what Ellie's talking about is more or less THE fundamental difference between WRPGs and JRPGs, though - it's not that in western RPGs you can actually do interesting things out of combat with your abilities but there's... the illusion that you can? it's a stylistic difference
-
-
Replying to @segfaultvicta @loudpenitent and
rather than an actually terribly important mechanical difference - I'm not contending that the gameplay experience of combat in a WRPG /isn't/ just as siloed as it is in a JRPG, but it FEELS a lot different
1 reply 1 retweet 4 likes -
Replying to @segfaultvicta @loudpenitent and
and the concept of the Swirly Battle Transition does a lot of work in terms of how stylised and abstract your combat minigame /feels/, how different "what you can do in combat" feels from "what you can do all the rest of the time"
3 replies 1 retweet 5 likes -
Replying to @segfaultvicta @loudpenitent and
Chrono Trigger was considered groundbreaking on the JRPG side because they did away with the Swirly Battle Transition I mean it's mechanically the same thing - including having two identical copies of the monster leap out from the original's body - but staying on the same screen
2 replies 1 retweet 8 likes -
Replying to @arthur_affect @segfaultvicta and
Which does matter a lot for immersion, at least to me It's hard to keep on teleporting to "battle space" and not totally break the mimesis and feel like you're watching a movie and then playing an unrelated board game in between scenes
2 replies 1 retweet 7 likes -
Replying to @arthur_affect @segfaultvicta and
Interestingly and ironically the more integrated combat is with the rest of the game the less it feels like an RPG - unfortunately, the whole "RPG" concept is bound to ideas like "XP/HP/MP", "combat rounds", etc in our heads - and the more it feels like an "action" game
2 replies 1 retweet 7 likes -
Replying to @arthur_affect @segfaultvicta and
The Elder Scrolls games try to be as integrated as possible and therefore in a lot of people's eyes start to leave the RPG world behind
2 replies 0 retweets 6 likes -
Replying to @arthur_affect @segfaultvicta and
Before his downfall Chris Avellone gave an interview I thought was interesting where he said despite being known as the wall-of-text dialogue-tree guy and despite building his career comeback on nostalgia for the good old days of the Infinity Engine he was kind of sick of it
1 reply 1 retweet 3 likes -
Replying to @arthur_affect @segfaultvicta and
Which may explain why Torment: Tides of Numenera wasn't all that good Saying that the classic RPG separation between "This is the role playing part, this is the game part" was annoying and jarring, and wanting to look at AAA FPSes as where storytelling was really innovating
2 replies 1 retweet 3 likes -
Replying to @arthur_affect @segfaultvicta and
Honestly I'd also just blame the fact that - ok subjective experience obviously, but - the CRPG "this is the game part" has always kind of sucked, chained as it was to assumed mundanity and D&Dism assumptions in its quest to prove how Grounded and Gritty it was.
1 reply 0 retweets 1 like
Meh JRPGs/console RPGs may have a version of combat designed to make more sense in a video game but it's not that fundamentally different
-
-
Replying to @arthur_affect @segfaultvicta and
Strong disagree, yo. JRPG combat is a lot more willing to embrace absurdities, baseline superpowers, standard status effects...
1 reply 0 retweets 1 like -
Replying to @loudpenitent @segfaultvicta and
Those things aren't good though
2 replies 0 retweets 2 likes - Show replies
New conversation -
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.