What Makes A Great JRPG?
There’s something almost intangible
about what makes an RPG truly special. Sometimes, the game’s mechanics,
storyline, and presentation all come together and make a truly great
experience, one that is more than the sum of its parts. Of course, sometimes
one aspect of a game can be lacking, but it will have other features in excess,
and it will still end up being enjoyable. Still other games just flat out suck,
and fail to grasp even the fundamentals of good game design, making for a
joyless, soul-crushing experience.
Now, I came off from playing
Xenosaga Episode 1 (which is one of those games that flat out sucks, just so we’re
clear) and was feeling very, very disengaged from gaming afterwards. A double
dose of Ocarina of Time and Shin Megami Tensei IV provided a cure of sorts, and
though the Xenosaga games left a bitter taste in my mouth, they got me thinking
about what makes the RPG genre tick for me. Where do some games succeed where
others fail? I don’t really have any grand thesis where this topic is
concerned, since a lot of it boils down to personal preference, but there are a
few things that I think makes RPGs that much more enjoyable. Interestingly,
these are all things that Xenosaga Episode 1 completely failed to provide, so
consider this a protracted takedown of this awful, awful game, as well as an
opportunity to remember some truly fantastic games that are far more deserving
of a player’s time.
I
will, for the record, leave my original review of Xenosaga 1 on the site, even
though it really isn’t representative of my opinion of the game anymore (I
would have been much, MUCH harsher).
Number
One- Have an Exciting Beginning
If you’re going to spend forty hours
playing a single game, it should make an effort to impress you straight away. Be
it with a flashy cinematic scene or a fun gameplay segment, the opening hours
of a game should work to not only teach the player how to play, but also make
an effort to awe the player and invest him or her in the world. Xenosaga’s
opening can only be described as boring- despite a few intriguing plot elements
being established, not a whole lot happens. After a confusing CGI scene where a
group of scientists find some large golden monolith, we cut to our protagonist,
as she runs errands on a spaceship for five hours. Not exactly the most
engaging of introductions. Ironic, considering that the opening to Xenosaga’s
spiritual predecessor, Xenogears, remains one of my favorites.
Think back to the opening sequence
of Final Fantasy VII. I guarantee you that there isn’t an RPG fan alive who
doesn’t remember that opening, and with good reason. It’s the best possible
introduction to the world and characters of Final Fantasy VII, grabbing the
player’s attention with the dramatic music and the sweeping shot of Midgar, and
then further drawing them in with Avalanche’s attack on the Mako Reactor. The
opening of Final Fantasy VII succeeds on both basic levels, as it begins the
story in epic fashion and provides an exciting gameplay segment. I’m not saying
that every game needs to start with an action sequence, though- but it’s still
important to get the ball rolling quickly, before the player has time to grow
disengaged with the game. For instance, within the first hour of Chrono
Trigger, the central plot element of time travel has already been
introduced and the player finds themselves in medieval times. The point is, the
introduction to an RPG can either get the player ready to embark on an epic
journey, or it can make them turn off the console and go do something
productive.
Number
Two- Make Exploration Fun and Rewarding
There’s nothing wrong with a linear game. Most games
are linear, where the player progresses through events through a certain order.
However, just because a game is linear doesn’t mean that exploration should be
discouraged. When it comes to RPGs, allowing the player to go off the beaten
path and find things has the dual effect of making the world more believable,
while the player is gaining more enjoyment from exploring the game world. To
its credit, Xenosaga offers some optional minigames and the occasional out-of-the-way
treasure chests, but the environments are so oppressive and sterile, funneling
the player from one cutscene to the next, that exploration feels like a chore.
At least in a game like Final Fantasy XIII, the environments are really pretty
and vibrant, and there is at least one location the player can explore to their
heart’s content.
Truly great RPGs have always allowed the player to
explore their worlds, so I could realistically give any halfway competent game
as an example. Curiously, my pick for this spot is Star Ocean: The Last Hope,
which I understand is considered by many to be the black sheep of the Star
Ocean franchise, but hey, I liked it well enough. One of the reasons I enjoyed
The Last Hope so much was because I enjoyed exploring the environments. The
game is about a group of planetary explorers, so each new planet means a new
area to run around in, where crafting materials and hidden treasure chests and
found in every nook and cranny. Now, I’m not saying The Last Hope was a great
game solely due to this element, but I think it does show how even a game with
serious problems can be enjoyable when the player is having fun exploring (look
at Skyrim, for example). Giving the player free reign to explore the
environment is one of the best ways to increase their investment in the game’s world.
Number
Three- Have a Fun and Engaging Combat System
Do I even need to say it? Xenosaga’s combat was
terrible. It was obtuse, where even twenty minutes of tutorial didn’t manage to
convey all of the mechanics. It was slow, where most encounters would take
almost ten minutes, and the enemies were hard to avoid and respawned
constantly. The music was the same for EVERY SINGLE BATTLE except one, and I
didn’t even mention that in the review for some reason. Worst of all, it was boring, and outside of the occasional
difficult boss, it required no strategy.
Having a battle system that is quick, easy to understand,
and fun is a key aspect of any RPG, since it’s the portion of the game that you
will be spending the most time with. I think Final Fantasy VI is a game that
nails the speed of combat, with most battles being over in less than a minute.
Final Fantasy X has an engaging and strategic combat system, where being able
to see the turn order lets the player formulate a plan of action, yet the
battles don’t become bogged down or repetitive (I’d argue that FFX has the best
combat system in the entire series). And of course, I can’t mention excellent
combat systems without bringing up the Shin Megami Tensei series. Nocturne introduced
us to the Press Turn battle system, where hitting enemy weaknesses gave the
attacker an extra turn of battle. This simple concept is part of what makes
Shin Megami Tensei games so challenging, yet so rewarding.
Number
Four- The Little Things Are the Most Important
This
is kind of subjective, but it’s something that I’ve started to pay more and
more attention to- the little details in RPGs are what make the experience
truly memorable. Not just the minute details in the world or the game’s
presentation, though those are important. You can have massive production
values and a grand cinematic storyline, but it’s the little character moments
and story beats that add value to the overall experience. For all of Xenosaga’s
pretention towards epic storytelling, I never once felt attached to any of its
characters. They felt uninteresting, detached, and were not relatable in the slightest.
I look back at many games and
realize just how important those details are. It was the strange and colorful
cast that helped to make Chrono Trigger so special. The very realistic and
human drama of school life was at the center of Persona 4. Of course, the best
Final Fantasies were the ones where we grew attached to the characters. Would
Final Fantasy IX be nearly as memorable if we didn’t laugh at Zidane’s attempts
to woo Princess Garnett, or cry at Vivi’s struggle to come terms with his
identity and the inevitable end of his existence? The most important facet of
RPG storytelling isn’t how convoluted the writers can make it or how much
religious symbolism is shoved in, but the characters and how their
relationships impact the plot.
So, there you have it. Four elements
that I feel make for great RPGs, as well as aspects where Xenosaga 1 failed miserably. I'm not saying that every game need to have all of these aspects in order to be fun- but it certainly wouldn't hurt!
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