OK, after typing this, it seems I've gone off on a big tangent, but I take into issue things that I feel are wrong with console RPGs in general, still, after over 20 years of trying. RPGs need to do something different. Levelling up is BORING AS HELL and while I love the stories (even though they're often the same bloody story over and over), I can't be arsed to play RPGs any more because they're essentially just levelling up and doing the same thing over and over. You get the odd different sort of RPG like Earthbound or Mario Story, but a lot of the time it's the standard "kid finds a sword/stick/tree, buggers something up, the world's in danger, you have to level up for 40 hours to finish the game" type affair, and TBQH, I'm ****ing bored of it.
As I said, RPGs need to do something different, to present themselves differently, to at least show the enemies on the screen and have random encounters as a rare thing perhaps odds of roughly each 1/10 fights being random, as random battles were originally only put in, as I believe it, because hardware didn't have enough power to handle that many sprites and locations wandering around a map, now that systems are powerful enough, random battles should really be a random thing, instead of an every 10 seconds thing. Off all the turn-based RPGs I've played, I'd say that Chrono Trigger and Earthbound got it about right, some randoms but mainly enemies that you could see approaching. Why didn't Square learn from the excellent CT the best way to go instead of reverting back to the tried and tired FF random battles sytem?
I think RPG developers need to do something to fix it, and balance levelling up better, possibly even do away with levels and have your character learn things instead, like spells, or earn/buy weapons that power your character up, or maybe some sort of fighting skills test every now and then (again, like in CT where you fight Spekkio at the End of Time), something, anything, really.
I dearly love RPGs, but I really haven't got the time or inclination to play one now, the problem is that I'm sure I would love the stories if 90% of the rest of the game wasn't so ****ing mundane.
Although the popularity of FF and DQ in Japan would appear to prove otherwise...
Anyone?
As I said, RPGs need to do something different, to present themselves differently, to at least show the enemies on the screen and have random encounters as a rare thing perhaps odds of roughly each 1/10 fights being random, as random battles were originally only put in, as I believe it, because hardware didn't have enough power to handle that many sprites and locations wandering around a map, now that systems are powerful enough, random battles should really be a random thing, instead of an every 10 seconds thing. Off all the turn-based RPGs I've played, I'd say that Chrono Trigger and Earthbound got it about right, some randoms but mainly enemies that you could see approaching. Why didn't Square learn from the excellent CT the best way to go instead of reverting back to the tried and tired FF random battles sytem?
I think RPG developers need to do something to fix it, and balance levelling up better, possibly even do away with levels and have your character learn things instead, like spells, or earn/buy weapons that power your character up, or maybe some sort of fighting skills test every now and then (again, like in CT where you fight Spekkio at the End of Time), something, anything, really.
I dearly love RPGs, but I really haven't got the time or inclination to play one now, the problem is that I'm sure I would love the stories if 90% of the rest of the game wasn't so ****ing mundane.
Although the popularity of FF and DQ in Japan would appear to prove otherwise...

Anyone?
Comment