(...or How to Make a JRPG in Eight Easy Steps)
Like most gamers my age, I've been raised on, and am very fond of, Japanese RPGs. Harkening back all the way to the original Dragon Warrior and Final Fantasy, the combination of deep character development, engaging storyline, and compelling gameplay have made this style of game one of the greatest joys to explore and play.
As time has passed and games in general have gotten more and more complex, it's hard not to notice that certain...trends...have arisen within the genre. It seems that no matter what JRPG you play these days, you're bound to notice that there are more than a few elements which recur in each one. Most will simply cause you to groan and/or roll your eyes, but we've all faced a couple which result in a great deal of aggravation.
Here then, in no particular order, are eight examples of what you're likely to find in just about any JRPG you play, be it past or present. Please note that this list is simply what has popped out in my mind, and is hardly comprehensive. Sadly, there are plenty more that make us all cringe or smirk at cynically which I haven't touched.
1) An androgynous hero
Just what is it with Japanese people and androgyny? The countrymen of samurai and ninja now idolize guys like this?! Anyway, the standard hero will have very feminine facial structure, a physique resembling Kate Moss, and a complete lack of facial/body hair. The latter-most point is best highlighted by an open shirt revealing a bird chest.
1a) Hero is either totally silent, or if vocal, whiny or brooding
I don't know about you, but I wouldn't really want to follow a guy who never utters a single word into a life-or-death struggle across the globe and into certain death. And yet so many of these quests are led by just such a person. Alternately, our speaking hero is a whiner prone to lamenting his struggle, or a solemn brooding type. For bonus points, our hero is a partial amnesiac who can't seem to remember anything about himself...except his outrageous fighting skills.
2) Gruff, battle-hardened supporting hero
To balance out the general girliness of our hero, we introduce this guy, whose obvious masculinity makes him unsuitable for the lead role. He's the kind of person who most of us would want to follow into the aforementioned struggle. He's always got something wise to say, on or off the battlefield, and his deep, gravelly voice commands respect. Again, bonus points awarded here for having a facial scar which adds to his demeanor rather than disfiguring him in any way.
3) Over-cheerful supporting heroine
There's got to be someone around to counter-act all this whining, brooding, and gruffness, so the obvious answer is to have a supporting heroine with unshakeable positive energy. She will always be ready to provide encouragement and cheer. So much so that you'll probably want to punch her. Often. This is punctuated often enough by a screechy, grating voice that never fails to annoy.
4) Villains are always waiting in the wings
Allow me to illustrate:
Hero(es): "Wow, that sure was a tough fight, but we can finally claim the artifact that will stop Bad Guy from destroying the world!"
Villain (from off camera): "Not so fast! Now that you've gotten rid of that pesky guardian, I'll take the prize and teleport away!"
Hero(es): "Again?! Aw, man. That's like the fourth time..." (note: characters almost never say this, but you will)
4a) Villains will reach the final phase of their plan just as the heroes reach their lair
After watching Bad Guy snatch away the holy stone/magical amulet/apron of the Apocalypse that you fought so hard for for the umpteenth time, s/he will be just about ready to employ his/her dastardly plan when the party comes a-knockin'. Thus, they will have to fight Bad Guy's super-form/weapon to save the day. Bonus points go out for having a lair in an unlikely place (ie: volcano, deep space, alternate dimension).
5) Villains always have to laugh
Whether it's a "Gwahahaha!," a "Hehehe!," or a "Hoohoohoo!," every villain must employ a laugh whenever given the opportunity. Points 4 and 4a are prime examples of such opportunities. It is important to note that while a villainous laugh may precede or interrupt a dialogue, it is used most often to finish a diatribe of some sort.
5a) Villain reiterates his master plan or ultimate goal
Perhaps taking a hint from James Bond villains, JRPG villains also have a duty to repeat their goals at any given time. It must always be made clear that they are not messing with the heroes simply for fun, and since heroes are obviously prone to forgetfulness (see 1a) they must be reminded, preferably just before or just after snatching away another artifact from under their noses. These constant reminders are excellent times to engage in villainous laughter as well.
6) Villain is father, brother, or other close relative of hero
Any villain worth his salt is without question related closely to the main hero. Since most heroes and villains are male, it's usually a father or brother, but there is room for a mother or sister. Alternately, the hero can also be a creation of the villain, as in an android or genetic weapon. Darth Vader must be rolling in his grave right now. It seems that he started a trend.
7) Villain's invincibility only stops working in end-game
One great mechanic to really get under the heroes' skin is to force them into fights with Bad Guy over and over again throughout their quest. This is handled in two ways. One is that Bad Guy is so grossly overpowered that the party has no chance whatsoever, and is mopped up in a few short rounds of combat. The other is that the party defeats Bad Guy, only to have him snatch the prize and escape anyway (usually in a cut-scene). Regardless of the path taken, once the villain's master plan is almost at fruition (and the heroes show up; see 4a) his previous power/escape talent will completely vanish. Please note that if Bad Guy isn't used to harry the party over the course of the game, Main Henchman is an acceptable replacement; the same rules mentioned here apply to him instead.
8 ) Script riddled with cliches and bad jokes
Now the meat and potatoes of any heroic quest is the dialogue that pushes the story onward, creates tension and empathy between the characters, and fills out the details of the world. It is therefore paramount that the script be chock-full of horrid jokes, puns, and cliched phrases. Sample favorites include: "(insert best friend's name) Nooooooooooo!," "You won't get away with it this time!," or "I'll do whatever it takes to stop you!"
8a) Voice acting must be over-done
With the rise of high-capacity storage media, it has become possible to go beyond text dialogue, and into full speech. In the spirit of William Shatner, patron saint of over-actors, all voice acting must be handled as emotionally and heavily as possible. This includes screaming as many lines as possible, with numerous breathy gasps of anguish. It is also acceptable to offer a totally wooden performance, a la Nic Cage.
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As I mentioned at the top, this is merely the tip of the iceberg, but happened to be the most egregious and proliferate of the bunch in my humble opinion. I should also note that about halfway through writing this, I stumbled upon this little gem. Seems like I'm not the only one to notice things like this.
At any rate, I don't want to make it seem as if I dislike the genre. Quite the opposite, in fact. But I do think that the time has certainly come to do away with several of these stale formulas. When we can pick up any title which plays like a traditional JRPG, but surprises us with its fresh take over most or all these points, it is a fine day, indeed.
Addendum: My girlfriend, who bless her heart has sat through numerous JRPGs with me, wanted to make sure I included two important observations on her part. One is that the music is the same thing over and over, and it sucks. This is in direct reference to the battle themes, which I can agree becomes extremely tired after about an hour of gameplay. The other is simply that RPGs are horribly boring to watch.
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