be referred to with neutral terms >relationship bait - we can only imply, not show >as cringe as possible dialogues >a hag for dub VA, not even trying to match character design >"cute", huge animals >invisible walls, in the open world >main quest about the end of the world >medieval elements in the setting >villains with idiotic motivations and backgrounds >big plot twist >side quests that are nothing but fetch quests >nothing to interact with but silent side npcs that you can read 2 lines of text from >collectible plants, materials, resources with alien names and visuals >hovering mid-air crystals for the player to collect that everyone around is oblivious to
>enemies and bosses looking like they were drawn by children >enemies that will ! at you when you approach >enemies which only purpose in life is to attack you >music switching from fairy tale to epic when entering combat >weapons looking like toys >huge weapons with animations like they weigh nothing >sparkles instead of blood, screen flashing with effects and damage numbers >abysmally cluttered UI >combat that is made as needlessly tedious as possible >grind >no truly dark or mature themes, everything should be tailored to little kids >no defined progression, combat mechanics should evolve on their own throughout the game >game pausing with on screen tutorials for the whole time because we need to make it "hard" (convoluted) and "different" >bond™ skills
Every JRPG has 90% of the list, can we really call them RPG?
>a party >forced friendship, can't allow getting rid of companions >zero player agency and world reactivity to anything the player does >*if custom protagonist, make him/her mute and be referred to with neutral terms >relationship bait - we can only imply, not show >as cringe as possible dialogues >a hag for dub VA, not even trying to match character design >"cute", huge animals >invisible walls, in the open world >main quest about the end of the world >medieval elements in the setting >villains with idiotic motivations and backgrounds >big plot twist >side quests that are nothing but fetch quests >nothing to interact with but silent side NPCs that you can read 2 lines of text from >collectible plants, materials, resources with alien names and visuals >hovering mid-air crystals for the player to collect that everyone around is oblivious to
https://i.imgur.com/njw05mV.jpg
>Jap devs hate their games being called JRPGs
Meanwhile, JRPGs need to have:
This is where you are mistaken. The term is not JRPG or WRPG, these were invented by journos and ultimately do a terrible job of describing the content of the games. What you are looking for is TrueRPG - an RPG inspired by the roots of the genre in the likes of Wizardry and Ultima. You'll find classical mechanics and game play style in them. Then there is CYOARPG or Choose Your Own Adventure RPG, games where the focus is on choice and consequence, an off-shoot that came around in the 90s.
I do think calling them RPGs is kinda weird though, when I felt part of the point of original RPGs was being able to basically CYOA. I don’t particularly see what allows for RPGs in gaming to keep that moniker, especially when the battle systems aren’t even always turn based anymore.
>TrueRPG >inspired by wizardry
I just call these dungeon crawlers, etrian odyssey are some of the closest games to wizardry, and lots of people call them jrpgs, but then you lump them with stuff like final fantasy xii which has nothing to do with it
You mistake superficial changes for core ones, they are very similar. The aesthetic differences are the differentiating factors, and the way the puzzle of the game is put together is what defines it. It's core, still true to the classics.
>a party >forced friendship, can't allow getting rid of companions >zero player agency and world reactivity to anything the player does >*if custom protagonist, make him/her mute and be referred to with neutral terms >relationship bait - we can only imply, not show >as cringe as possible dialogues >a hag for dub VA, not even trying to match character design >"cute", huge animals >invisible walls, in the open world >main quest about the end of the world >medieval elements in the setting >villains with idiotic motivations and backgrounds >big plot twist >side quests that are nothing but fetch quests >nothing to interact with but silent side NPCs that you can read 2 lines of text from >collectible plants, materials, resources with alien names and visuals >hovering mid-air crystals for the player to collect that everyone around is oblivious to
Based and correct
Jrpgs are very mechanically distinct from actual RPG's and deserve the subgenre tag
>a party
Dragon Quest 1 which is the grandfather of all JRPGs had only you as the player character. >forced friendship, can't allow getting rid of companions
See above >zero player agency and world reactivity to anything the player does
WRPGs lie that you're doing anything and then give you Red, Blue, and Green buttons to press at the end to determine your ending that will have very small variance based on your past actions >*if custom protagonist, make him/her mute and be referred to with neutral terms
WRPGs only JUST started not doing this with Mass Effect. Even the first Dragon Age protagonist was effectively mute. >relationship bait - we can only imply, not show
Rosa and Cecil were smooching at every opportunity way back as early as Final Fantasy IV. The hero of Dragon Quest 1 and the princess he rescues go on to have so many kids that you've got 3 royal lines from 3 different countries that can trace their lineage back to him >as cringe as possible dialogues
This is the same across all genres of all gaming. And most modern fantasy books too. And modern TV. JRPGs aren't really any worse than all of those. >a hag for dub VA, not even trying to match character design
Blame the west for having next to no young girls with work ethic. Again, not exclusive to JRPGs >"cute", huge animals
So what? Do you not like cute things? What a weird thing to complain about. >invisible walls, in the open world
World maps are round. WRPGs definitely have more walls than JRPGs >main quest about the end of the world
WRPGs >medieval elements in the setting
WRPGs >villains with idiotic motivations and backgrounds
I got this far without realizing this was bait. Bravo OP. I'll keep going though to beat away those that think you're arguing in good faith. Anyway,
WRPGs. >big plot twist
WRPGs >side quests that are nothing but fetch quests
WRPGs are basically MMOs these days
>So what? Do you not like cute things? What a weird thing to complain about.
it'd be rather weird to add cute stuff in games with dark and gritty atmospheres
>World maps are round. WRPGs definitely have more walls than JRPGs
a rather disingenuous argument because that wasn't the point, even if the guy you're replying to is wrong about wrpgs being generally open world
>medieval elements in the setting
not all wrpgs are medieval anon, then again, the same thing could be said with jrpgs.
point is, every single thing mentioned takes you out of the experience screaming VIDEOGAME, and every JRPG reimplements 90% of the list. I can’t take these games seriously and don’t understand what value do jap devs see in this. A lot of the stuff WRPGs had too in the 90s but it was mostly due to limitations, and they moved on trying to be grounded and immersive
>enemies and bosses looking like they were drawn by children >enemies that will ! at you when you approach >enemies which only purpose in life is to attack you >music switching from fairy tale to epic when entering combat >weapons looking like toys >huge weapons with animations like they weigh nothing >sparkles instead of blood, screen flashing with effects and damage numbers >abysmally cluttered UI >combat that is made as needlessly tedious as possible >grind >no truly dark or mature themes, everything should be tailored to little kids >no defined progression, combat mechanics should evolve on their own throughout the game >game pausing with on screen tutorials for the whole time because we need to make it "hard" (convoluted) and "different" >bond™ skills
Every JRPG has 90% of the list, can we really call them RPG?
Based Californian 1st year in game development school, erasing cultural distinction and boiling everything down to white board bullet points
>enemies and bosses looking like they were drawn by children >enemies that will ! at you when you approach >enemies which only purpose in life is to attack you >music switching from fairy tale to epic when entering combat >weapons looking like toys >huge weapons with animations like they weigh nothing >sparkles instead of blood, screen flashing with effects and damage numbers >abysmally cluttered UI >combat that is made as needlessly tedious as possible >grind >no truly dark or mature themes, everything should be tailored to little kids >no defined progression, combat mechanics should evolve on their own throughout the game >game pausing with on screen tutorials for the whole time because we need to make it "hard" (convoluted) and "different" >bond™ skills
Every JRPG has 90% of the list, can we really call them RPG?
>a party
Dragon Quest 1 which is the grandfather of all JRPGs had only you as the player character. >forced friendship, can't allow getting rid of companions
See above >zero player agency and world reactivity to anything the player does
WRPGs lie that you're doing anything and then give you Red, Blue, and Green buttons to press at the end to determine your ending that will have very small variance based on your past actions >*if custom protagonist, make him/her mute and be referred to with neutral terms
WRPGs only JUST started not doing this with Mass Effect. Even the first Dragon Age protagonist was effectively mute. >relationship bait - we can only imply, not show
Rosa and Cecil were smooching at every opportunity way back as early as Final Fantasy IV. The hero of Dragon Quest 1 and the princess he rescues go on to have so many kids that you've got 3 royal lines from 3 different countries that can trace their lineage back to him >as cringe as possible dialogues
This is the same across all genres of all gaming. And most modern fantasy books too. And modern TV. JRPGs aren't really any worse than all of those. >a hag for dub VA, not even trying to match character design
Blame the west for having next to no young girls with work ethic. Again, not exclusive to JRPGs >"cute", huge animals
So what? Do you not like cute things? What a weird thing to complain about. >invisible walls, in the open world
World maps are round. WRPGs definitely have more walls than JRPGs >main quest about the end of the world
WRPGs >medieval elements in the setting
WRPGs >villains with idiotic motivations and backgrounds
I got this far without realizing this was bait. Bravo OP. I'll keep going though to beat away those that think you're arguing in good faith. Anyway,
WRPGs. >big plot twist
WRPGs >side quests that are nothing but fetch quests
WRPGs are basically MMOs these days
>nothing to interact with but silent side NPCs that you can read 2 lines of text from
Chrono Trigger's court case setup where you're fricking with everything in the fair. JRPGs have had puzzle heavy entries since Wild Arms. Final Fantasy II had a whole ass dialogue system in an NES game. >collectible plants, materials, resources with alien names and visuals
Yes, because it's an RPG. >hovering mid-air crystals for the player to collect that everyone around is oblivious to
Wild Arms 2 and 3 are the only examples I can think of. Not something to be annoyed by though. Weirdo. >enemies and bosses looking like they were drawn by children
Wrong. They look like they were drawn by edgy teenagers which is beyond based >enemies that will ! at you when you approach
Should you not have any visual feedback that an enemy sees you? >enemies which only purpose in life is to attack you
It's a video game >music switching from fairy tale to epic when entering combat
also based. Games should have a wide variety in their music and keep the player on their toes with sudden tonal changes >weapons looking like toys
So far the only one I have no rebuttal for. >huge weapons with animations like they weigh nothing
Anime website >sparkles instead of blood, screen flashing with effects and damage numbers
Blood in every JRPG I can remember. Effects and damage because RPG >abysmally cluttered UI
Wrong except for JMMORPGs which is an entirely separate genre >combat that is made as needlessly tedious as possible
You homosexuals whine that it's too simple, and then whine when they try to add more complex elements to it. Shut the frick up >grind
If you're a brainlet >no truly dark or mature themes, everything should be tailored to little kids
There is a variety here just like there is in WRPGs. FFX still has tackled religion better than any game
>Wrong. They look like they were drawn by edgy teenagers which is beyond based
i personally enjoy a more grounded aesthetic
>Should you not have any visual feedback that an enemy sees you?
no, but a big red exclamation point over their head only really fits 2d type games or games with a more cartoony style. they just come off as rather silly in 3d games, even the games with edgy teenager aesthetic
>It's a video game
but wouldn't it be more interesting if enemies also have other things to do than attack you, like attack other things that are not you, for example, or attack each other?
>also based. Games should have a wide variety in their music and keep the player on their toes with sudden tonal changes
i don't know about you, but i'd certainly be put off if, after playing a very sorrowful sonnet after a tough boss fight that lead to a tragic death of a former hero-turned-villain, they then played a very cheerful triumphant tune because you leveled up
>You homosexuals whine that it's too simple, and then whine when they try to add more complex elements to it. Shut the frick up
anon, just because something is simple doesn't mean it can't be tedious, and i actually say that as someone who spent 20 hours in a jrpg just grinding exclusively for lottery items as well as beating an optional dungeon of 99 levels and had fun with it. and i'm gonna fricking do it again
>If you're a brainlet
ngl, i don't really get the hatred for grinding. i mean, sure yeah, its dumb, but i do sorta enjoy just steamrolling my opponents with better statistics, better equipment, and more items if the game gives me the option to. i mean i might as well, since i'd like to minimize risk and maximize reward
>but wouldn't it be more interesting if enemies also have other things to do than attack you, like attack other things that are not you, for example, or attack each other?
They do this in Final Fantasy XII, XIII and XIII spinoffs. I haven't played FF past that, but I'd be surprised if they dropped that feature. >anon, just because something is simple doesn't mean it can't be tedious
But when they try to make it more complicated and "involved" to satisfy this complaint people ape out about it still. There is no satisfying gamers in this regard. >ngl, i don't really get the hatred for grinding.
My point was that if you HAVE to grind in the vast majority of JRPGs made past 1996, you're a brainlet. And no, just fighting every enemy from point A to point B where point A is the town and point B is the next town is NOT fricking grinding. Grinding is making a loop from point A to point B repetitively because you're stuck on the boss and can't figure out how to beat it which is actually a benefit for stupid people since the game is letting you choose your own difficulty as long as you work at it.
>But when they try to make it more complicated and "involved" to satisfy this complaint people ape out about it still. There is no satisfying gamers in this regard.
it really depends on implementation, needless complexity can be a pain after all, and would require a larger learning curve. unless the basics are already made solid and fun to begin with, who'd want to try out the more complicated stuff? only those people in deep could really appreciate them. its the same with slavjank basically
>And no, just fighting every enemy from point A to point B where point A is the town and point B is the next town is NOT fricking grinding. Grinding is making a loop from point A to point B repetitively because you're stuck on the boss and can't figure out how to beat it
wait, me going back and forth repetitively raising my level by going after progressively harder monsters and bonus bosses so i can immediately beat a story mode boss that's meant to be unbeatable at that level or one shot several bosses even in the first encounter or raising my level and my stats up to the maximum even at the start of the game isn't considered grinding?
damn
>enemies and bosses looking like they were drawn by children >enemies that will ! at you when you approach >enemies which only purpose in life is to attack you >music switching from fairy tale to epic when entering combat >weapons looking like toys >huge weapons with animations like they weigh nothing >sparkles instead of blood, screen flashing with effects and damage numbers >abysmally cluttered UI >combat that is made as needlessly tedious as possible >grind >no truly dark or mature themes, everything should be tailored to little kids >no defined progression, combat mechanics should evolve on their own throughout the game >game pausing with on screen tutorials for the whole time because we need to make it "hard" (convoluted) and "different" >bond™ skills
Every JRPG has 90% of the list, can we really call them RPG?
>a party
Dragon Quest 1 which is the grandfather of all JRPGs had only you as the player character. >forced friendship, can't allow getting rid of companions
See above >zero player agency and world reactivity to anything the player does
WRPGs lie that you're doing anything and then give you Red, Blue, and Green buttons to press at the end to determine your ending that will have very small variance based on your past actions >*if custom protagonist, make him/her mute and be referred to with neutral terms
WRPGs only JUST started not doing this with Mass Effect. Even the first Dragon Age protagonist was effectively mute. >relationship bait - we can only imply, not show
Rosa and Cecil were smooching at every opportunity way back as early as Final Fantasy IV. The hero of Dragon Quest 1 and the princess he rescues go on to have so many kids that you've got 3 royal lines from 3 different countries that can trace their lineage back to him >as cringe as possible dialogues
This is the same across all genres of all gaming. And most modern fantasy books too. And modern TV. JRPGs aren't really any worse than all of those. >a hag for dub VA, not even trying to match character design
Blame the west for having next to no young girls with work ethic. Again, not exclusive to JRPGs >"cute", huge animals
So what? Do you not like cute things? What a weird thing to complain about. >invisible walls, in the open world
World maps are round. WRPGs definitely have more walls than JRPGs >main quest about the end of the world
WRPGs >medieval elements in the setting
WRPGs >villains with idiotic motivations and backgrounds
I got this far without realizing this was bait. Bravo OP. I'll keep going though to beat away those that think you're arguing in good faith. Anyway,
WRPGs. >big plot twist
WRPGs >side quests that are nothing but fetch quests
WRPGs are basically MMOs these days
[...]
[...] >nothing to interact with but silent side NPCs that you can read 2 lines of text from
Chrono Trigger's court case setup where you're fricking with everything in the fair. JRPGs have had puzzle heavy entries since Wild Arms. Final Fantasy II had a whole ass dialogue system in an NES game. >collectible plants, materials, resources with alien names and visuals
Yes, because it's an RPG. >hovering mid-air crystals for the player to collect that everyone around is oblivious to
Wild Arms 2 and 3 are the only examples I can think of. Not something to be annoyed by though. Weirdo. >enemies and bosses looking like they were drawn by children
Wrong. They look like they were drawn by edgy teenagers which is beyond based >enemies that will ! at you when you approach
Should you not have any visual feedback that an enemy sees you? >enemies which only purpose in life is to attack you
It's a video game >music switching from fairy tale to epic when entering combat
also based. Games should have a wide variety in their music and keep the player on their toes with sudden tonal changes >weapons looking like toys
So far the only one I have no rebuttal for. >huge weapons with animations like they weigh nothing
Anime website >sparkles instead of blood, screen flashing with effects and damage numbers
Blood in every JRPG I can remember. Effects and damage because RPG >abysmally cluttered UI
Wrong except for JMMORPGs which is an entirely separate genre >combat that is made as needlessly tedious as possible
You homosexuals whine that it's too simple, and then whine when they try to add more complex elements to it. Shut the frick up >grind
If you're a brainlet >no truly dark or mature themes, everything should be tailored to little kids
There is a variety here just like there is in WRPGs. FFX still has tackled religion better than any game
>no defined progression, combat mechanics should evolve on their own throughout the game
I don't even know what you mean by this. Many games are still adding combat mechanics hours in. >game pausing with on screen tutorials for the whole time because we need to make it "hard" (convoluted) and "different"
Literally because homosexuals and journalists complained about the simplicity of games like Dragon Quest for eons >bond™ skills
Another thing that's awesome that you're shitting on. And cross attacks were a thing in Dragon Age
>JRPG roleplay: you're the chosen one and you do the quest that the npc gives you >BG3 roleplay: you're the chosen one and you do the quest npc gives you OR you kill them for no reason and do no quest at all
tired of you gays pretending BG3 had some kind of winding branching narrative. it has less endings than some ps1 games.
>final fantasy doesnt want to be called jrpg anymore >makes some shitty dmc knock off instead >sells terribly, even worse than the universally hated 15
If a jap rpg dev seethes about being called jrpg I automatically will not buy their game. Simple as.
>final fantasy doesnt want to be called jrpg anymore >makes some shitty dmc knock off instead >sells terribly, even worse than the universally hated 15
If a jap rpg dev seethes about being called jrpg I automatically will not buy their game. Simple as.
Nobody cares if the broken israelite clock is right once or twice a day. It means nothing. Do you have an actual argument or just an appeal to opposition?
You have a lot alike with the rootless man, no conviction or construction to your standards. Do you think this is an illegitimate argument? That you favor destruction and hypocrisy? That's exactly what you put out there.
that's why labeling games by the place they were made doesn't make any sense, imagine you liked dark souls and want to look for other games in the genre and find persona 5 alongside it
RPG describes a genre
JRPG tells you the developers are japanese and absolutely nothing about the game
I like a lot of JRPGs, but I like each one for different reasons
Or Japanese Adventure Games (JAGs)
I mean in all the ones you posted you play as an pre-determined character in a structured storyline.
The Neptunia games aren't even RPG-ish except some of the gameplay features.
>a party
>forced friendship, can't allow getting rid of companions
>zero player agency and world reactivity to anything the player does
>*if custom protagonist, make him/her mute and be referred to with neutral terms
>relationship bait - we can only imply, not show
>as cringe as possible dialogues
>a hag for dub VA, not even trying to match character design
>"cute", huge animals
>invisible walls, in the open world
>main quest about the end of the world
>medieval elements in the setting
>villains with idiotic motivations and backgrounds
>big plot twist
>side quests that are nothing but fetch quests
>nothing to interact with but silent side npcs that you can read 2 lines of text from
>collectible plants, materials, resources with alien names and visuals
>hovering mid-air crystals for the player to collect that everyone around is oblivious to
>enemies and bosses looking like they were drawn by children
>enemies that will ! at you when you approach
>enemies which only purpose in life is to attack you
>music switching from fairy tale to epic when entering combat
>weapons looking like toys
>huge weapons with animations like they weigh nothing
>sparkles instead of blood, screen flashing with effects and damage numbers
>abysmally cluttered UI
>combat that is made as needlessly tedious as possible
>grind
>no truly dark or mature themes, everything should be tailored to little kids
>no defined progression, combat mechanics should evolve on their own throughout the game
>game pausing with on screen tutorials for the whole time because we need to make it "hard" (convoluted) and "different"
>bond™ skills
Every JRPG has 90% of the list, can we really call them RPG?
This is where you are mistaken. The term is not JRPG or WRPG, these were invented by journos and ultimately do a terrible job of describing the content of the games. What you are looking for is TrueRPG - an RPG inspired by the roots of the genre in the likes of Wizardry and Ultima. You'll find classical mechanics and game play style in them. Then there is CYOARPG or Choose Your Own Adventure RPG, games where the focus is on choice and consequence, an off-shoot that came around in the 90s.
I do think calling them RPGs is kinda weird though, when I felt part of the point of original RPGs was being able to basically CYOA. I don’t particularly see what allows for RPGs in gaming to keep that moniker, especially when the battle systems aren’t even always turn based anymore.
>TrueRPG
>inspired by wizardry
I just call these dungeon crawlers, etrian odyssey are some of the closest games to wizardry, and lots of people call them jrpgs, but then you lump them with stuff like final fantasy xii which has nothing to do with it
You mistake superficial changes for core ones, they are very similar. The aesthetic differences are the differentiating factors, and the way the puzzle of the game is put together is what defines it. It's core, still true to the classics.
you're saying final fantasy xii is true to the classic wizardry?
Based and correct
Jrpgs are very mechanically distinct from actual RPG's and deserve the subgenre tag
>>a party
One bullet point in and you're already completely wrong. Dragon Quest 1 has no party.
>a hag for dub VA, not even trying to match character design
dubgays get what they deserve
>a party
Dragon Quest 1 which is the grandfather of all JRPGs had only you as the player character.
>forced friendship, can't allow getting rid of companions
See above
>zero player agency and world reactivity to anything the player does
WRPGs lie that you're doing anything and then give you Red, Blue, and Green buttons to press at the end to determine your ending that will have very small variance based on your past actions
>*if custom protagonist, make him/her mute and be referred to with neutral terms
WRPGs only JUST started not doing this with Mass Effect. Even the first Dragon Age protagonist was effectively mute.
>relationship bait - we can only imply, not show
Rosa and Cecil were smooching at every opportunity way back as early as Final Fantasy IV. The hero of Dragon Quest 1 and the princess he rescues go on to have so many kids that you've got 3 royal lines from 3 different countries that can trace their lineage back to him
>as cringe as possible dialogues
This is the same across all genres of all gaming. And most modern fantasy books too. And modern TV. JRPGs aren't really any worse than all of those.
>a hag for dub VA, not even trying to match character design
Blame the west for having next to no young girls with work ethic. Again, not exclusive to JRPGs
>"cute", huge animals
So what? Do you not like cute things? What a weird thing to complain about.
>invisible walls, in the open world
World maps are round. WRPGs definitely have more walls than JRPGs
>main quest about the end of the world
WRPGs
>medieval elements in the setting
WRPGs
>villains with idiotic motivations and backgrounds
I got this far without realizing this was bait. Bravo OP. I'll keep going though to beat away those that think you're arguing in good faith. Anyway,
WRPGs.
>big plot twist
WRPGs
>side quests that are nothing but fetch quests
WRPGs are basically MMOs these days
>So what? Do you not like cute things? What a weird thing to complain about.
it'd be rather weird to add cute stuff in games with dark and gritty atmospheres
>World maps are round. WRPGs definitely have more walls than JRPGs
a rather disingenuous argument because that wasn't the point, even if the guy you're replying to is wrong about wrpgs being generally open world
>medieval elements in the setting
not all wrpgs are medieval anon, then again, the same thing could be said with jrpgs.
point is, every single thing mentioned takes you out of the experience screaming VIDEOGAME, and every JRPG reimplements 90% of the list. I can’t take these games seriously and don’t understand what value do jap devs see in this. A lot of the stuff WRPGs had too in the 90s but it was mostly due to limitations, and they moved on trying to be grounded and immersive
Based Californian 1st year in game development school, erasing cultural distinction and boiling everything down to white board bullet points
>Waaaaahhh why doesn't that chud game pander to poc inclusive trannies
>nothing to interact with but silent side NPCs that you can read 2 lines of text from
Chrono Trigger's court case setup where you're fricking with everything in the fair. JRPGs have had puzzle heavy entries since Wild Arms. Final Fantasy II had a whole ass dialogue system in an NES game.
>collectible plants, materials, resources with alien names and visuals
Yes, because it's an RPG.
>hovering mid-air crystals for the player to collect that everyone around is oblivious to
Wild Arms 2 and 3 are the only examples I can think of. Not something to be annoyed by though. Weirdo.
>enemies and bosses looking like they were drawn by children
Wrong. They look like they were drawn by edgy teenagers which is beyond based
>enemies that will ! at you when you approach
Should you not have any visual feedback that an enemy sees you?
>enemies which only purpose in life is to attack you
It's a video game
>music switching from fairy tale to epic when entering combat
also based. Games should have a wide variety in their music and keep the player on their toes with sudden tonal changes
>weapons looking like toys
So far the only one I have no rebuttal for.
>huge weapons with animations like they weigh nothing
Anime website
>sparkles instead of blood, screen flashing with effects and damage numbers
Blood in every JRPG I can remember. Effects and damage because RPG
>abysmally cluttered UI
Wrong except for JMMORPGs which is an entirely separate genre
>combat that is made as needlessly tedious as possible
You homosexuals whine that it's too simple, and then whine when they try to add more complex elements to it. Shut the frick up
>grind
If you're a brainlet
>no truly dark or mature themes, everything should be tailored to little kids
There is a variety here just like there is in WRPGs. FFX still has tackled religion better than any game
>Wrong. They look like they were drawn by edgy teenagers which is beyond based
i personally enjoy a more grounded aesthetic
>Should you not have any visual feedback that an enemy sees you?
no, but a big red exclamation point over their head only really fits 2d type games or games with a more cartoony style. they just come off as rather silly in 3d games, even the games with edgy teenager aesthetic
>It's a video game
but wouldn't it be more interesting if enemies also have other things to do than attack you, like attack other things that are not you, for example, or attack each other?
>also based. Games should have a wide variety in their music and keep the player on their toes with sudden tonal changes
i don't know about you, but i'd certainly be put off if, after playing a very sorrowful sonnet after a tough boss fight that lead to a tragic death of a former hero-turned-villain, they then played a very cheerful triumphant tune because you leveled up
>You homosexuals whine that it's too simple, and then whine when they try to add more complex elements to it. Shut the frick up
anon, just because something is simple doesn't mean it can't be tedious, and i actually say that as someone who spent 20 hours in a jrpg just grinding exclusively for lottery items as well as beating an optional dungeon of 99 levels and had fun with it. and i'm gonna fricking do it again
>If you're a brainlet
ngl, i don't really get the hatred for grinding. i mean, sure yeah, its dumb, but i do sorta enjoy just steamrolling my opponents with better statistics, better equipment, and more items if the game gives me the option to. i mean i might as well, since i'd like to minimize risk and maximize reward
>but wouldn't it be more interesting if enemies also have other things to do than attack you, like attack other things that are not you, for example, or attack each other?
They do this in Final Fantasy XII, XIII and XIII spinoffs. I haven't played FF past that, but I'd be surprised if they dropped that feature.
>anon, just because something is simple doesn't mean it can't be tedious
But when they try to make it more complicated and "involved" to satisfy this complaint people ape out about it still. There is no satisfying gamers in this regard.
>ngl, i don't really get the hatred for grinding.
My point was that if you HAVE to grind in the vast majority of JRPGs made past 1996, you're a brainlet. And no, just fighting every enemy from point A to point B where point A is the town and point B is the next town is NOT fricking grinding. Grinding is making a loop from point A to point B repetitively because you're stuck on the boss and can't figure out how to beat it which is actually a benefit for stupid people since the game is letting you choose your own difficulty as long as you work at it.
>But when they try to make it more complicated and "involved" to satisfy this complaint people ape out about it still. There is no satisfying gamers in this regard.
it really depends on implementation, needless complexity can be a pain after all, and would require a larger learning curve. unless the basics are already made solid and fun to begin with, who'd want to try out the more complicated stuff? only those people in deep could really appreciate them. its the same with slavjank basically
>And no, just fighting every enemy from point A to point B where point A is the town and point B is the next town is NOT fricking grinding. Grinding is making a loop from point A to point B repetitively because you're stuck on the boss and can't figure out how to beat it
wait, me going back and forth repetitively raising my level by going after progressively harder monsters and bonus bosses so i can immediately beat a story mode boss that's meant to be unbeatable at that level or one shot several bosses even in the first encounter or raising my level and my stats up to the maximum even at the start of the game isn't considered grinding?
damn
>no defined progression, combat mechanics should evolve on their own throughout the game
I don't even know what you mean by this. Many games are still adding combat mechanics hours in.
>game pausing with on screen tutorials for the whole time because we need to make it "hard" (convoluted) and "different"
Literally because homosexuals and journalists complained about the simplicity of games like Dragon Quest for eons
>bond™ skills
Another thing that's awesome that you're shitting on. And cross attacks were a thing in Dragon Age
>they hated him because he told the truth
my favorite jrpg is ended ring
>Jap devs
>devs
It was one guy whining
it was actually a western "journalist" misconstruing his point THOUGH
Yeah Kamiya told him to shut the frick up and take pride in it.
Don't care what homosexual devs say. JRPGs = JRPGs. If you try to sell slop as a JRPG, you will fail in the long run, every single time.
Putting JRPGs, with their massive restrictions on how you roleplay, in the same category as baldurs gate 3 is laughable.
Putting baldurs gate 3, with its massive restrictions on how you roleplay, in the same category as fallout new vegas is laughable.
>JRPG roleplay: you're the chosen one and you do the quest that the npc gives you
>BG3 roleplay: you're the chosen one and you do the quest npc gives you OR you kill them for no reason and do no quest at all
tired of you gays pretending BG3 had some kind of winding branching narrative. it has less endings than some ps1 games.
Why can’t japs into immersion?
>final fantasy doesnt want to be called jrpg anymore
>makes some shitty dmc knock off instead
>sells terribly, even worse than the universally hated 15
If a jap rpg dev seethes about being called jrpg I automatically will not buy their game. Simple as.
it's like when nu metal bands were crying for being called nu metal
same stance as jason schrier
Nobody cares if the broken israelite clock is right once or twice a day. It means nothing. Do you have an actual argument or just an appeal to opposition?
You have a lot alike with the rootless man, no conviction or construction to your standards. Do you think this is an illegitimate argument? That you favor destruction and hypocrisy? That's exactly what you put out there.
>I HATE JRPG THEY ARE ALL THE SAME!
>What about Dark Souls and Dragons Dogma you liked those didn't you!
>THOSE DON'T COUNT THEY ARE TOO DIFFERENT!
This is some self fufilling prophecy shit.
>Lists ARPGs
moron
>Tales,Star,Ocean,Dark Cloud etc aren't Jrpgs anymore.
Okay.
that's why labeling games by the place they were made doesn't make any sense, imagine you liked dark souls and want to look for other games in the genre and find persona 5 alongside it
>People actually replying to this moronic thread
>YUK shill thinks he has any leg to stand on
The term jrpg is an ancient term from the 90s when all japanese rpgs were final fantasy VII and all western rpgs were fallout 2
Stop using them
No. It's still applicable today. Hell, the fact that RPGMaker exists is enough to justify the continued use of JRPG as a genre.
That's moronic. I only play jrpgs. I will never play wrpgs. Frick Bethesda, Activision, larian, ubisoft, and all the other clowns
Noire my beloved.
You can buy RPGs cheap at Amazon! Where our prices are fair and fine!
RPG describes a genre
JRPG tells you the developers are japanese and absolutely nothing about the game
I like a lot of JRPGs, but I like each one for different reasons
>JRPG tells you it has nothing to do with roleplaying
ftfy
>JRPG tells you it doesn't contain an obscene amount of gay sex
ftfy
Or Japanese Adventure Games (JAGs)
I mean in all the ones you posted you play as an pre-determined character in a structured storyline.
The Neptunia games aren't even RPG-ish except some of the gameplay features.
do japs ever play real rpgs like starfield?
it's like they're oblivious to the genre.
Bloodborne is my favourite JRPG.