@Jag85 said:
1. The only real difference I see is where they get their tropes from. JRPGs get a lot of their tropes from anime and manga. WRPGs get a lot of their tropes from Tolkien and Hollywood.
2. Isn't Jagged Alliance more of a turn-based tactics series rather than a tactical RPG series? Wouldn't that make it more comparable to, say, Nintendo Wars, rather than Fire Emblem or FF Tactics?
3-4. I agree with some of these points.
5. I'd have to disagree about the puzzles. Lufia II and Alundra, for example, had some of the most well-designed puzzles I've seen in any genre.
7. I meant examples of spells, not examples of games.
Now, that I am done with that exam, I will have more time to answer.
- From the jRPGs I have played. I have noticed some very frequently reoccuring themes. Coming of age stories, Teenage Heroes (possibly young adult), Mario is an exception for having a middle aged man. Your town gets destroyed, places of power. Actually, let me just link this, http://project-apollo.net/text/rpg.html
- Honestly, at htis point I dont know anymore. Some people classify Jagged Alliance 2 as a strategy RPG and frequently gets a spot among the greatest RPGs ever made, others just classify it as strategy or just tactics. The game has equipment (weapons, ammo, armor, miscelanous gear), dialogue, soldiers with stats, level ups, character creation, open ended gameplay where you can speed run the game in around 5 minutes.
- (regarding 5) fair enough.
- On the top of my head...
Wish: You get to wish for pretty much any item or event. Type it in and there you go. Excellent with lots of potential for emergent gameplay. But also drains an attribute by 10 points.
Spell Sequencer: Store 3 level 4 (or lower) at the same time. Think dualcasting from Final Fantasy. But more proactive. Great for setting up a fight.
Levitation: It was there in morrowind and Daggerfall. I still miss it :( It allowed the user to fly.
Armageddon: Kills everyone in the world except for you and Lord British and makes the game unwinnable.
(Greater) Invisibility: Makes your character invisible, having both applications in and out of combat.
Time Stop: Stops time. Allowing you to move while everything else is at a standstill.
Trap: Allows you to place a trap one the floor. What does the trap do? You can insert spells in them. Those spells will then impact the target. You can insert whatever spell you want provided you have the mana for it. Combine this with Detonate trap, and you can truly control the pace of the battle.
Wall: Conjures a breakable wall.
Telekenesis: Move objects around. In Divinity: Original Sin, this is not a spell, but a skill though.
Mark+Teleport to Location: Mark where you stand, teleport to location allows you to teleport there.
Psimatic Chaos: May inflict random status ailments on all enemies. (Think Bad Breath in Final Fantasy, but better because status ailments are not useless).
Death Cloud/Cloudkill: May instantly kill random enemies every turn standing on it.
Midnight Oil: Creates a flammable surface which heavily slows down any who walk upon it.
Teleportation: Teleports and deals minor damage to a character.
Mass Disease: Dramatically saps the max HP of all enemies.
Smokescreen: Creates a smokescreen, preventing any line of sight passing that area, allowing you to protect against mages and archers.
Banish/Destroy Summon: Instakills a summon.
Rain: Causes a downpour, making everyone wet, putting out fires, and may even clear terrain.
Tornado: Removes terrain, as well as various buffs and debuffs on friends and foes alike.
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