It all comes down to the execution of these tropes.
@mohit9206 said:
These are just a few cliches that i can come up with from top of my head. Some are amusing some are annoying but i still love jrpgs. Your thoughts?
1. Instead of a person, it could be a signboard instead. I think it's there for the convenience of what you should expect in this new town you've visited. Mostly flavor text, but hey, it's nice to know more about the world you are exploring.
2. Depends. The bad guy made the dungeon, or they used a broken (like teleportation) ability to get there first. You know, bad guys get to use the cool stuff. And just as you said, maybe the villain finds it more convenient to let the heroes do all the work.
3. More often that not, gameplay mechanics don't mesh with the story. If the plot demands a character to be killed at some point, then no amount of healing items and spells can bring them back.
4. Just like #3 + It makes things more dramatic. You get to learn more about villain in their final moments. Also, do they come to terms with the heroes? Will there be redemption? It gives a more definite closure to the story, especially if the villain in question is the one who kick-started the whole plot in the first place.
5. Villains are overpowered at first, backed up by an army of minions and strong bosses. There's no real threat if the villain is just around your level, right? Sometimes, a game will demonstrate that fact by putting you in a scripted fight or two with the villain. It also doubles as motivation for the player to get to that level (and to the player character, if a loved one is abducted for reasons). If the villain deems you as a worthy opponent, then they'll make sure that you'll survive until you can finally put up a good fight.
6. For the sake of convenience, I guess? Probably these characters won't find any use to these key items, so might as well give them to someone that could.
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