I recently gave up on Tales of Symphonia: Dawn of the New World a scant four hours into my experience for one reason alone: the game was literally stabbing me in the brain with its narrative. It's not that DotNW's story was exceptionally bad; actually, it was delightfully mediocre, which is really all I can ask for from a JRPG these days. The biggest problem, you see, is that DotNW's stopped to show me its accursed story about every 5 seconds, like an attention-starved child waving a macaroni art project in my face.
"Yes, I see. Very nice. Daddy's trying to play his game now."
Listen up, JRPG developers: the stories you're trying to tell? They aren't necessarily worth telling. In fact, I can really only name two RPGs in the past decade that've had stories which ranked far above "serviceable:" Final Fantasy XII, and Mother 3--note that the latter of these two was written by an actual writer. I may come off as kind of snobbish with this post, though I think that just comes with age; there was a point in my life when I thought RPG plots were totally tubular, but that was back when I was in high school. Turning into a cranky old man has given me the benefit of perspective; through experiencing a number of excellent narratives (across various media), I've obtained standards that I can't quite drop. (Also, I need some way to justify my expensive BA.)
The problem of lousy narrative is a pretty big hurdle for JRPG developers, but I've taken the liberty of coming up with some easy-to-follow and unsolicited solutions.
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