Fixing what is wrong with JRPGs A long while back, I wrote a blog stating that I felt that
JRPG's were in a state of decline. Or, if I am to be completely honest, I stated that I thought that they were "dead" and had lost huge amounts of ground to their Western counterparts like Bioware. Since then, Gamespot
awarded a JRPG its RPG of the Year award.
Now, this is a decision that roughly 97% of Gamespot users disagreed with. The runaway top two RPGs according to the voters were "The Witcher" and "Mass Effect", developed in Europe and Canada respectively. Given that Gamespot nominated three different JRPGs for the Best RPG of 2007 award compared to only two WRPGs, and the WRPGs garnered roughly 88% of the total vote, I think I may have had a point somewhere in that previous blog entry of mine. (Although a number of the comments stated, correctly in my mind upon further reflection, that I could have written my first blog better than I did.) Of course, I should mention a caveat that Japan's best known and most respected RPG factory, Square-Enix, did not put out another title in its signature Final Fantasy series last year. This needs to be taken into account. They did, however, put one out in 2006, and that one came in well behind an RPG created by American developer Bethesda called Oblivion in both
Gamespot user and editor minds.
I'm old enough to remember a time when JRPGs ruled all. If someone had predicted ten years ago that video game voters in the U.S. would overwhelmingly prefer RPGs developed in Europe and America to their Japanese counterparts multiple years running you'd have been laughed at, and then probably had things thrown at you for your audacity. But that is where the JRPG genre now finds itself, growing progressively more marginalized in the world market. Sure, JRPGs may still be an overwhelming numero uno in Japan itself, but frankly, there are a lot more video gamers
outside of Japan than there are
inside of Japan. So with that in mind, I think it is time that somebody helped Japanese developers join the 21st century. I nominate myself for this thankless task. First things first though:
Spineless Disclaimer: The opinions contained within the blog are just that, opinions, and are not worth getting upset about. Feel free to disagree, but it is preferred that you do so in a rational manner. In other words, attack my arguments and not my mother and/or questionable parentage please. Remember that I'm only about half-serious about what I am about to say, with the rest of it being a bit tongue-in-cheek. Thanks! And now, without further ado, here are my extremely simple suggestions for fixing JRPG games.
Stop having fifteen year old kids with zero formal combat training running around saving the world. Armies in developed nations have age limits for good reasons. Let's set aside the moral reasons for a minute to talk about the purely logical ones.
Reader Participation Requested! Are you 22 years of age or older? If so, then go dig out your old high school year books and take a look at your cla.ss pictures from when you were fourteen, fifteen or sixteen years old. Now invite your largest friend over and show him the picture. Then claim that the fifteen year old version of you could kick your friend's hiney. After he's done either laughing at you or punching you, depending on how close you two are and how volatile your friend is, return and read the rest of this blog. I don't know about the rest of the people reading this, but I was a scrawny little wimp at fifteen years old. If the fifteen year old version of me challenged the 28 year old version of me to a fight, I'd annihilate the impudent little weasel. Yet, fifteen year olds in JRPGs routinely swing a sword hard enough to cut through everything ranging from a dragon to a tank.
But Jim, what about the Great Equalizer, A.K.A. "Magic"? Okay, now your fifteen year old JRPG character uses magic and that is the reason he or she can save the world. This does level the playing field a little bit. Unfortunately it also requires a gigantic leap of faith. Let's use a modern analogy and assume that magic represents heavy artillery. Specifically, depending on how strong the magic spell you're using is, it can be represented by somewhere between a rocket launcher and a tactical nuclear strike. So how do a bunch of teenagers with no military or close quarters combat training manage to use their magic without killing each other on accident in the process? Even the best armies in the world in modern times still have causalities from friendly fire, and they sure as heck aren't using
their rocket launchers and nuclear bombs at sword-strike range! Hell, I still sometimes cut the wrong way on a basketball court and run into my own teammate. I can't imagine how hard it would be to get out of the way of the "fireball" spell from the mage in my party 100% of the time when the mage is casting the spell at the very same beastie I'm currently swinging my sword at. It just stretches the boundaries of disbelief that fifteen year olds can save the world. Where do we draw the line? Should a ten year old Anakin Skywalker flying a fighter ship against the Trade Federation be our line in the sand?
A strategy based on wearing down your opponent's fist with your face doesn't really work in real life. Translation: Limit breaks need to go. Anyone ever seen the "Rocky" movies with Sylvester Stallone? The best examples of what I am talking about occurs in Rocky 3 and 4 where Rocky is taking on Mr. T in number three and the invincible Russian boxer Ivan Drago, played by that Swedish actor, in number four. Ivan Drago literally killed Rocky's buddy, and former world champion, Apollo Creed in an earlier fight. And yet, when Rocky is getting hammered on and his trainer is screaming about how he's getting killed out there, his buddy Paulie counters by saying, "No he's not! He's getting mad!"
The idea that somehow absorbing huge amounts of punishment can make a person stronger rather than weaker is just plain silly. It is nothing more than an excuse to throw out an astonishing amount of special effects. JRPGs often remind me of 1980s era professional wrestling. Specifically, the heroes remind me of Hulk Hogan. If you've ever watched the Hulkster over the past couple of decades you know exactly how each and every fight is going to go. Hulk Hogan is going to get pounded on, continuously, for around ten straight minutes by obscenely large and strong men. After enduring a beating that would, literally, kill anything short of a demi-god, Hogan will appear to be completely done for.
Suddenly, just before he's counted out, he'll experience a miraculous recovery as the crowd goes wild. He'll "Hulk Up" with a bunch of muscle flexing and acknowledgment of the crowd's adoration. After beating on the other guy for roughly thirty seconds, the Hulkster will deploy the leg drop on his nearly completely fresh opponent and win the match.
Reader Participation Requested! For any reader who merely skimmed through the last couple of paragraphs so they could hurry down to the comment box to disagree with me and tell me how stupid I am, I want you to try something first. Stand up from your computer, walk over to the nearest wall, and then slam your head into it
as hard as you can ten to twenty times. Once you've done that, if you're still conscious, evaluate how you're currently feeling.
Do you feel that if you were to get into a fight with a huge dragon right now you would be more or less likely to be able to hit it with a sword harder than you normally would? Are you even able to read the words on your screen right now or are they bouncing around too much? Well, regardless, if you still feel like disagreeing with me then be my guest. I've already gotten my vengeance. Yo! Now you understand how stupid Limit Breaks are and well, if you don't, then I think you can safely skip the rest of this blog because I'm just getting warmed up and you aren't going to agree with anything else I'll say from here onwards.
I survived the apocalypse out of sheer manliness, and, of course, the love of a good woman. Another oddity in JRPGs is just how amazingly durable these youngsters are. Towards the end of many of these games both the villains and the heroes gain cosmic level powers capable of tearing the world apart and snatching passing meteors out of the sky to drop on tender young skulls. Those must be some truly special suits of armor and helmets to stand up to such awesome attacks. A meteor of any significant size penetrating the atmosphere would be the equivalent of numerous nuclear weapons being dropped at the same time and in the same spot.
Large enough meteors are referred to as global killers because they are sufficient to end all life on the entire planet. This is another example of Japanese developers wanting an excuse to show off special effects at the expense of story cohesion. If you're going to smack around the heroes
or the villains with such monumental attacks, then at very least give us some sort of reason why either side can survive such attacks. Incidentally, more information on global killers can be found at one of my all-time favorite site links. Click
here for about three hours of super high quality entertainment.
You're not Japanese, so you won't understand. Often times, things that happen in JRPGs seem a bit counter-intuitive to western culture. I'm going to use Gamespot's RPG of the year, which I personally thought was very good, as my source of a couple of examples. I refer to Shin Megami Tensei (Persona 3), which I would rate somewhere between a 7.5 and an 8.0. Example Number 1: You play as high school aged students who are tasked with saving the world (of course) and yet, no matter how urgent the situation at hand is, you never actually skip school. Think about this for a second. You are responsible for
saving the entire world and yet, no matter if you know for a fact that you've got a major battle that evening, you don't take the day off to rest up and prepare. I've been a high school student. I can tell you that if I knew I had a fight later that night that would mean saving the world, I can guarantee you that I'd skip school. I'd probably also try and get a little nookie ahead of time just in case, well, in case it ended up being my last chance to do so. Example Number 2: In Persona 3 answering questions correctly in cla.ss increased your "Charm" score. It must be a Japanese thing, because when I was in school answering questions correctly in cla.ss didn't make you more popular with the ladies.
Example Number 3: The hottest girl in the school, Mitsuru Kirijo, wouldn't date you until you are one of the top students in the school. Now, high school was a long time ago for me, but I
was one of the top students in my school and I don't recall that being a turn on for the hot girls I tried to get dates with. It was in college, but certainly not in high school. Now, some people who respond to this post will no doubt argue that JRPGs are developed with Japanese audiences in mind and therefore it is only natural that, culturally, the games would be developed to be consistent with what Japanese players expect to see. Further, a substantial amount of western players are "Japophiles" who are very familiar and love Japanese culture. But I think that the popular vote on Gamespot over the last couple of years will attest to the fact that the true growth area is the western audience. Now keep in mind, I'm not arguing that one culture is superior to another. I'm saying that, thinking only about economics, broadening the appeal of JRPGs to a wider audience is the right thing to do. At one time people who like rpgs, like me, had no choice but to buy JRPGs if we wanted to enjoy the RPG genre. That isn't the case now. Now Japan has competition, and they need to adapt their games to appeal to a wider audience if they want to be the cream of the crop once again.
I want to conquer the world because I am, well, you know, evil…and stuff. Most of my previous comments have focused on the heroes in JRPGs, but what about villains? A good villain is a severely underrated quality for a game to have. What makes a good villain is a blog unto itself, but a huge part of it is having some context around what motivates the villain in the first place.
Why does the villain do bad things? What makes the villain power hungry? How did they turn out the way they did? Was it because their mothers didn't hug them enough when they were kids? How did they turn out so bad? The truly interesting villains are ones where you get glimpses into their motivations and desires. JRPGs are hardly alone in the fact that their villains are not always fully fleshed out, but, frankly, they are often among the worst culprits. Often times, even in the very good JRPGs, the villain's motivations, background, character traits, etc. are depressingly underdeveloped. The good news is that I think that at least one major JRPG factory recognizes this fact. Square-Enix's latest villain offering in Final Fantasy XII was surprisingly well developed and three dimensional, to the point where several times during the game I found myself actually thinking the "bad" guys had some very good points. In reality, most of my suggestions boil down to one thing: realism. When I say realism, I'm not arguing that we need to abandon magic, or futuristic science or all the other make believe things that make video gaming great. No, I use the word realism to refer to the social dynamics of a game. Is it realistic for fifteen year olds to save the world? Is it realistic for them to not only survive being hit on the head with a meteor, but also to emerge stronger than ever specifically
because they were hit on the head with a meteor? The more realistic future JRPG games are in terms of human motivations and behavior, the better those games are going to be.
Hi folks, Sorry it took so long to reply to the comments. I've been busy with offline activities all morning. Since I am so far behind there is no way I'll be able to answer everyone's comments individually, I'm going to pick out a couple of common themes in the comments that I see and address those instead. I'm putting this here in addition to down below to try and address the very good points that some people made below.
Theme #1: Your "fixes" are just describing a WRPG - Therefore you don't like JRPGs. I admit that there is some truth to this argument. I do think that WRPGs have progressed beyond JRPGs in recent years. In fact, I openly admitted as such. It is one of the primary basis for my post. So the folks who are saying that I'm just trying to tell JRPGs to be a little more like WRPGs have a valid point. But having said that, numbers don't lie. For two years running, even though extremely popular franchises like Final Fantasy and Persona have released games, the overwhelming number of people voting in the Gamespot awards have said that they prefer the WRPG games like Oblivion, The Witcher and Mass Effect. Now, I understand that true fans of the more hardcore JRPG games like Persona 3 like the genre and don't want anything changed. However, what I am saying is that the broader RPG genre audience seems to prefer some of the traits that WRPGs are adapting. I'm not arguing that JRPGs need to completely abandon their roots. I am arguing that they need to widen their horizons, try out some new formulas, in order to appeal to the wider audience or they're going to gradually continue to decline into a niche market. (Of course when Final Fantasy XIII comes out I'll probably look pretty stupid with that last statement.)
Theme #2 - It is a game. Realism is unimportant. Also, it is just as unrealistic to expect a small number of grown ups to save the world as it is a number of kids. There are two different things to discuss here. First off, when I use the word "Realistic" I am referring to behaviors and motivations behind how the characters who are written into the game act, not the level of magic and/or scientific advancement present in the game. For example, in Persona 3 you're forced to attend summer school at some point in the game because, as Mitsuru explains it, eventually everything will end and you'll go back to being normal kids and she doesn't want you to fall behind in your studies and ruin your post-superhero futures. Okay, that makes sense from a certain point of view, but lets look deeper for a moment. Her family is fabulously rich and well funded and you're in the middle of saving the world. Don't you think that saving the world should be a full-time job? The Kirijo Corporation could probably afford to arrange for private tutors, full-time cushy jobs, or even just give each of the kids $5 million dollars each as a reward for saving the world when everything is all over with. In other words, it just stretched the boundaries of realistic human behavior, even in a Japanese culture that admittedly values education and learning more than an American one, that they would prioritize school over world saving. So again, I'm not talking about whether or not having shadowy "Persona" based magic powers is realistic. Obviously it is not. But a character's actions and motivations based in response to what is happening in a storyline should be realistic to how a real person in similar circumstances would act. This brings me to the second part of the point : that it is no more realistic to expect a small group of grown ups to save the world as it is a group of kids. This is true...to a certain extent. The difference lies in the background of the small group involved. Someone mentioned Mass Effect and the odds that the hero and his crew have against them in the game. The difference between you, as Commander Shepard, and a few random teenagers are dramatic. Not only are you and all your crewmembers elite military operatives (think Green Berets) but you yourself are, specifically, the very best combat/military/espionage operative that the entire race has to offer. That's why you're made a Spectre. You are James Bond. So while the odds would still be stacked against you, the degree in which is stretches credibility is substantially smaller.
Theme #3 - They aren't realistic, but that doesn't matter. They don't need to be in order to be fun and interesting. I don't play them with the intention that they are an accurate reflection of real life This is the third theme that I saw among the comments of those who disagreed with my blog, and, frankly, the one I am most swayed by. This is an emotional argument that boils down to, "who cares if everything you say is true, they're just plain fun anyway". I can't really argue with that. I still enjoy JRPGs. I played Persona 3 for over 100 hours. I played Suikoden V last year, played around with Eternal Sonata, and just recently finished replaying Dragon Quest VIII. There is just something to be said for games not needing to be realistic. While I don't agree completely, as I think that the RPG genre in particular - literally "playing a role" - should be as realistic a representation of human behavior as possible, I can certainly see how some would disagree with this.
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