Forum > Gaming Discussion > What's more important in your RPG: Story, Battle System or Something Else?
What's more important in your RPG: Story, Battle System or Something Else?
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Thu, 22 Mar 2012 22:39:50
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I'll answer myself in a little while. I am just curious what all of you have to say!



Edited: Fri, 23 Mar 2012 11:50:36
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Thu, 22 Mar 2012 23:11:31
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The story IS important, but I'd much prefer gameplay and game choices over any other.   I'd much prefer WRPG's real time battle such as TES, Fallout, KOTOR and even Mass Effect.
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Fri, 23 Mar 2012 01:26:10
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All of the above.

Characters/storytelling>>>>>>story, though.

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Fri, 23 Mar 2012 01:59:44
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Gameplay (battle system and exploration) first, characters storytelling like foolz mentioned second.

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Fri, 23 Mar 2012 02:35:14
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For JRPGs, it's the one genre that requires balance.  Missing anything and the experience is pretty crappy.  You can have a shooter with no story or an adventure game with no gameplay, but an RPG without a competent gameplay or engaging story is always less than impressive.

WRPGs just need to be in a better genre Nyaa

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Fri, 23 Mar 2012 09:02:12
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I don't remember when it happened exactly, but I've become someone that doesn't look at RPGs to tell a good story anymore. I do remember a time when I would play a sprite-based Final Fantasy and I would get all sentimental about Terra's search for love or the way in which such little characters, with such few pixels, would express laughter or the shaking of their finger to show disapproval.

After two or three dozen... A man/woman ... (awakes in bed) / (is found lying in a field unconcious) ... (on the day of his/her having an audience with the king) / (with amnesia) / (to learn his/her father is dead) ... and departs his/her (optionally destroyed) village with his/her (cat that could be a dragon) and/or (tomboy, childhood girlfriend) / (princess escaping her castle) and/or (obligatory fat friend that whines a lot and needs to eat every twenty minutes) ... to fight an (evil god) / (corrupt empire) ...

So many dozen of that, I stopped paying attention.

RPGs for me these days have been all about the Battle System first, and the story second. It's either because the stories are now incomprehensible or overdone to the point of being ridiculous (Elder Scrolls) --or-- they haven't changed a bit in 20 years.

I started playing Tales of Graces f last week, and I couldn't help shaking my head at the amnesiac girl found in a field, corrupt empire storyline... I would have stopped playing right then and there if not for the EXCELLENT battle system and kinda cool dualizing (crafting) component.

The story has become secondary these days (to me at least) to the way in which a game starts off with you being weak and vulnerable and playing as such, to you becoming and playing like a bad-ass. Open-ended gameplay, finely-tuned character progression and lots of interchangeable skills seem to be the order of the day.

**more later!**

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Sat, 24 Mar 2012 00:47:51
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Good battle can make up for any other shortfalling of a JRPG. In the case of the Shadow Hearts series it has amazing story and battle, which is clearly a plus.


For the majority of RPGs I play, mostly on hand helds, it is the level grinding that provides the impetus to continue playing.


If you have ever gone to the beach and gone out deep into the sea and first swam toward the shore, then started to run when your legs can reach the sand, there is a great feeling that comes as with each step there is less resistance from the ever-shallowing water. That is what level grinding in an RPG feels like for me.

Edited: Sat, 24 Mar 2012 21:51:06

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Sat, 24 Mar 2012 01:05:31
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I agree with you 100% on that! Going from weakling to bad-ass is my favorite part of any RPG and/or adventure and/or loot game! Amalur did it well, though you eventually got OVER-leveled and the game became too easy. Loot games that dole out weapons little by little do this very well (Yes, I am looking at YOU Shoot Many Robots)... The games I seem to enjoy the most these days are the ones that make --ME-- feel like a hero, rather than just spoon feed me a story!

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Sat, 24 Mar 2012 01:34:43
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"If you have ever gone to the beach snd gone out deep into the sea and first swam toward the shore, then started to run when your legs can reach the sand, thete is a great feeling that comes as with each step there is less resistance from the ever shallowing water. That is what level grinding in an rpg feels like for me."

I prefer running into the water. Don't you like a challenge?! Nyaa

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Sat, 24 Mar 2012 21:55:21
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phantom_leo said:

I don't remember when it happened exactly, but I've become someone that doesn't look at RPGs to tell a good story anymore. I do remember a time when I would play a sprite-based Final Fantasy and I would get all sentimental about Terra's search for love or the way in which such little characters, with such few pixels, would express laughter or the shaking of their finger to show disapproval.

After two or three dozen... A man/woman ... (awakes in bed) / (is found lying in a field unconcious) ... (on the day of his/her having an audience with the king) / (with amnesia) / (to learn his/her father is dead) ... and departs his/her (optionally destroyed) village with his/her (cat that could be a dragon) and/or (tomboy, childhood girlfriend) / (princess escaping her castle) and/or (obligatory fat friend that whines a lot and needs to eat every twenty minutes) ... to fight an (evil god) / (corrupt empire) ...

So many dozen of that, I stopped paying attention.

RPGs for me these days have been all about the Battle System first, and the story second. It's either because the stories are now incomprehensible or overdone to the point of being ridiculous (Elder Scrolls) --or-- they haven't changed a bit in 20 years.

I started playing Tales of Graces f last week, and I couldn't help shaking my head at the amnesiac girl found in a field, corrupt empire storyline... I would have stopped playing right then and there if not for the EXCELLENT battle system and kinda cool dualizing (crafting) component.

The story has become secondary these days (to me at least) to the way in which a game starts off with you being weak and vulnerable and playing as such, to you becoming and playing like a bad-ass. Open-ended gameplay, finely-tuned character progression and lots of interchangeable skills seem to be the order of the day.

**more later!**




This is exactly why I started the threadon JRPG's the other day. Story has just become completely unimportant to me in JRPGs.  They are infantile and repetitive, at least the ones I've been playing on the DS and PSP.  Perhaps it is the old source material, but even so I put in Tales of Vesperia and  Infinite Undiscovery and it the same bullshit voice acting and writing directed toward children.

On the WRPG side, in the last 12 months I've beaten Morrowind, Oblivion, Fallout 3, Fallout New Vegas and played a fair amount of KOTOR.  In those games the importance of story was far more important than the battle elements.

Edited: Sun, 25 Mar 2012 07:22:54

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Sun, 25 Mar 2012 08:39:25
aspro said:






This is exactly why I started the threadon JRPG's the other day. Story has just become completely unimportant to me in JRPGs.  They are infantile and repetitive, at least the ones I've been playing on the DS and PSP.  Perhaps it is the old source material, but even so I put in Tales of Vesperia and  Infinite Undiscovery and it the same bullshit voice acting and writing directed toward children.

On the WRPG side, in the last 12 months I've beaten Morrowind, Oblivion, Fallout 3, Fallout New Vegas and played a fair amount of KOTOR.  In those games the importance of story was far more important than the battle elements.




You realise that Yakuza's story is basically a JRPG story minus the fantasy elements, right?

Edited: Sun, 25 Mar 2012 08:45:45

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Sun, 25 Mar 2012 09:00:05

Your post made me evaluate what I meant by those WRPG's having story being the most important part.

Instead of saying story, I'll change my answer to reflect that the developers of those games were always providing the player with motivation toward their next and ultimate goals.  Whereas in a JRPG (at least the ones I've played lately) I'm rarely compelled to continue playing on the basis of wanting to know what happens next.

In Yakuza, I usually beat them within 2-3 days because I keep wanting to know what is going to happen next (4 was the best at this so far).  While I contend that the gameplay of Yakuza is much like a JRPG, I don't agree with the story being so. The simularities I guess would be that you are a lone voice for justice in a world that needs a saviour, but that could be applied to most video games, including Halo, Half-Life, The Sabotuer... most of the games I've played this year actually.

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Sun, 25 Mar 2012 09:29:22
aspro said:

Your post made me evaluate what I meant by those WRPG's having story being the most important part.

Instead of saying story, I'll change my answer to reflect that the developers of those games were always providing the player with motivation toward their next and ultimate goals.  Whereas in a JRPG (at least the ones I've played lately) I'm rarely compelled to continue playing on the basis of wanting to know what happens next.

In Yakuza, I usually beat them within 2-3 days because I keep wanting to know what is going to happen next (4 was the best at this so far).  While I contend that the gameplay of Yakuza is much like a JRPG, I don't agree with the story being so. The simularities I guess would be that you are a lone voice for justice in a world that needs a saviour, but that could be applied to most video games, including Halo, Half-Life, The Sabotuer... most of the games I've played this year actually.





One of the early hooks (not early in all of the Yakuza's; sometimes it comes around a little later) is a character being kidnapped. This kidnapping turns out to be part of a larger conspiracy. I don't think anyone was kidnapped in Halo or Half-Life. Nyaa The interaction between Kazuma and the ensemble cast, and the way their relationships develop are extremely JRPG-like with there being one major difference that doesn't really have any affect on character development or the story so is irrelevent to what I'm saying: they're not a part of your party, and thus have no effect on gameplay gameplay. Though, of course there are quite a few instances where you do have them following you around.

Well, it does affect the story a little which might be why you don't think they're similar: you are not over-exposed to the ensemble cast so they don't have the opportunity to become nearly as annoying as JRPG main characters characters.

Take a step back from the main characters that would be in your party, and look at how the bosses and secondary main characters are presented. You get to see the bosses as the game goes along and understand their motivations, realising that they're not completely evil, through cutscenes as the game progresses, while the secondary characters on your side take place in these scenes and doubts are raised over what side they are on. That's exactly how a JRPG story unfolds.

Most other genres don't do that. Let's take Halo for instance. Yes the plotline of you being the only one capable of saving the world is basically the same, but the presentation is completely different. The enemy is given no overt motivation, and they are never presented with an opportunity to become somewhat sympathetic, and the same goes for Half-Life. What interaction in Half-Life 2 do you get with the evil guy? Snippets of propaganda and him antagonising you. If it was an RPG he'd be a major character that you're exposed to just as much as Alx and the black guy, and it's exactly the same with Yakuza.

So yes, the stories are exactly the same, but there's an important difference that probably makes it a whole lot more palatable for you.

"They are infantile and repetitive, at least the ones I've been playing on the DS and PSP."

IMO this demonstrates exactly what I'm saying. If in the first game you had to put up with the bar gal lamenting her lost parenting opportunities throughout the game rather than in a cutscene every few hours you'd probably find it infantile and repetitive too. This is also because the game is drastically shorter than JRPGs; not becuase the story isn't like a JRPG epic (just as much shit goes down) but because the game doesn't follow a JRPG structure due to the combat being limited: thus the game needs to be a great deal shorter than a JRPG. Oh, and the combat is arguably limited because there is less freedom when there's only one character involved.

Apologies for the incoherency. Hopefully it still made some sense.

Edited: Sun, 25 Mar 2012 09:43:22

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Sun, 25 Mar 2012 09:58:40

I think I've been substantially misunderstood.

I think that games are as bad at relaying stories as movies and books are at being interactive.  I don't know why there is a tendency among most gamers to try and find good story in any form of game. Perhaps it is an inferiority complex compelled by comparison to the more established forms of entertainment.

When you look at any game there are commonalities in the stories being told:

- a hero that is without power but has intrinsic qualities which will allow him to develop more power and overcome overwhelming odds. (This covers everything from Doom, Zelda, Halo, Fallout, Yakuza, Uncharted, Frogger, Pac-Man, Pokemon, Mario -- you name it).

- a supporting cast that is there to reflect the everlasting "goodness" and increasing power of the player.

Why has this been so prevailing? Because it works so well in the context of the goal of a game, namely,  to fulfill power fantasies of the player.

So back to my point earlier, which games are best at motivating players to keep playing by dripping out entertaining story elements? To me Yakuza 4, Fallout: New Vegas, Mass Effect 1 and 2, The Sabotuer, Uncharted 1, 2 and 3, Enslaved  are recent examples.  Those games all had the same story I point to above, but the delivery mechanisms were superior to the JRPG's I've been playing.  In these games they allow you to be told the immediate goal in front of you, and how it contributes to your ultiamte goal.  Then you get to play for a while, with the motivations being pointed out to you as you play, then at reaching the goal you are given the next motivating point (unti lthe game is over).

With games like GTA4 or Tales of Phantasia for example, the motivation is dripped out so slowly that you find your self not wanting to play because of the narrative, but because of the other elements of the game.  Mostly in JRPG's the motivations are so derivative and that you don't care at any point in the game as to what your long term goal is.

Edited: Sun, 25 Mar 2012 10:00:23

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Sun, 25 Mar 2012 10:16:45
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Maybe a misunderstanding in terms. My apologies for saying "story" instead of "storytelling" in my first reply to your initial post. Happy

As I was meaning to imply I wasn't really talking about story, because you weren't either. We're both really referring to storytelling, though perhaps in slightly different ways with you focusing on the structure and me the technique.

My point that the storytelling techniques (dripping out entertaining story elements as you put it) are actually the same in Yakuza as in JRPGs still stands IMO. The difference lies in the gameplay structure, which does to a degree affect the storytelling structure, but not the technique or style. They're still told in exactly the same way, but one is concise (Yakuza) and one is verbose (JRPGs). While the same themes apply to your other examples, the storytelling techniques are completely different.

Basically Yakuza=condensed, concise JRPG, which means that we're pretty much in agreement! Grinning

Hope that clears everything up! I didn't meant to be argumentative or anything like that. Happy

Also I think it's an interesting discussion because we play the game in a completely different manner to each other. If I didn't do all the side stuff while playing through the main story I might not make the connection between the storytelling and JRPGs either. When you see the story over a similar period of time to a JRPG it's easier to make the connection.

Edited: Sun, 25 Mar 2012 11:50:34

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Sun, 25 Mar 2012 19:41:28
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I agree with all of that.

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Sun, 25 Mar 2012 20:11:04
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Yodariquo said:
For JRPGs, it's the one genre that requires balance.  Missing anything and the experience is pretty crappy.  You can have a shooter with no story or an adventure game with no gameplay, but an RPG without a competent gameplay or engaging story is always less than impressive.



WRPGs just need to be in a better genre Nyaa

Wow, never thought I would say this to you Yoda, but you are wrong. This surely must be a sign of the apocalypse.

Yes RPGs need balance, but so do all the other genres. The igredients of said balance do differ. Platformers need to have good and instant control with a framerate that never drops. JRPGs, especially turn-based ones do not need it. Platformers need variety, jRPGs can have parts that are monotonous.

I just compared two genres, but I could do it for all the others too.

Edited: Sun, 25 Mar 2012 20:11:22
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