WHAT MAKES STEREOTYPICAL JRPGS TERRIBLE?

Posts

post=94610
Clearly, I said that RPGMaker IS serious business.


So is the internet.
To promote equal hatred among all (and to get off the current derail) let's make this a "What do you hate about RPGs?" thread! I'll get the hate rolling:

I hate RPGs that...
  • Have slow walking speeds
    Have the player hold down a button to not walk at slow walking speeds
    Don't tell you what status effect X, Y, and Z are supposed to do (prime example: Bronze from Wild ARMs 3. You get a countdown over your head and I don't remember it doing anything when it ran out but it never does anyways)
    Have frequent encounters. Two seconds between encounters? Fuck you! Even if it is a bunch of enemies who won't respawn I'd rather kill one and have some time pass before the next before killing everyone then looking around a dungeon.
    Have random encounters when you are turning or walking into a wall (fuck you I am trying to find invisible entrances enemies can fuck right off)

*edit*
Fuck what is the list code?

*reedit*
Or it just doens't work in the forums?
*rereedit* Or just not at all... :(
LouisCyphre
can't make a bad game if you don't finish any games
4523
Persona 2's battles are so fun I wish the encounter rate was higher.
I hate RPGs that have pages and pages of text, particularly when they're displayed at slow speed.

Also shitty writing in general.
I don't like the default walking speed in RPG Maker 2003, so I slow it down just once. It's actually to accommodate my tendency to make small maps because you can get where you need to go in seconds. And I don't make you actually walk on maps to visit a town's shop- you just press the button on top of the town icon in the world map and you can access the shop there with no filler.

Basically, I'm saying that the walking speed in any RPG is only annoying when the maps are larger in proportion. Like SMT Imagine Online- I got sick of the game very fast because the maps were HUGE and you walked like you were wading through Jello. I wouldn't mind if you were either much faster, or the maps didn't have to be so huge and empty.
One problem with RPG Maker is how walking speeds are double/half of the next speed. Maximum speed is retardedly fast and the slowest is watching grass grow. Who decided this, why are they still using this, and why haven't everybody involved received a kick in the face for it yet?

Anyways, another hateorade thing is where there is a huge diference between cutscene powers and gameplay powers. Example: In a cutscene McHeroMan can backflip off a building, jump to another using enemy ninjas as jump-off fodder, and then triple lutz through doombots and destroy them with a flick of his nose. Then when the gameplay starts you can punch and kick.

Even worse: You can do shit in the game like slay armies of dragons then a cutscene starts and you get beat up by a passing bird taking a shit on your head.
FF4 English version is a good example of the powers thing. I played the original FF4 English on the SNES and wondered why I couldn't do that awesome dark wave thing I saw Cecil do in the scenes. Not until I played the Japanese version did I find out it was removed in the English version.
post=94669
One problem with RPG Maker is how walking speeds are double/half of the next speed. Maximum speed is retardedly fast and the slowest is watching grass grow. Who decided this, why are they still using this, and why haven't everybody involved received a kick in the face for it yet?

Anyways, another hateorade thing is where there is a huge diference between cutscene powers and gameplay powers. Example: In a cutscene McHeroMan can backflip off a building, jump to another using enemy ninjas as jump-off fodder, and then triple lutz through doombots and destroy them with a flick of his nose. Then when the gameplay starts you can punch and kick.

Even worse: You can do shit in the game like slay armies of dragons then a cutscene starts and you get beat up by a passing bird taking a shit on your head.


THIS. It bugs me so bad!
Also: Megadrama. (worse then Melodrama)
Example given: The funeral scene in Lost Odyssey.
I didn't even give a pudgy falling stool that whats-her-nut died anymore.
The drama killed the...erm...drama....If that makes sense.
post=94667
Basically, I'm saying that the walking speed in any RPG is only annoying when the maps are larger in proportion. Like SMT Imagine Online- I got sick of the game very fast because the maps were HUGE and you walked like you were wading through Jello. I wouldn't mind if you were either much faster, or the maps didn't have to be so huge and empty.

I ALMOST didn't play SMT Imagine for this reason alone. Just seeing my character run in the air at a snail's pace kind of irritated me, but after getting used to the wonky speed, I was suckered into the trap. Besides, how many MMORPGs out there right now have a post-apocalyptic/cyberpunk setting and let you shoot freaking demons in the face with a shotgun, and are free? I'll be taking a slight break from it since classes start tomorrow, but in all honesty, if they changed the default speed or just gave you the option to walk instead, it could have been a lot more fun.

And don't even get me started on the "silent protagonist" or the "destined hero" plot. They're both so overused and cliched by now, it's almost a joke. Look, I know that it's only a game, but if you're trying to tell an epic story revolving around an individual and if you're not giving me a shooting game, at least let him interact in some way. And now, don't tell me that "God" sent him on an almighty quest to find the missing television remote and use it to save the world from the Almighty Joey. Use something more original, like place him in a situation he doesn't want to belong in that some asshole put him in, so let him find a way to either get out of it or solve it. If you're giving me an "original" game, use some original ideas.

Nothing is more annoying than constant random encounters. Look, there's a save station over there and my characters' health points are low. I've had ten inescapable encounters in a row and I need to use the only tent I have and...FUCK! MORE HIGH LEVELED MONSTERS! AND I CAN'T RUN AWAY FROM THE BATTLE! Ugh...nothing is worse than that situation. Just the whole, "Oh, you're barely there...ha ha, made you look!" moment is just fucking bullshit. Bullshit moments like that happen in other games too, but there's nothing worse than plugging away twenty minutes into a role-playing game due to poor mapping design only to have it wasted in the end. Look, lower the encounter rates, give me creatures at enough of a level to tag 1/16th of the dungeon boss, and let me run away if I have to instead of making it a random chance of success. Simple, isn't it?
Without reading pages 2 and 3,
I don't like characters with no explaination on why they exist. Like catgirls exist for the sake of having a catgirl in your party? And why would a bunch of kids have access to an advanced robot with cloaking??
Actually I guess I agree with Neophyte.
Ciel
an aristocrat of rpgmaker culture
367
post=94690
Without reading pages 2 and 3,
I don't like characters with no explaination on why they exist. Like catgirls exist for the sake of having a catgirl in your party? And why would a bunch of kids have access to an advanced robot with cloaking??
Actually I guess I agree with Neophyte.

It's because the author is entirely concerned with throwing in as much shit for what he considers to be COOL FACTOR than writing an effective piece of work. So, it's just a conglomeration of garbage that will only appeal to individuals who are content to know that the 3D polygons on their screen are being employed to depict things of concerted anime nature.
post=94669
One problem with RPG Maker is how walking speeds are double/half of the next speed. Maximum speed is retardedly fast and the slowest is watching grass grow. Who decided this, why are they still using this, and why haven't everybody involved received a kick in the face for it yet?

Anyways, another hateorade thing is where there is a huge diference between cutscene powers and gameplay powers. Example: In a cutscene McHeroMan can backflip off a building, jump to another using enemy ninjas as jump-off fodder, and then triple lutz through doombots and destroy them with a flick of his nose. Then when the gameplay starts you can punch and kick.

Even worse: You can do shit in the game like slay armies of dragons then a cutscene starts and you get beat up by a passing bird taking a shit on your head.
Why couldn't they cast Life on Aeris?
DUPRE 1993

NEVER FORGET


(okay it isn't quite the same with the 'stache man)
post=94725
Why couldn't they cast Life on Aeris?


Because when you 'die' in battle you're not really dead. Life and Phoenix Downs just revive you from unconsciousness.
Because it's a video game and assuming that falling in battle doesn't equate to death is more logical than not assuming that falling unconscious in battle is just the games way of saying falling in battle means 'non lethal wounds but wounded enough to take you out of the fight'. Who said monsters don't try to kill you?
Craze
why would i heal when i could equip a morningstar
15170
Because that's how the fucking mechanics work.
post=94776
Because that's how the fucking mechanics work.


yes this too

unless that was directed at me

then dems fightin words
Craze
why would i heal when i could equip a morningstar
15170
It was towards beakman.
Let's assume one member in a 4man party gets knocked out in battle, 3 members are left. That monster isn't going to be able to finish the fallen member as long the 3 members are still alive. If all 4 members are knocked out, then the monsters can have their way and fuck them up.

I mean I guess removing stupid plot holes like 'bringing people back from the dead' items being sold in shops with a simple change term 'death' to 'KO' is just KUUHRRAAZZYY.