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Roundtable Discussion: The Relevance of Japanese RPGs

Posted by Bob Mackey



Roundtable Discussion takes the intrepid 61FPS blogging team and pits it against itself in the search for deeper truth. The moderator for today is Bob Mackey.


This week’s conversation deals with the mythical and possibly endangered beast known as the Japanese RPG. The genre really seems to be suffering during this generation, for two major reasons: 1.) escalating development costs due to the new necessity of high-polygon, HD resources and 2.) developers’ inability to combat the most damning problems of the genre. Over the past few years, we’ve seen quite a few JRPGs hitting the shelves that feel half-finished at best; and even when a fully-realized JRPG comes along, I worry that the absolutely abysmal pacing the genre is infamous for will end up sucking all the fun out of what could be a fantastic game. To start us off, I have two basic questions: 1.) What does the genre need to do to become interesting again, and 2.) what do you think it will do?

On a side note, the only RPGs I’ve been interested in lately have been ports of remakes of classics. Is this a sign that the genre is becoming antiquated and only accessible to those (admittedly, quite a few at this point) with an understanding of its unique grammar?



Joe Keiser: I assume we're talking about current-gen console JRPGs here, as I feel the handheld JRPG field is perhaps the most vibrant it's ever been. To answer your questions:

1. Lots of JRPG ground has been broken on the PS2 in its twilight days. Final Fantasy XII, Valkyrie Profile: Silmeria, and the Persona series all did fascinating new things with the genre that begged to be explored further. That's why it was very strange to me to see such regressive RPG design in the likes of Lost Odyssey and its brethren. There's so much excellent recent prior work to look at! So why do some of these games look back so far?

This is not a very creative answer, but JRPG developers don't seem to be particularly bold these days and I'm trying to be realistic with my expectations.

2. Fortunately, men who are much more creative than me have been given years to come up with ways to make things interesting again. I think they will. I think the real problem developers have been running into this generation (besides the general Japanese console development malaise) is that there hasn't been a leading title to come out and show the little guys that actually, there is a market for JRPGs on Xbox 360 or Wii. All we've seen so far is supposedly "exciting" titles like Lost Odyssey meet general apathy at retail, which couldn't have been heartening to anyone holding any sort of purse strings. When the Level-5s or Square Enix internal teams of the world release something that cannot under circumstances afford to fail (does the game I'm thinking of have a large roman numeral in the title? Maybe.) I think you'll see the floodgates open again. Heck, maybe Tri-Ace will do it!

Maybe.



John Constantine: Hear, hear on the handheld JRPG scene. How’s that saying go? Where Dragon Quest goes, so goes the genre! What’s most telling about the preponderance of remakes on the DS and PSP (the lion’s share of them coming from Square-Enix) is that it indicates the birth of a brand new audience being inculcated with the genres unique grammar. These re-releases pull in both lapsed gamers as well as sell to those new gamers just getting reared on what’s available for the system. For every Final Fantasy, Tales, DQ, Star Ocean, etc rehash that hits the DS and PSP, there’s two brand new JRPGs with decidedly fresh mechanics waiting in the wings. Just look at stuff like Riz-zoawd, Atlus’ just-released My World, My Way, Yuusha no Kuse ni Namaiki da on PSP, and Yuusha 30. And how could I not mention that game we all love so dearly, The World Ends With You? Even Hironobu Sakaguchi’s DS debut, ASH, took some risks, as opposed to the stale traditionalism of his Xbox 360 games. ASH sucked, but it was different, right?

But this is the biggest Japanese genre in history, so what about the big, big systems. Given how reluctant the vast majority of Japanese developers have been to make anything for the Playstation 3 and Xbox 360 (even the Wii really), it’s none too surprising that the few JRPGs to show up on those systems have been stale as week-old bread. Especially Mistwalker’s games. The Gooch made the type of games that made him famous, games that are just about two decades old now. It’s ironic then that Lost Odyssey was co-developed by the team behind the Shadow Hearts series, some of the freshest RPGs to grace the Playstation 2. Joe’s right: close to a decade old, and the PS2 is still seeing exciting new ideas in the genre. In addition to the examples mentioned, I think the most exciting evolution of the JRPG on the PS2 is also the exact franchise that has the best chance of bringing life to the genre on current home consoles. Yakuza, baby. The Yakuza games flat-out are JRPGs, just with a different kind of battle system. They’re fast, detailed games that succeed by foregoing some of classic JRPG design’s most tiresome tropes, i.e. having to talk to every single NPC, menu-based fighting, needlessly grueling level grinds. I sincerely believe that Yakuza 3 is going to be the game that finally pushes more devs into the next-JRPG-gen.

Yakuza also does precisely what I think needs to be done to make every other JRPG interesting again. It has legitimately good writing and plotting. Not okay writing. Not good-for-a-game writing. Just good writing. For a genre that’s sold itself on affecting narrative, the vast majority of writing in JRPGs is crap. But it has to be married to faster play, like you see in Yakuza, TWEWY, and FFXII to really make JRPGs great. Lost Odyssey had good writing but the game, what you played, was sllllllllloooooooooooowwwwwwwwwwww. I genuinely think that’s what’s going to happen too. I’m an optimist. Like you said, Bob, that Final Fantasy XIII trailer, against all odds, was exciting. The old way of things will stick around too. Gotta re-release something, right?



Cole Stryker: Before I even begin I must request that everyone read this, one of the best pieces of game criticism I've ever read. JRPG fans should prepare to be offended. It contains the following money quotes:

Western CRPGs have kept evolving because there has always existed consciousness of a direction towards which to evolve; JRPGs, meanwhile, have been going round in circles ever since their inception -- Fallout is worlds away from Akalabeth; not so Rogue Galaxy from Final Fantasy.

The only kind of evolution JRPGs have undergone is of a cosmetic nature: Final Fantasy was no Ultima, and its endless sequels had to be justifed in some way -- and so they were. CG or anime-style cutscenes and countless hours' worth of voice-acting and orchestral soundtracks were the justification, piled up, stacked and shoved inside cartridges...

Now then. It's no secret that I'm not a fan of JRPG's. It seems to me that the things holding JRPG's back are the very characteristics that define the genre. So I guess this is another way of saying that the best way to make a good JRPG is to not make a JRPG.

Firstly, expensive poly counts have to go in order for this genre to mean anything to me. I'm happy to see that recent portable JRPG's have done this, though I haven't played any of them. They practically had to, with the limited graphical capabilities. It's interesting how a dearth of technology can actually amount to a better game because it allows developers to cut the fat.

Secondly, we've got to lose the cutscenes. Kierkegaard tells it like it is in an epic burn, calling Final Fantasy: The Spirits Within, "a groundbreaking JRPG comprised of a single 106-minute-long cutscene, whose only flaw was that it didn't give players the option to skip it." Oh snap, son. The cult of celebrity that JRPG composers enjoy also brings the genre down. Focus on what's under the hood, please.

In order to push the genre into new territory, JRPG's should decide whether they want to be actual role playing games or strategy games rather than a mediocre mixture of both. I'd much rather play a proper RPG like Planescape Torment or a proper strategy game like Advance Wars than a JRPG which offers an hamstrung version of each. Even my favorite JRPG franchise, Earthbound, is super guilty of this. The combat system, even the rhythm based one in Mother 3 is pretty mindless. Developers need ways to mix up the combat mechanics. Use Ice Power to kill Fire Demons. Fight Night Wraiths with the Heavenly Light Arrows. Yawn. Chrono Trigger made these weaksauce mechanics obsolete well over a decade ago.

Make them shorter. I just don't feel like investing 70+ hours on a JRPG. The last one I played was Baten Kaitos, a reasonably fun card-based RPG. I burned out halfway through and haven't played one since (except for the nostalgic Mother 3, for which I made an exception).

Now that I've covered where I think JRPG's should go, I'll talk about where they will go: Nowhere. There are too many people out there content to play bad games. The continued existence of the Final Fantasy franchise is proof enough.



Bob Mackey: Well, there you have it; another week, another great discussion. Feel free to weigh in with your own thoughts in the comments.

Related Links:

Roundtable Discussion: Where is the Handheld Version of Console Wars?
Roundtable Discussion: The Fandom Phenomenon Part 1
Roundtable Discussion: The Fandom Phenomenon Part 2
Roundtable Discussion: The Fandom Phenomenon Part 3


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Comments

Roto13 said:

"The only kind of evolution JRPGs have undergone is of a cosmetic nature: Final Fantasy was no Ultima, and its endless sequels had to be justifed in some way -- and so they were. CG or anime-style cutscenes and countless hours' worth of voice-acting and orchestral soundtracks were the justification, piled up, stacked and shoved inside cartridges..."

Anyone who is completely oblivious to the evolution of Final Fantasy is someone I can't possibly take seriously. So the only things Final Fantasy IX, X, XI, and XII do differently from each other are the cutscenes? Really? There's someone out there who actually believes that? Please.

February 13, 2009 3:11 PM

Amber Ahlborn said:

There is a simple reason I did not contribute to this roundtable, after writing a few paragraphs myself I read the article Cole linked to and found that everything I'd written was simply an abbreviated form of what had been expressed in detail there.  I highly recommend clicking the link and reading the article in full.  As somebody who plays White Wolf's Exalted, I found myself nodding throughout.  

As for Final Fantasy not changing from sequel to sequel...well..it hasn't significantly.  It tells the same basic story over and over again, uses much the same roster of character archetypes, and pretties up the presentation.  Sure sure the stories and characters have improved, but the game itself hasn't much.  The only play mechanic it endlessly tweaks is the battle system, which is the whole point of the gripe that these aren't really role playing games.  Which, frankly, is fine.  Internally I call them story games and enjoy them for that purpose, I just want to see some variety introduced in the actual game play department.

The problem with JRPGs is what you do.  What you do is kill monsters to level up to kill stronger monsters ad nauseum.  It just seems to me that this is a genre that should be really open to variety game play.  I look to Rune Factory 2 (a game I'm *still* playing)and it's long list of simple tasks as a good example of how piling up stuff on the to do list can create a rather satisfying play mechanic.  They don't even need to be deep.  They just have to function and afford some satisfaction in accomplishing them.  Sure sure, some JRPGs, like Final Fantasy, try to insert variety via mini games but alas, the people SE has in charge of creating these mini games are all vicious sadists.

February 13, 2009 4:47 PM

Nick Daniel said:

The writer in the piece Cole linked to makes less of a case against JRPGs than it does the case that Alex Kierkegaard is a pedantic, linguistic prescriptivist, who can't make a reasonable argument because instead of meeting the topic on its own terms he insists on making it about what fits inside his forever static definition of an RPG.

Kierkegaard seems to have approached all computerized RPGs from the perspective that they are hopelessly inferior to their pen and paper brethren and are thus at best only worthy of apathy.

February 13, 2009 11:10 PM

Nadia Oxford said:

A last-minute project kept me from contributing to this Roundtable on time, unfortunately, but I don't feel compelled to count an article that outright calls the Japanese "idiots" amongst the greatest pieces of gaming criticism of all time.

February 14, 2009 2:51 AM

Amber Ahlborn said:

Leaving aside the ad hominem attacks, the article makes a good point though.  JRPGs are for the most part static stories that envelope a battle system, and you spend 50 or more hours grinding that battle system to dust.  If it were not for that narrative envelope, I wouldn't particularly enjoy these games since what you do is so repetitive and the strategic elements are rarely strong enough to even bother digging into them.  (This is true for more than just Japanese RPGs).  

As for the comment on static definitions of what an RPG is, definitions need to have solid boundaries or words lose their meaning.  Video game RPGs, as RPGs, do offer an inferior experience to the table top varieties.  Note the limiting conditions of my terms here: as RPGs.  Video game RPGs offer a different kind of experience though, which is neither superior or inferior to table top games.  They are simply Different and I enjoy them in their own rights.  

If I want to create and develop my own characters and mold their paths through a narrative, I'll take a pen and ink game.  If I want to get to know a predefined set of characters and follow them as they explore a set story, I'll take a video game RPG.  This is actually why I hate silent hero games.  What the character does is already set in the game so the attempt to make him "you" by making him mute is weak at best.  I'd rather he spoke for himself so I could empathize with him and enjoy his growth as the plot progresses.

The linked article is a very good critique.  The fact that the author comes off as a bit of an ass doesn't change the content of his words.

February 14, 2009 2:42 PM

Nick Daniel said:

Definitions like all other aspects of a language are fluid constructs that change on the collected whims of their speakers. In the 70s RPG had one definition which referred to pen and paper RPGs alone, but now the term has several definitions including western and Japanese console RPGs. And as is the case with JRPGs, these definitions don't necessarily include the role playing that served to originate the word. The word RPG has traveled to Japan and back, to think that it would return unchanged is to fail to ignore the very nature of language.

To insist on judging these computerized RPGs on the same criteria as pen and paper RPGs, as Kierkegaard does, is the same as if he were to judging apples on a scale of oranginess.

February 15, 2009 4:49 PM

Amber Ahlborn said:

Words that are too fluid in their definitions end up as mush, that's why we have modifiers.  When people talk about RPGs, they specify which type of RPG; be it Pen and Ink, JRPG or Western RPG and I'm fine with that.  Each label gives the audience an immediate idea of what collection of traits you're referring to.  If we were still at the beginning stages of video game RPG creation I'd promote a different genre label for them, like Story Game, but at this point simply adding that modifier is enough.

As for my own insistence on drawing a line between the Pen and Ink VS video game RPGs, it's because the experiences they offer are so very different.  If both are placed under the same exact heading, then what separates a JRPG from any other game that involves some adventuring?  How do you arrange such an inclusive heading so that it does not also cover games like Devil May Cry, or Legend of Zelda, or Scurge: Hive?

Edit: (I'm guilty of name confusion here, feel free to disregard this paragraph or point and laugh, whichever you prefer)  As for your harping on what Kierkegaard thinks, I honestly don't care about his opinions.  I'm not even enough of a RPG geek to know who he is.  

 All I can say is apples are better at being apples than oranges are and I see RPGs as apple flavored.  I like oranges as oranges.  I will say rating one on the scale of the other is pointless though.

February 15, 2009 6:18 PM

Nick Daniel said:

I agree with you that there is a line between pen and paper, and videogame RPGs, that was actually my point, they are different things in spite of their sharing an identical label.

As for knowing what Kierkegaard thinks, I had never heard of him before reading the linked article, I don't know who he is and I only care in so far as I wish to refute what I see as an incorrect view in a blog discussion.

Arguing is what the internet is all about.

February 15, 2009 11:44 PM

Amber Ahlborn said:

Heh, well it seems to me that after wandering around for a bit, our paths have converged.

February 16, 2009 1:31 AM

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About Bob Mackey

For a brief period of time I was Bull from TV's Night Court, but some of you may know me from the humor column I wrote for Youngstown State University's The Jambar, Kent State University's The Stater, and Youngstown's alternative newspaper, The Walruss. I'm perhaps most well-known for my bi-weekly pieces on Something Awful. I've also blogged for Valley24.com and have written articles for EGM, 1UP, GameSpite and Cracked. For all of my writing over the years, I have made a total of twenty American dollars. It's also said that I draw cartoons, which people have described with words such as "legible." I kidnapped the Lindbergh Baby and am looking to do so again in the future.

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John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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