Japanese Role-Playing Games (JRPG’s) have long been
a point of much frustration, anxiety, and sadness for me, a genre which I felt
unable to meaningfully parse. In my younger days as a child, I found them
simply boring, yet was never able to understand why; I always felt that there
was some key ingredient I was missing, as my monthly Nintendo Power
subscription often reassured me that games like Chrono Trigger, Secrets of
Mana, Final Fantasy, and Skies of Arcadia were “true” classics. I
read in GamePro and on IGN of the “greatest games of all time”
like Final Fantasy VII, Xenogears, Suikoden, Earthbound. I
gathered tales of hours lost, classes skipped, life opportunities missed, all in
drawn-out anticipation of meeting Sephiroth in battle, of saving the world from
Gyorg, of travelling through time with Crono and crew. Sure, I loved Pokémon as much as the next elementary
school student, battling and trading our beloved creatures together on the
playground and in cramped bedrooms after school, but that was purely tradition
of bygone years.
Yet as my love of games proved to persevere, so too
did my disdain for JRPG’s. In 2006, with the release of Kingdom Hearts II, I had finally found a JRPG that sucked me in
when I bought it on a whim. What perplexed me was that, finally, there came
along a JRPG that instantly fired all synapses for me. I cared not that I
hadn’t played the original; in fact, that actually contributed to my taking a
liking to Kingdom Hearts II. From the
moment you begin the game, and the animation set to Hikaru Utada singing her
song, “Sanctuary” plays, my young mind is filled with intrigue. When the
introductory cutscenes featuring mysterious robed figures finishes, and the
controls are handed to I, the player, I’m instantly confused by the protagonist
I’m at the reigns of, that of Roxas.
While Kingdom
Hearts II has a bit of a slow start, it does a good job of quickly
introducing the player to its mechanics, by way of having the player attempt to
keep a beach ball in the air with a stick, instead of with a Keyblade to the
Heartless. It’s an attempt at world-building, and a cute one that I appreciate
to this day, at that. But more importantly, what the game is doing is
communicating to the player the general flow and style of the gameplay. It is
saying that this Final Fantasy and Disney
aesthetic fusion hosts an action game, not the turn-based systems dictating
much of Square-Enix’s past efforts.
I played the living hell out of Kingdom Hearts II, both because I was completely enamored by its
world but also because I just loved the gameplay loop of entering a room and
fighting off a group of enemies with Donald Duck, Goofy, and others from the
pantheon of classic Disney characters. The game got very tough at times, and
required a lot of concentration from the player. Though the game had the
typical elements present in an RPG, namely leveling up, libraries worth of
stats to comb over, equipable weapons, spells to cast, menus to navigate, etc.,
I didn’t much mind; in fact, I loved these elements of the game, not because
these things are interesting on their own, but because they enhanced the core
play experience of slicing, parrying, casting spells, dashing, calling for help
from your AI partners, and summoning, all in real-time.
As an adult who has endured enough to feel unafraid
of pesky video game tropes, I’ve now braved, or at the very least dipped my toe
in the JRPG’s that many consider to be the all-time greats. A genre I once
thought I would just never “get”, I’ve now come to understand quite well. More
importantly, what I’ve learned from the trials and tribulations of adulthood is
that, regardless of what people may tell you, nothing is, in fact, sacred.
The problem at the core of almost every JRPG is the
god-awful combat systems. Turn-based combat is an objectively and mathematically
terrible conceit that has managed to survive for years and years solely due to
its prevalence in early video game history. Here we are, years out from the
release of Final Fantasy XIII, a game
widely panned for eschewing the explorative nature of the Final Fantasy franchise of year’s past, a game which, in fact,
illustrates the many core problems with the genre.
I will admit upfront to having not played Final Fantasy XIII, but I have seen
enough footage to understand that it is simply a more linear version of the
same game that’s been released ad nauseum for the past twenty years. Sure, the
visuals are nicer, the sound more pleasing, the general aesthetic splendor more
pronounced than was technically possible in the past, but the contemptible
combat systems still remain.
For those unfamiliar with the idea of the turn-based
combat system, it is as follows: upon encountering an enemy, sometimes visibly
out in the field, or just whenever the game feels like stopping the player to
engage with the combat the designers worked so
hard on, the game forces you into a combat scenario, which is often divorced
from the normal flow of the game’s exploration elements. In Earthbound, the player finds themselves
being transported to simply a static visual of their enemies set to a trippy
background while strange music bumps and hisses. In Chrono Trigger, the developers managed to incorporate these combat
scenarios within the world the players finds themselves walking around in
throughout the entirety of the game, a notion which I welcome.
We are then asked how to engage with the enemy.
Often, the enemy will wait for us to make a choice, and then the game decides
who acts out their chosen move according to the speed stats of your party
members and your enemies. The player is often allowed to pick from a range of
attacks, ranging from general attacks which don’t use any magic or psychic
power/points, to a stronger attack which will use up the aforementioned stat.
What that number is depends on a game-by-game basis, usually something
integrated with the rest of the game’s world or lore, so a character who is a
wizard in a fantasy setting might have magic power, or a hardened war veteran
might have gun ammunition for his special attacks. Sometimes, all of our
attacks are expendable. The player can also often decide to use an offensive or
defensive item in order to carry out some action, such as regaining health
points (HP) or inflicting damage upon an enemy. We might be able to have a
character defend from the enemy’s next attack, to lose less HP, while
sacrificing an attack to our enemies from that character. Depending on the
circumstances of the battle, we can even run from the battle if we’re not
feeling up to it, and the game might allow for our successful escape. Finally,
upon our decision, our character(s) carry out their given actions. Some games
force us to wait for a meter to refill before the character can carry out some
action.
There’s an immediate problem designers face here,
which is that, theoretically, whatever character or team of characters has the
best stats will likely win the combat scenario. If two characters are attacking
each other, and one has a higher attack stat or a certain attack which does
more damage than the other does, or one has a better speed stat in order to
attack first, one has higher defense, etc., then that person wins the scenario
in a theoretical world where this hasn’t already been “solved”.
Game designers knew that this was illogical and
terrible game design, but simply decided to ignore the wound instead of tending
to it. Simply put, once in a while you will get lucky in these games. You will
get lucky because you will nail a critical hit on an enemy, which is a strong
attack which has some chance of happening, depending on the results of what’s
known in computer science as a “random number generator” (RNG). You will get
lucky because your enemy’s attack has the possibility of missing due to RNG;
you will get lucky because all your attacks are connecting. You will get lucky
because your enemy didn’t decide to use a potion to restore its own health at a
point where doing so would be critical to keeping itself alive. You will get
lucky because your enemy didn’t decide to call over another enemy to its side
to aide in battle. You will get lucky because you decided to run from the
battle and it worked! Having luck be on your side feels really good, regardless
of what type of person you are.
But everyone who’s been to Vegas probably has a few
depressing stories to share. Likewise, people who have played any number of
JRPG’s will tell you that sometimes things just don’t work out your way. Your
attacks are missing; your enemy’s aren’t. You’re not getting the critical hits
that you need; your enemy is. You forgot to grind for experience before a
battle you didn’t know anything about beforehand; your enemy’s stats tower
above your own.
In the search of further clarity, let’s think about Dark Souls, because that’s always
probably a good idea. In Dark Souls,
you can do anything if you’re a capable-enough player. I’ve seen amazing videos
online of great players going through the entire game using only their fists, with
no shields nor swords, axes, or spells to aide in their quest. I’ve watched
with my mouth agape as players fight off hoards of undead only by parrying, a
tricky and potentially fatal prospect which involves masterful timing. I myself
have managed feats I previously thought were impossible, solely because of my
experience learning the ins and outs of the deep and rewarding combat system,
which has led me not only to level up my character, but to acquire a deeper
understanding of the game.
These feats are only possible because the game’s
combat system takes place in real-time.
I, the player, have complete agency over what my character does and doesn’t do,
and it’s up to me to make smart and fast decisions about how best to proceed in
a combat scenario. I must react swiftly and appropriately to decisions which
the game’s artificial intelligence (AI) makes, and I must develop long-term
strategies on how best to respond to actions from my enemies through careful
analysis. I am leaving some of my
ability to be victorious in the hands of the AI (I pray that the Gaping Dragon
doesn’t use its acid-spray move which can permanently destroy your equipment
every time I face off against him), but it’s a far more personally-involving
affair than what’s given to me when partaking in turn-based combat games,
because I have the capability to react; I can shield if my stamina is full and
take the hit, or roll out of the way, allowing myself for an attack from
behind, where the enemy is vulnerable. Attacks in turn-based games aren’t
televised; it simply becomes your turn to get hit, your turn to defend, and one
hopes prays for the best. Nor do I need to hope for critical attacks; they
don’t exist in Dark Souls, because
the combat system doesn’t need them at a core level to be playable.
The other main issue which turn-based combat systems
introduce is the mathematical necessity for the grind. Grinding is the act of
engaging with enemies that are of a lower level than your party for the sake of
gathering experiencing points (XP), and leveling up your characters. It is a
completely monotonous and boring task to endure. Yet, often grinding becomes
necessary when a player needs to succeed in a specific combat encounter in
order to progress in the game if their party’s stats are lower than the enemy.
It becomes up to the designer to ensure that this hill becomes manageable
enough to climb without much bullshit to wade through throughout the game’s
playtime, but this means then that difficulty steeps become impossible to
implement if the designer doesn’t want players to have to grind. In fact, what
we know as conventional “difficulty” is not actually present in games that
inherently are based little on skill and more on luck and the grind. In Earthbound, with no sense of the game’s
usual self-awareness, when the player encounters an enemy that is extremely
underleveled relative to them, the game will skip the fight for you altogether,
still rewarding you with items and XP, because surely the act of combat
couldn’t be engaging on its own.
Thus, it’s of little surprise that when reviewers
and fans alike talk about JRPG’s, often very little is said about the gameplay,
because the systems themselves simply aren’t interesting or enjoyable to engage
with at a critical level. Instead, we tend to focus on the elements which are
not quite superfluous in nature, but often have little to do with the core
gameplay loop, elements such as the narrative (but not the game’s “story”, for
that tale is one of tedium), the visuals, the music, the characters we fall in
love with.
I don’t lament people for caring about these things.
Great narratives create meaning and can frame ludic elements in ways that
transcend the core gameplay loop, and aesthetic elements are crucial to
developing the feel and atmosphere of a game. But at what point do these aspects
become façades with which to distract from a game’s central ennui? Are people
attending an Earthbound convention
really there to talk about how engaging it was to fight off hordes of antoids?
No; they’re gathering to talk about the cheeky writing, the grooving music, the
hearts of the game.
But to reach the heart we must first pierce the
skeleton. At some point, the gameplay in JRPG’s tends to distract from the things that players actually love in these games.
Why then, must they be there? In sampling some of these games, I found myself
marveling at the visuals, the pristine soundscapes of people like Nobuo
Uematsu, Hirokazu Tanaka, Motoi Sakuraba, my admiration for the artistic
backbones of these games so great that I wished these games had a reduced
emphasis on combat, or none at all. One of the greatest lessons modern
developers have learned is the ability to cut out superfluous elements. Games
like Kentucky Route Zero, Shadow of the Colossus, Dark Souls, Katamari Damacy, To the Moon (which
was made in the visual and aural style of a game like Chrono Trigger, but features no combat), Super Meat Boy, Problem Attic,
Braid, Antichamber, The Floor is
Jelly, and plenty more are great because their developers began with a
central gameplay conceit, and then focused the ensuing aesthetic elements
around that core interaction with the player.
By no intention from Square-Enix, Final Fantasy XIII’s greatest success
was that, through its linear pathways and other distillations, it illuminated
to its audience the core failings of a genre which is all but on its last legs.
The mantle of developing JRPG-style games has been taken up largely by
independent developers, with some exceptions (see: South Park: The Stick of Truth, which, again, people enjoyed for
its dedication to the crude visual style of the source material and for the
writing by the show’s creators, not much for the unremarkable turn-based
combat); this is pretty revealing, when one considers that often these smaller
developers operate on relatively niche audiences.
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