Most annoying JRPG cliche

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texasgoldrush

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#1 texasgoldrush
Member since 2003 • 15267 Posts

What is the most annoying JRPG cliche?

While WRPGs are guilty of Choice 1, JRPGs are far more guilty. Most of them have saving the world from destruction as its main plotline. Almost every FF and DQ game has this plotline, as well as many many JRPGs. Why can't they tell more personal stories, like Suikoden II, where the goal is to save your friendship with your best friend rather than saving a kingdom or world? Or [spoiler] create a world for evil [/spoiler] like Terranigma? Or have a plotline like the Golden Sun series, in which [spoiler] the antagonist's mission in the first becomes the real goal in the second [/spoiler] . Mostly we have these same generic plots, over and over again.

Choice 2....I liked it when it was called Final Fantasy VI. From Suikoden I to Baten Kaitos...JRPGs common use evil or aggressive empires as antagonists while the "rebels" are the protagonists, mostly the good guys. While FFII and Secret of Mana had this apsect before FFVI, it was FFVI that perfected this story aspect in JRPGs, then done away with it in the second half as the fallout from their crimes destroyed them. Now we have many games that attempt to copy FFVI's effective use of this plotline in either part of their plots or all of it...to much lesser and tiring effect.

Choice 3....one of the first games to use God or religion as an antagonist is Final Fantasy legend for the gameboy in which you fight the "Creator" at the end. Many JRPGs have relgious elements but no real comment on religion, like DQ...but when religious themes are present or characters, they are viewed negatively and as antagonists. I have yet to see a JRPG that has something good to say on the nature of religion, just the same gnostic crap over and over. Breath of Fire II, Final Fantasy Tactics, FFX,and even Vagrant Story are some examples. WRPGs criticize religion as well, but also point out its positives like Dragon Age and The Witcher. The Ultima series uses religion better in its plots than any other RPG series, saying that many religious teaching sbaout living virtous lives are great, but religion can be used as a tool and twisted to furthe rones power...Ultima V for example. And why do JRPG developers target Christianity? Where is a game that targets Eastern religion? Its just as valid of a target to criticize.

Choice 4...(I vote this one)...same cliched characters, most JRPGs reuse the same old character designs....either the brooding or upbeat protagonist who may have amnesia, his female damsel in distress or Genki Girl sidekick that becomes either the love interest for the main or the mains best friend. Then you have a loudmouth rebel character, a jerk with a heart of gold, the other female party member that may or may not contrast with the leading female (she may also want to be a stough as the boys), an annoying child party member...and have a wierd character in the party as well. As for antagonists, either have a cleric or templar knight, a nihilist who wants to destroy everything (but cannot match Kefka's level of psychoticness, Kuja for example), and evil dark lord, an evil emperor or king, or a god like or demon like being.Where are interesting and unique characters like Terra, or antagonists that break the mold like Jowy Atriedes? Why can't JRPG's make character casts nowdays as unique and interesting as Planescape Torments?

Choice 5...there are many more jRPG cliches I haven't listed....

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ActicEdge

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#2 ActicEdge
Member since 2008 • 24492 Posts

The thing that annoys me is no one locks their doors and no one minds you looting their home. It wouldn't be difficult to add a knoc function when you wanna enter a house. It would make the world seem so much more alive and realistic to me but eh.

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MarthRingman

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#3 MarthRingman
Member since 2008 • 1104 Posts
The whole "Humble Beginnings" Thing. You know, where the hero starts off and/or grows up in a small town.
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#4 hellhund
Member since 2003 • 1984 Posts

Effeminate emo dudes, especially with oversized compensator swords.

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Shirokishi_

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#5 Shirokishi_
Member since 2009 • 11206 Posts

Characters destined to do w/e is starting to piss me off.

Its been done trillions of times before, it needs to stop.

Depressed main character, extremely physicaly strong ally, childhood romantic interest also annoy me.

That said, Xenoblade had all this and its still my favorite JRPG.

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NoobisMaxcimus

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#6 NoobisMaxcimus
Member since 2007 • 2893 Posts

Teh powa of friendship!

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Ragnarok1051

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#7 Ragnarok1051
Member since 2007 • 20238 Posts

The thing that annoys me is no one locks their doors and no one minds you looting their home. It wouldn't be difficult to add a knoc function when you wanna enter a house. It would make the world seem so much more alive and realistic to me but eh.

ActicEdge
I'm playing Glory of Heracles and when you take something from someone's house you'll get scolded by your party member. Then your luck will decrease so there is finally a repercussion for it.
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tagyhag

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#8 tagyhag
Member since 2007 • 15874 Posts
Simple life, evil stuff happens in your town, you are now a hero.
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#9 MarthRingman
Member since 2008 • 1104 Posts

Teh powa of friendship!

NoobisMaxcimus
Oh god. This might actually be the most annoying cliche. No joke, the whole "friendship" thing makes me cringe whenever they pull a scene like that. Sometimes it's handled well (Final Fantasy VII Flashback Zack/Cloud scene) but for the most part it makes me feel dirty (Mega Man Starforce).
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#10 Master_ShakeXXX
Member since 2008 • 13361 Posts

The main hero guy always being a skinny feminine wimp.

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Ragnarok1051

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#11 Ragnarok1051
Member since 2007 • 20238 Posts
Simple life, evil stuff happens in your town, you are now a hero.tagyhag
You magically survived the evil attack on your town and it turns out you're the chosen one. :o
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#12 texasgoldrush
Member since 2003 • 15267 Posts
[QUOTE="MarthRingman"][QUOTE="NoobisMaxcimus"]

Teh powa of friendship!

Oh god. This might actually be the most annoying cliche. No joke, the whole "friendship" thing makes me cringe whenever they pull a scene like that. Sometimes it's handled well (Final Fantasy VII Flashback Zack/Cloud scene) but for the most part it makes me feel dirty (Mega Man Starforce).

Suikoden II however, uses this narrative theme extremely well.
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#13 MarthRingman
Member since 2008 • 1104 Posts

[QUOTE="MarthRingman"][QUOTE="NoobisMaxcimus"]

Teh powa of friendship!

texasgoldrush

Oh god. This might actually be the most annoying cliche. No joke, the whole "friendship" thing makes me cringe whenever they pull a scene like that. Sometimes it's handled well (Final Fantasy VII Flashback Zack/Cloud scene) but for the most part it makes me feel dirty (Mega Man Starforce).

Suikoden II however, uses this narrative theme extremely well.

You're right. There are definitely exceptions, but usually "The heart of the samurai" scenes come across as forced and cheesy. You know the whole "You can destroy an entire planet, and that's fine but you hurt my close friend, I'LL NEVER FORGIVE YOU!"

Or at the end of the game where every character says their prayer for the main hero and he can hear their voices in the abyss in his one on one fight against the dark lord which gives him the strength to go on.

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#14 TheShadowLord07
Member since 2006 • 23083 Posts

The whole "Humble Beginnings" Thing. You know, where the hero starts off and/or grows up in a small town.MarthRingman

pokemon has been doing that for almost decade now

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#15 Ragnarok1051
Member since 2007 • 20238 Posts

[QUOTE="MarthRingman"]The whole "Humble Beginnings" Thing. You know, where the hero starts off and/or grows up in a small town.TheShadowLord07

pokemon has been doing that for almost decade now

Well to be fair Pokemon doesn't really have a story at all. :P
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#16 Rhazakna
Member since 2004 • 11022 Posts
I vote for the complete lack of human conflict. It's not quite a cliche, but I do think it's the worst aspect of JRPGs.
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texasgoldrush

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#17 texasgoldrush
Member since 2003 • 15267 Posts

[QUOTE="texasgoldrush"][QUOTE="MarthRingman"] Oh god. This might actually be the most annoying cliche. No joke, the whole "friendship" thing makes me cringe whenever they pull a scene like that. Sometimes it's handled well (Final Fantasy VII Flashback Zack/Cloud scene) but for the most part it makes me feel dirty (Mega Man Starforce).MarthRingman

Suikoden II however, uses this narrative theme extremely well.

You're right. There are definitely exceptions, but usually "The heart of the samurai" scenes come across as forced and cheesy. You know the whole "You can destroy an entire planet, and that's fine but you hurt my close friend, I'LL NEVER FORGIVE YOU!"

Or at the end of the game where every character says their prayer for the main hero and he can hear their voices in the abyss in his one on one fight against the dark lord.

Like Mother 2...
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#18 ActicEdge
Member since 2008 • 24492 Posts

[QUOTE="ActicEdge"]

The thing that annoys me is no one locks their doors and no one minds you looting their home. It wouldn't be difficult to add a knoc function when you wanna enter a house. It would make the world seem so much more alive and realistic to me but eh.

Ragnarok1051

I'm playing Glory of Heracles and when you take something from someone's house you'll get scolded by your party member. Then your luck will decrease so there is finally a repercussion for it.

I'm not even sure if I like that. I mean all I really want is to build a stranger connection to reality, why can't my character just ask if there is anything that they have that they would be willing to let them have? I mean, isn't that how you build stronger relationships? Not just break into house, talk and steal all their crap.

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#19 Ragnarok1051
Member since 2007 • 20238 Posts

[QUOTE="Ragnarok1051"][QUOTE="ActicEdge"]

The thing that annoys me is no one locks their doors and no one minds you looting their home. It wouldn't be difficult to add a knoc function when you wanna enter a house. It would make the world seem so much more alive and realistic to me but eh.

ActicEdge

I'm playing Glory of Heracles and when you take something from someone's house you'll get scolded by your party member. Then your luck will decrease so there is finally a repercussion for it.

I'm not even sure if I like that. I mean all I really want is to build a stranger connection to reality, why can't my character just ask if there is anything that they have that they would be willing to let them have? I mean, isn't that how you build stronger relationships? Not just break into house, talk and steal all their crap.

Even if they had something and didn't want to give it to you, wouldn't you just take it anyway? I see what you're saying though and it does sound like a concept that should be given a chance.
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#20 Yangire
Member since 2010 • 8795 Posts

I couldn't think of one when I first saw this thread and started a JRPG I haven't played.. And this came up..

This is my answer.

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#21 NoobisMaxcimus
Member since 2007 • 2893 Posts

Heh, even in Valkyria Chronicles the princess was kidnapped. Good thing it was resolved quickly :x

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#22 ActicEdge
Member since 2008 • 24492 Posts

[QUOTE="ActicEdge"]

[QUOTE="Ragnarok1051"] I'm playing Glory of Heracles and when you take something from someone's house you'll get scolded by your party member. Then your luck will decrease so there is finally a repercussion for it. Ragnarok1051

I'm not even sure if I like that. I mean all I really want is to build a stranger connection to reality, why can't my character just ask if there is anything that they have that they would be willing to let them have? I mean, isn't that how you build stronger relationships? Not just break into house, talk and steal all their crap.

Even if they had something and didn't want to give it to you, wouldn't you just take it anyway? I see what you're saying though and it does sound like a concept that should be given a chance.

Well I mean, the idea is if the games always want to play humble pure boy wouldn't it make sense that he respect the wishes of those who is is trying to protect and befriend? Its simple stuff like this that I think helps build a more believable world. I mean, I wouldn't take something from someones house if they said don't, why shold the main characters be any different if they stand for justice?

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#23 thom_maytees
Member since 2010 • 3668 Posts

Cliched characters and cliched Japanese voices (why do I seem to think that I am hearing the same voices in each game?). It seems that if I play one JRPG, I play all of them.

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#24 Twin-Blade
Member since 2005 • 6806 Posts

Orphans, or parents dieing while they're young etc.

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#25 Ragnarok1051
Member since 2007 • 20238 Posts

[QUOTE="Ragnarok1051"][QUOTE="ActicEdge"]

I'm not even sure if I like that. I mean all I really want is to build a stranger connection to reality, why can't my character just ask if there is anything that they have that they would be willing to let them have? I mean, isn't that how you build stronger relationships? Not just break into house, talk and steal all their crap.

ActicEdge

Even if they had something and didn't want to give it to you, wouldn't you just take it anyway? I see what you're saying though and it does sound like a concept that should be given a chance.

Well I mean, the idea is if the games always want to play humble pure boy wouldn't it make sense that he respect the wishes of those who is is trying to protect and befriend? Its simple stuff like this that I think helps build a more believable world. I mean, I wouldn't take something from someones house if they said don't, why shold the main characters be any different if they stand for justice?

The problem is that games just don't have a way of properly doing this. Their really isn't a consequence that compare to real world consequences for the character even if he does steal from innocent civilians. If there was a way that something negative would actually happen for everything bad you did in the game then it would be better.
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#26 MarthRingman
Member since 2008 • 1104 Posts

[QUOTE="MarthRingman"]

[QUOTE="texasgoldrush"] Suikoden II however, uses this narrative theme extremely well.texasgoldrush

You're right. There are definitely exceptions, but usually "The heart of the samurai" scenes come across as forced and cheesy. You know the whole "You can destroy an entire planet, and that's fine but you hurt my close friend, I'LL NEVER FORGIVE YOU!"

Or at the end of the game where every character says their prayer for the main hero and he can hear their voices in the abyss in his one on one fight against the dark lord.

Like Mother 2...

It'sEverywhereAndsocheesy

^Happens a lot in Final Fantasy...

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#27 ActicEdge
Member since 2008 • 24492 Posts

[QUOTE="ActicEdge"]

[QUOTE="Ragnarok1051"] Even if they had something and didn't want to give it to you, wouldn't you just take it anyway? I see what you're saying though and it does sound like a concept that should be given a chance. Ragnarok1051

Well I mean, the idea is if the games always want to play humble pure boy wouldn't it make sense that he respect the wishes of those who is is trying to protect and befriend? Its simple stuff like this that I think helps build a more believable world. I mean, I wouldn't take something from someones house if they said don't, why shold the main characters be any different if they stand for justice?

The problem is that games just don't have a way of properly doing this. Their really isn't a consequence that compare to real world consequences for the character even if he does steal from innocent civilians. If there was a way that something negative would actually happen for everything bad you did in the game then it would be better.

Well I mean this is simply a design thig though, if they just didn't leave random chests to be looted in people houses there would be nothing to steal. Instad all they have to do is talk to the ower, explai situation and ask if they might have anything that would be of help. then sometimes you get no and sometimes you get yes. And through side quests you can turn no's into yes's. I don't think its too hard a mechanic. that and just simply having a knock on door function. No one even in the old times just walked into your house without saying anything.

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#28 Mr_Cumberdale
Member since 2004 • 10189 Posts
4 I guess. For some reason these cliches seem to fit WRPGs as well, though they do it worse.
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#29 texasgoldrush
Member since 2003 • 15267 Posts
[QUOTE="Ragnarok1051"][QUOTE="ActicEdge"]

Even if they had something and didn't want to give it to you, wouldn't you just take it anyway? I see what you're saying though and it does sound like a concept that should be given a chance. Ragnarok1051

Well I mean, the idea is if the games always want to play humble pure boy wouldn't it make sense that he respect the wishes of those who is is trying to protect and befriend? Its simple stuff like this that I think helps build a more believable world. I mean, I wouldn't take something from someones house if they said don't, why shold the main characters be any different if they stand for justice?

The problem is that games just don't have a way of properly doing this. Their really isn't a consequence that compare to real world consequences for the character even if he does steal from innocent civilians. If there was a way that something negative would actually happen for everything bad you did in the game then it would be better.

That is something WRPGs do a better job at....if you steal thing, murder people, or even trespass, you can get either the guards on you, or provoke combat witht he townsfolk.
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#30 texasgoldrush
Member since 2003 • 15267 Posts

4 I guess. For some reason these cliches seem to fit WRPGs as well, though they do it worse.Mr_Cumberdale
WRPG characters are far less cliche....look at Planescape Torments character lineup, a flaming skull, a demoness, and a suit of armor for starters.

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#31 ActicEdge
Member since 2008 • 24492 Posts

[QUOTE="Ragnarok1051"][QUOTE="ActicEdge"]

Well I mean, the idea is if the games always want to play humble pure boy wouldn't it make sense that he respect the wishes of those who is is trying to protect and befriend? Its simple stuff like this that I think helps build a more believable world. I mean, I wouldn't take something from someones house if they said don't, why shold the main characters be any different if they stand for justice?

texasgoldrush

The problem is that games just don't have a way of properly doing this. Their really isn't a consequence that compare to real world consequences for the character even if he does steal from innocent civilians. If there was a way that something negative would actually happen for everything bad you did in the game then it would be better.

That is something WRPGs do a better job at....if you steal thing, murder people, or even trespass, you can get either the guards on you, or provoke combat witht he townsfolk.

To me that is just as lame as doing nothing. Towns folk who seriously want to rumble with someone who''s killed as many peopla and creatures as I have or guards because I took their potion? That is silly, it would be so much more realistic to just ask and if youor going the evil route and you want to steal why are you robbing poor townsfolk. They aren't going to help your wealth status.

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#32 Ragnarok1051
Member since 2007 • 20238 Posts

[QUOTE="Ragnarok1051"][QUOTE="ActicEdge"]

Well I mean, the idea is if the games always want to play humble pure boy wouldn't it make sense that he respect the wishes of those who is is trying to protect and befriend? Its simple stuff like this that I think helps build a more believable world. I mean, I wouldn't take something from someones house if they said don't, why shold the main characters be any different if they stand for justice?

ActicEdge

The problem is that games just don't have a way of properly doing this. Their really isn't a consequence that compare to real world consequences for the character even if he does steal from innocent civilians. If there was a way that something negative would actually happen for everything bad you did in the game then it would be better.

Well I mean this is simply a design thig though, if they just didn't leave random chests to be looted in people houses there would be nothing to steal. Instad all they have to do is talk to the ower, explai situation and ask if they might have anything that would be of help. then sometimes you get no and sometimes you get yes. And through side quests you can turn no's into yes's. I don't think its too hard a mechanic. that and just simply having a knock on door function. No one even in the old times just walked into your house without saying anything.

To me that would just end up being the same three conversation choices that we've already seen. Try to convince the owners to give you the treasures with the specific questions you are presented with. If there was a way you could present your own argument then that would be awesome.
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#33 Temporius
Member since 2008 • 502 Posts
The put-you-to-sleep easy difficulty is mine, though that one looks to be going away, and a few series have always managed to avoid it.
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#34 VendettaRed07
Member since 2007 • 14012 Posts

Im going to say the cliche of them sucking on consoles this generation

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#35 Ragnarok1051
Member since 2007 • 20238 Posts

[QUOTE="Ragnarok1051"][QUOTE="ActicEdge"]

Well I mean, the idea is if the games always want to play humble pure boy wouldn't it make sense that he respect the wishes of those who is is trying to protect and befriend? Its simple stuff like this that I think helps build a more believable world. I mean, I wouldn't take something from someones house if they said don't, why shold the main characters be any different if they stand for justice?

texasgoldrush

The problem is that games just don't have a way of properly doing this. Their really isn't a consequence that compare to real world consequences for the character even if he does steal from innocent civilians. If there was a way that something negative would actually happen for everything bad you did in the game then it would be better.

That is something WRPGs do a better job at....if you steal thing, murder people, or even trespass, you can get either the guards on you, or provoke combat with he townsfolk.

Yeah but its usually just for that moment. You leave the town and come back do they still attack you or are they friendly townsfolk?

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#36 ChubbyGuy40
Member since 2007 • 26442 Posts

The whole religion/god is evil and badly written/voiced/scripted/...ect characters. I don't like male characters who resemble a female or tranny.

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#37 hiphops_savior
Member since 2007 • 8535 Posts

Cliched characters and cliched Japanese voices (why do I seem to think that I am hearing the same voices in each game?). It seems that if I play one JRPG, I play all of them.

thom_maytees
I think that has more to do with Japanese culture, especially with the girls having obnoxiously high pitched voices. That said, the one cliche I'm getting sick of is the female cleric/mage/archer. Why can't females be frontline warriors with shields and spears without dressing like an exotic dancer?
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#38 texasgoldrush
Member since 2003 • 15267 Posts

[QUOTE="texasgoldrush"][QUOTE="Ragnarok1051"] The problem is that games just don't have a way of properly doing this. Their really isn't a consequence that compare to real world consequences for the character even if he does steal from innocent civilians. If there was a way that something negative would actually happen for everything bad you did in the game then it would be better. Ragnarok1051

That is something WRPGs do a better job at....if you steal thing, murder people, or even trespass, you can get either the guards on you, or provoke combat with he townsfolk.

Yeah but its usually just for that moment. You leave the town and come back do they still attack you or are they friendly townsfolk?

Depends on the game...in the first 2 fallouts...you lose the town. In oblivion, you get arrested.
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MUSH_IS_PWNs

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#39 MUSH_IS_PWNs
Member since 2009 • 1213 Posts
It has nothing to do with story but random turn based encounters really grind my gears and is the main reason I am not a huge jrpg fan.
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ActicEdge

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#40 ActicEdge
Member since 2008 • 24492 Posts

[QUOTE="ActicEdge"]

[QUOTE="Ragnarok1051"] The problem is that games just don't have a way of properly doing this. Their really isn't a consequence that compare to real world consequences for the character even if he does steal from innocent civilians. If there was a way that something negative would actually happen for everything bad you did in the game then it would be better. Ragnarok1051

Well I mean this is simply a design thig though, if they just didn't leave random chests to be looted in people houses there would be nothing to steal. Instad all they have to do is talk to the ower, explai situation and ask if they might have anything that would be of help. then sometimes you get no and sometimes you get yes. And through side quests you can turn no's into yes's. I don't think its too hard a mechanic. that and just simply having a knock on door function. No one even in the old times just walked into your house without saying anything.

To me that would just end up being the same three conversation choices that we've already seen. Try to convince the owners to give you the treasures with the specific questions you are presented with. If there was a way you could present your own argument then that would be awesome.

Well you know, pieces of your adventure to different individuals. so like it doesn't have to be the same talk all he time. I've always wanted an RPG with a scaled down world that is brimming with exploration and life. People who change and less generic stereotypes. You know, so how youu tackle the games plot and explain it to the townsfolk will ultimately shape how much they wanna help you. They won't just let you loot their house, you need to convince them to help you. build a world where the main characters aren't so one sided and painted as good or bad by the townsfolk. I mean realistically, these town folks are letting battle hardened warriors in their homes who have killed hundreds of creautre and they exercise no caution. I know what I am thinking of is a lot of work but its something I really want in a JRPG setting because I find them so much more immaginative.

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Ragnarok1051

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#41 Ragnarok1051
Member since 2007 • 20238 Posts
It has nothing to do with story but random turn based encounters really grind my gears and is the main reason I am not a huge jrpg fan.MUSH_IS_PWNs
There really isn't any of those this gen. If you ask me we need more of them.
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Ragnarok1051

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#42 Ragnarok1051
Member since 2007 • 20238 Posts

[QUOTE="Ragnarok1051"][QUOTE="ActicEdge"]

Well I mean this is simply a design thig though, if they just didn't leave random chests to be looted in people houses there would be nothing to steal. Instad all they have to do is talk to the ower, explai situation and ask if they might have anything that would be of help. then sometimes you get no and sometimes you get yes. And through side quests you can turn no's into yes's. I don't think its too hard a mechanic. that and just simply having a knock on door function. No one even in the old times just walked into your house without saying anything.

ActicEdge

To me that would just end up being the same three conversation choices that we've already seen. Try to convince the owners to give you the treasures with the specific questions you are presented with. If there was a way you could present your own argument then that would be awesome.

Well you know, pieces of your adventure to different individuals. so like it doesn't have to be the same talk all he time. I've always wanted an RPG with a scaled down world that is brimming with exploration and life. People who change and less generic stereotypes. You know, so how youu tackle the games plot and explain it to the townsfolk will ultimately shape how much they wanna help you. They won't just let you loot their house, you need to convince them to help you. build a world where the main characters aren't so one sided and painted as good or bad by the townsfolk. I mean realistically, these town folks are letting battle hardened warriors in their homes who have killed hundreds of creautre and they exercise no caution. I know what I am thinking of is a lot of work but its something I really want in a JRPG setting because I find them so much more immaginative.

If you could make a JRPG that followed that formula then I would buy it in a heartbeat. It kinda sounds like Suikoden where you had to recruit members to your cause, but even that isn't right because most of those were just "sure I'll help you". If there was a way where you could actually persuade people to offer you aid in different manners than that would be a welcome change in the genre.
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texasgoldrush

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#43 texasgoldrush
Member since 2003 • 15267 Posts
[QUOTE="Ragnarok1051"][QUOTE="ActicEdge"]

To me that would just end up being the same three conversation choices that we've already seen. Try to convince the owners to give you the treasures with the specific questions you are presented with. If there was a way you could present your own argument then that would be awesome. Ragnarok1051

Well you know, pieces of your adventure to different individuals. so like it doesn't have to be the same talk all he time. I've always wanted an RPG with a scaled down world that is brimming with exploration and life. People who change and less generic stereotypes. You know, so how youu tackle the games plot and explain it to the townsfolk will ultimately shape how much they wanna help you. They won't just let you loot their house, you need to convince them to help you. build a world where the main characters aren't so one sided and painted as good or bad by the townsfolk. I mean realistically, these town folks are letting battle hardened warriors in their homes who have killed hundreds of creautre and they exercise no caution. I know what I am thinking of is a lot of work but its something I really want in a JRPG setting because I find them so much more immaginative.

If you could make a JRPG that followed that formula then I would buy it in a heartbeat. It kinda sounds like Suikoden where you had to recruit members to your cause, but even that isn't right because most of those were just "sure I'll help you". If there was a way where you could actually persuade people to offer you aid in different manners than that would be a welcome change in the genre.

actually, many characters in Suikoden II have either quests or requirements...for Stallion, you have to run away from battle 50 times.
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#44 MetroidPrimePwn
Member since 2007 • 12399 Posts

I couldn't think of one when I first saw this thread and started a JRPG I haven't played.. And this came up..

*It's an emergency! The Princess has been kidnapped!*

This is my answer.

Yangire

Oh god, yes.

Besides maybe exploding hotsauce barrels in modern shooters, that is probably the most annoying cliche in ALL of gaming.

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#46 Ragnarok1051
Member since 2007 • 20238 Posts

[QUOTE="Yangire"]

I couldn't think of one when I first saw this thread and started a JRPG I haven't played.. And this came up..

*It's an emergency! The Princess has been kidnapped!*

This is my answer.

MetroidPrimePwn

Oh god, yes.

Besides maybe exploding hotsauce barrels in modern shooters, that is probably the most annoying cliche in ALL of gaming.

Sadly White Knight Chronicles used this cliche and that was all they used.
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Seabas989

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#47 Seabas989
Member since 2009 • 13567 Posts

The cliched characters and the whole "evil empire".

I'd also add as someone mentioned earlier the humble beginnings where the protagonist starts off in his/her hometown.

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#48 ActicEdge
Member since 2008 • 24492 Posts

And why do JRPG developers target Christianity? Where is a game that targets Eastern religion? Its just as valid of a target to criticize.

Because Christianity does more harm to our world than Buddhism, Final Fantasy X, Not really, no.

hakanakumono

I don't see why what religion they tackle matters tbh, no game really makes religion its focal point anyway.

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#49 ActicEdge
Member since 2008 • 24492 Posts

The chiched characters and the whole "evil empire".

I'd also add as someone mentioned earlier the humble beginnings where the protagonist starts off in his/her hometown.

Seabas989

I wish we had angry beginnings. I always wanted a JRPG where the main character watches his family be murered publically. Then he is just a pissed off individual, I think that would make for some interesting dialogue, I mean watching the rents killed infront of your yes while the public cheers is certainly a good way to justify a jerk character imo

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#50 EdenProxy
Member since 2010 • 1561 Posts

[QUOTE="hakanakumono"]

And why do JRPG developers target Christianity? Where is a game that targets Eastern religion? Its just as valid of a target to criticize.

Because Christianity does more harm to our world than Buddhism, Final Fantasy X, Not really, no.

ActicEdge

I don't see why what religion they tackle matters tbh, no game really makes religion its focal point anyway.

Some have. And Even if its not the focus its still something always regarded as foolish.