EDIT: Disclaimer pt II: I dont believe the below elements should be implemented the same way they are handled in a JRPG, but they could work if they were made in a way that makes sense and fits the WRPG/DA:O world and overall gameplay
Now this is a loooong post, I hope you bare with me on this one, there might be some gold in it
Before KOTOR I used to think JRPG's > Western RPG's in general (BG being an exception) and overall in the last generation (atleast in console gaming, ie Xbox & PS2) I think JRPG's had the upper hand with titles like FF XII, Persona 3 & 4, StarOcean 3, Suikoden III etc though both KOTOR and JE were brilliant! This being based on console, since Im mainly a console gamer.
In the current generation I think WRPG's are way ahead. Games like Fallout 3, Mass Effect and DA:O leading the way, while the major JRPG's like Star Ocean 4 feels uninspired (hopefully FFXIII can change that).
When you thnk JRPG you often think "spikey haired orphant about to discover his hidden abilities while grinding through horribly paced dialogue and random fights".
However I think there are some elements of JRPG's that Bioware could incorporate in future RPG's, things that could add to the experience!
1. More "special attacks", and special attacks that level.
This is something a lot of JRPG's got. Usually you have a whole bunch of special attacks that level depending on how much you use them. The Tales-series and Star Ocean series are 2 examples.
In a game like DA:O it could work like this: Weapon specific talents that can be levelled. For example there could be 4 talents (special attacks) for every weapon type and depending on how much you use them they can level and get benefits like either reduced cooldown, elemental damage, less stamina cost, higher damage etc, and the attack might even get a litlle upgraded animation after being levelled.
This would make it possible to create a DW warrior and put talent points in 1 h axes special attacks for instance, while having a DW warrior with points in 1 h swords would play differently. Or a ranger with shortbow special attacks compared to a rogue with crossbow or dagger special attacks. Also it would ad the element of strategy that you would have to choose which attack to use frequently to get it to level = added depth.
Of course it would have to be done so it doesnt make things imbalanced and there shouldnt be too many attacks.
EDIT (for clarification): As for special attacks, I dont suggest them to be like in JRPG's with 10 hit sword combos complete with flashes of lights and explosions. Instead I mean them to be more like the existing talents, but with some influence by the spell system. For example:A 2h axe special attack that is a lunge and an axe swipe. The attack could work a little like cone of cold, though with a shorter but wider arc. That way you could direct your swipe attack.
After reading a lot of good feedback I realize that having the attacks level by usage could be bad, it would probably lead to you only using 3 party members over and over, since their attacks would be levelled. However, it would still be an option to be able to spend talent points on special attacks that you've already learned to make them more effective, reduce the cooldown etc. To really tailor make your warrior if you'd like. Or you could aim for the broader talents like the 2h tree.
2. "Returning" bad guys. In a lot of JRPG's you have one particular bad guy apart from the main enemy, who return from time to time and try to make things hard on the main protagonist. Usually it's the main bad guys right hand man etc. A lot of western RPG's have interesting main bad guys, but they are usually not encountered until near the end.
In a game like DA:O it could work with a party of mercenaries who from time to time make attempts to make things misarable for the player. It could also be a free agent with an agenda of his own. Maybe a random camp site party crashing, or after finishing a dungeon and exiting, you could have a familiar face waiting for you etc. There could even be quests on the chantry board that's fake and really just an ambush. It could even be tied in with the origin story.
In any case, to me it adds to the overall experience when having a bad guy with more personality that you encounter from time to time. It makes you thnk "oh not him again" but in a good way.
EDIT (for clarification): As for returning bad guys, I dont intend them to be like a bad guy that you almost beat all the time, just to have them dash off when they should die every time. I like the general concept though of having a nemesis, that might show up 3-4 times over the course of the whole game.
Sometimes it could be in battle, sometimes he/she might be a spectator or barking orders or framing the player, maybe even starting out as an ally ( a blue circle NPC tagging along in a dungeon, just to turn on the party and leave them in a life threating situation after getting what he/she wanted all along).
3. More less story focused locations.[/u][/b] This is a hard one to describe, but in JRPG's you have a greater sense of travelling over vast areas. In DA:O you complete Lothering and then you can fast travel to Denirim, Lake Calenhad, Frostback mountains etc.
It would be nice to have just a couple of smaller, less important stops on the way (mandatory only the first time you travel to a location). For instance, the first time you leave Lothering to go to Denrimi, there could be a narrow mountain pass wth a small village nearby, or a strategically important bridge that you need to cross, instead of you just jumping from Lothering directly to Denirim market district right away. You could either just breeze through these areas or you could explore them.
That's also great spots to have side quests, hidden items, "returning bad guy"-encounters (see 2 above) etc.
To me it adds a lot to the feeling of an epic journey and to the exploration factor.
EDIT (clarification) As for more non-story specific locations, I dont mean an open world like Fallout 3 or Oblivion. I marely mean like Lothering. You can go right through Lothering without picking up Sten or Leliana, or you can take your time and do all the sidequests. I just wish more like that, even after gaining access to the world map.
For example a mountain pass that you need to go through to get to Denerim with a small village outside or the outskirts of the Brecilian forest, maybe complete with a small human village (maybe even the village that the humans you encounter in the Dalish origin lives).
4. Better area presentation. When arriving for the first time to a new location in JRPG's your almost always treated with a short cinematic introduction to the area. In DA:O it could be a small thing like a short cut scene of the party walking through the Denirim city gates, comenting on the town wall etc. That'll gve you more immersion than having your party just appear in the market district, or in the outskirts of the Dalish camp without any introduction to the new area.
5. More NPC to NPC interaction. WRPG's are a lot better than JRPG's in character interaction. You have branching conversations, multiple options etc, but in JRPG's you have a lot of cutscenes where your whole party interact, something that usually is missing in WRPG's. In JRPG's these moments can sometimes be badly scripted and downright corny, but in games like Dragon Quest VIII it's done real well, with some memorable and hillarious cutscenes.
Imagine having that with the WRPG flare, making it interactive. KOTOR did this to an extent, when your party members would start talking with eachother and you had the possibilty to butt in. DA:O has a couple of such scenes (like when you arrive at Lothering) but they are way too far apart.
All in all I think WRPG's are way ahead right now, but I hope they still take the chance to glance to the east to get some new old ideas
Oh and thanks for reading my ramblings if you got all the way here.
Modifié par RetrOldSchool, 03 janvier 2010 - 10:47 .





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