As a reference:
Week 4
Week 3
Week 2
Week 1
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I've always been a big fan of the snes-era jRPGs and thought about creating a series of discussions based around the flaws of the genre and how they could be assessed.
Feel free to discuss either:
- The Problem (helping identify the root cause of why this isn't fun)
- The Solutions (either games you know who have found a workaround, or ideas of your own)
Whatever you feel like discussing here, please make sure that you add sufficient explanation/arguments to your logic as I take this intellectual exercise seriously and believe others will too.
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This week's topic: Accessibility.
A lot of the themes we've had were jRPG-lover centric, so let's open up to the community in general this time around.
Players are used to action-based games (say, the castlevania series) where one input comes with a direct reaction. Playing menu-based feels inorganic to them and they can't quite make the parallel between the input and the game's behavior.
Fans of the genre are used to the controls, and thus, can easily get past this and enjoy the game for what it is, even appreciating the pace. To a neophyte, they are left with the after-taste that it is either
- too slow: nothing seems to happen and you have to 'wait' to see cool stuff
- too fast: they have to make much longer input sequences to issue an order (I think this touches on our previous 'fight command' discussion)
Add to this that the game works around conventions that are not necessarily common in other games. RPG fans can easily go past these conventions, but gamers from other environments won't. HPs, MPs, Levelup, Rock-Paper-Scissor Elemental dmgs, battle tactics (max dps, healing, etc). More often than not, the game punishes the player for not knowing these conventions, and when an RPG assumes the player doesn't know anything (Chrono Trigger) it generally goes below the difficulty curve as a result.
Note that the idea behind this discussion is not to make the jrpg genre more appealing to the casual crowd, but rather, to the crowd of other genres that could have a blast while playing a jrpg, but are somewhat gated away by this oversized obstacle.
I'd like to begin with an example of a game that I believe fixes some of these issues:
Monster's Den (Kongregate) came with an interesting twist that both simplified game mechanics in a way that action lovers could understand it while keeping the strategical depth that is necessary to a good battle system. They've simply made a short array of each command characters could use. By limiting choice, they made the UI and input sequence that much easier to overcome and it appears to be this is one efficient step to reduce the initial contact obstacle.
Agree/Disagree?
Have other examples?
Go ahead, this is your show folks!