I am not sure if this topic has been discussed or not; outside of memes ,but JRPG games, especially the ones in which you move as a party, hasn't changed all that much. I am currently playing Ni Nu Kuni 2. There are several areas in which the game improves on the overall experience but, the core is still strong.
There are several issues I currently would like to see addressed in JRPG and in some other games
- Useless player input. This can come in two main forms. One is the question that only has one real answer and the other is allowing the player to manually move from one story cutscene to the next by moving a few steps forward. Why even bother doing any of the above? Simply decide on the player's action since it already decided and just make one long cutscene (skippable) instead of breaking it up for a mundane forward action to trigger.
- Confirmation. This feature is very common in not only JRPGs but it most Japanese developers games. This is where almost every action has a confirmation prompt screen for the player to accept that the action they performed was just performed. Or the item that was transferred or received has been transferred or received. Its even more confusing when the game features onscreen log of what has transpired.
- Protagonists are bystanders. How many times have anyone experience the protagonist literally standing and watching the boss/bad guy perform their action to completion before doing anything. Come on. We are too far in game development to be doing this lazy method of story telling and exposition.
- Land of Statues. NPCs are practically useless. They can't do anything at all. They literally stand around with contrived problems solely for the player to solve. Most if not all sidequests revolves around the same formula of fetch quest and kill something. The kill something is less of a problem than the mundane fetch quest that is typically a brain dead exercise of padding game time. "I lost my wallet, can you find it?", "I would like to get a bag of flour, can you get it form me?"
- Hidden Pre-requisites. We all can relate to the quest which appears to be simple. It can be "Head to the tower". This simple task transition to :- The bridge is out, the person who can fixed the bridge is not there, the person who can fixed the bridge needs to be rescued. The person is rescued but needs a special medicine to recover. After they recover they found out that they don't have wood for the bridge. The wood can harvested in the forest but its blocked by impassable rocks. The rocks can be destroyed by bombs made by Kyle. Kyle is willing to help but he needs you to get some special flowers for his wife. The flowers are protected by a beast that you must kill. Once you have done this you will get the bomb for the blockage, the wood for the bridge and then the bridge can be built once you return from doing other things.
- Animation templates. If you pay not too close of attention you can easily spot it. All of the interaction animations are damn near identical regardless of the game. Thinking animation (hand on chin with head down). Character wears glasses (Needs to push up glasses every time they talk). Shocked animation (Pull back with a gasp). Chilled animation (Hand behind head). Idle female (stand with knees bend inward with forearms outward). Celebrate animation(fist pump). There is more but you can see it in all of them.
- Rapid Evolution. The story typically starts with low tech and low stakes. This eventually become high tech and high stakes practically all the time. It doesn't matter how ancient or backward you start out, there is going to be robots and computers of some sort. It doesn't matter how trivial the first problem is, you are going to prevent the destruction of the world.
- Royal Somebody. Just stop. Learn how members of a royal family interact and behave. They are not errand servants or people you casually interact with. Simply stop making these titled and far removed positions the main protagonist.
Needless to say there is a lot more but this is already wordy as it stands. Note that this is not limited to JRPG or JRPG games but JRPG games have a tendency of implementing these things like clock work. Why aren't they evolving?
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