It makes sense though. If you're not gonna have any roleplaying in your roleplaying game and just want to tell a linear story, why bother with all the level grinding and a turn based battle system that really doesn't have any of the depth of a turn based strategy game (or SRPG), when you could tell the same story much more efficiently by turning the game into an action adventure/visual novel/platformer/first person shooter/real time strategy/[insert genre here] game? All that extra padding and grinding means is that it takes 2-3 times more to beat the game, and thus makes it less likely that many people will want to play the game from start to finish. During the 1980s and early/mid 1990 JRPGs, especially among console games (PCs had WRPG, text adventure and point&click adventure), were great because they could tell stories other genres couldn't, but nowadays game design has moved past that point. All kinds of different game genres can tell great stories if they want to, just look at Portal for example. The tired old formula that most RPGs (both J and W) follow is detrimental to most games.BoneSnapDeez wrote:Uhhhhhhh..........ZeoDefender wrote: - All JRPGs are terrible. I play them and enjoy them, but they're bad.
Many very enjoyable games are from game design point of view substandard or even horrible.