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February 28, 2010

Editorial: On Relevance and the Real (E)state of the JRPG

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Written by: Ryan Gan
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Nobody likes the act of moving to a new house.  Perhaps the most terrible part of moving to a new place involves rummaging through your possessions in your old apartment and deciding what goes with you and what gets thrown out.  As you pick up each item, you ask yourself, “Do I really need this?”  Items that get the nod get to make the trek to the Promised Land  — a nice brown box, a trip in a U-Haul, and the new house.  Unfortunately, some items — things like old magazines and wire hangers — are not as lucky.  They usually end up on the curb inside of a big, black Hefty bag.

A similar phenomenon happens in the video game industry.  As years pass and more consoles are released, it becomes more apparent that some genres either relocate or become obsolete.  Where are our puzzle games, 2D platformers, and on-rail shooters today?  For the most part, they’re restricted to hand-held consoles, DLC, and arcade cabinets.

We’re knee deep in this current generation of consoles, and I’m wondering if the Japanese RPG has a similar fate.

“This house is too big for us”

The JRPG, as well as the pen-and-paper-RPG, is something that had to exist. That is, they’re games that people would have had to invent at one point or another.  It all comes down to imagination and doing what you can with certain limitations.

As technology progressed, the pen-and-paper-RPG evolved and was made available in the form of a video game, the JRPG.  The convenience of these “ready-made” RPG campaigns is that they provided visuals, a story, and rolled the dice for you.  When the earliest JRPGs were released, the imaginations of both gamers and developers far surpassed what technology could accomplish.  Therefore, things like world maps, battle screens, and dialogue boxes had to be used as tools to help convey the complex stories that had to be told.  Characters became party members and injuries were produced by random number generators.

One can argue that the golden age of JRPGs occurred sometime during the PSone/PS2-era.  At that time, we hit a “sweet-spot” where world maps and battle screens were presented beautifully, in better detail.  Unfortunately, battle screens and world maps were still required — huge, open worlds that have been simplified due to limitations. During this time Japanese developers, well-known for peppering their games with computer-generated cut scenes, released many titles, each with their own spin on the genre.

But what happens when the line that separates cut scene and gameplay footage becomes blurred?  What if that line were to become non-existent?

Today, Sony and Microsoft set the bar when it comes to visuals.  Nintendo continues to innovate by allowing us to interact with our video games in new, exciting ways.  With this technology, mechanics that are usually implemented in JRPGs become archaic.  Battles take place on the world map; the player fights battles in real time; text boxes are replaced by Nolan North.

Will future consoles become too “big” for the genre?

The Current Situation

Video game genres have evolved towards more life-like representations.  The Madden and NHL franchises make it look like you’re actually watching a sports game on television.  Mirror’s Edge has allowed gamers to platform in first person.  As our consoles improve, many things that make a JRPG what it is may become unappealing.

Let’s take a look at the battle systems in our typical JRPG.  Success in battles takes some deliberation and requires the player to be able to manage their party members well.  Giving orders to party members usually involves navigating through a series of menus which may stop the action if we’re talking about a turn-based RPG.  The stop-go action during these battles doesn’t seem to lend itself well to the age of gaming we’re in.

Recently, it seems like Western game developers have been out-RPG’ing Eastern developers.  Game developers like Bioware and Bethesda Softworks have truly exemplified what it means to give players a role-playing experience.  Western developers have done a great job of engulfing players in the worlds they create by providing meaningful dialogue trees and (more importantly) allowing the player to make decisions that change the experience. Western developers seem to spread their efforts evenly across characters’ conversations, providing different scenarios for different choices players make, and cut scenes, thus putting a console’s capability to good use.

Unlike most of the decisions players are prompted to make in a JRPG, some decisions in a game like Mass Effect 2, for example, have a lasting effect on the storyline.  Today, there are high standards when it comes to “role playing” in video games.  The term, “JRPG,” seems like a misnomer since Japanese RPGs tend to provide players with shallow consequences for the decisions they make.

Can JRPGs do more with current-gen consoles than provide fancy CG sequences?

Population

Playing through a JRPG is a very nostalgic, comforting experience for many gamers who grew up playing them.  However, when I think of nostalgia in games, I think of old technology.  By checking out upcoming releases at RPGamer, it’s clear that there are more than two times as many RPGs in the works for the PSP and Nintendo DS than there are for the PS3, 360, and Wii.

Are JRPGs more suited for hand-held consoles?

Moreover, when you click through to see the profile of each game, you’ll see that the ratio of Eastern developers to Western developers working on games for hand-held consoles is much greater than that of the ratio for the PS3, Xbox 360, and Wii.  Based on RPGamer’s list, I found that there are about 10 Western-developed RPGs in the works for the PS3, Xbox 360, and Wii, while there are 28 Eastern-developed RPGs in the works for these consoles.

The numbers for hand-held consoles are more telling.  Out of the 44 RPGs in the works for the PSP, none of them are being made by Western developers.  Out of the 63 RPGs in the works for the DS, only two are being made by Western developers.  If we pool these numbers together, we get a ratio of 2 to 107 for Western-developed games to Eastern-developed games in production for hand-helds.  In summary, about 73.6% of the RPGs that are in the works for PS3, Xbox 360, and Wii are being made by Eastern developers while about 98.1% of the RPGs that are in the works for hand-held consoles are being made by Eastern developers.

There are a few ways to interpret this data.  This could indicate that Western RPG developers are just not interested in making games for hand-helds.  Since there seems to be a greater variety of developers working on hand-held RPGs, this could also indicate that Eastern developers are more interested in making games for hand-held consoles since it’s cheaper.  Smaller developers have less to lose in doing so.  Either way, the percentages say that there are more JRPGs being made for hand-helds than there are for the PS3, Xbox 360, and Wii.  It’s also worth noting that the the PSP and DS are closest to the PSone and PS2 in terms of capability and technology.  Perhaps when it comes down to consoles, JRPGs tend to gravitate toward that level of graphics and power.

Do hand-held consoles provide a “safe neighborhood” for JRPGs?

Suitcase or Heftybag?

Today, the JRPG genre seems to be stagnant since popular (and good) titles are released few and far in between.  As a once-avid fan of the genre, I’m not sure if what I’ve written about here worries or comforts me.  A piece of me would like to see innovation take JRPGs to the next generation of consoles.  Another piece of me would just be content with playing Breath of Fire III on the PSP.

In writing about this once-beloved genre, there are a few questions that are worth thinking about.  Since no meaningful innovations have truly come out of the JRPG genre aside from different battle systems and level-up mechanics, what kind of changes are needed for this genre to thrive on current-gen consoles?  What characteristics of games in the genre need to be left behind in order for JRPGs to be appealing to the masses (again)?  When these changes are made, are you still left with a JRPG?  Moreover, what happens to the JRPG when the DS and PSP become obsolete?

As I post this, I think about how I’ve recently put $10 down to reserve a copy of Final Fantasy XIII.  The Final Fantasy series has always set the bar in terms of what a JRPG should represent and “strive to be” for current consoles.  In a way, the genre’s relevance is riding on its reception.

It’s a silent battle that the JRPG has to fight, and it’s a matter of staying relevant.  With every release on the PS3, 360, or Wii, JRPGs have to show that they too “have a use”; they need to earn a spot to move on with us to future consoles.  It’s either that or be confined to the comfortable hand-held gaming market where JRPGs have remained plentiful.



About the Author

Ryan Gan
Ryan is Reviews Editor of SideQuesting. In 2004, he began writing about his video gaming experiences in a blog that he kept at 1Up. He began writing for SideQuesting upon its inception in the Spring of 2009. Ryan hopes to get readers to think critically about video games through his reviews and editorial pieces.




  • http://wingdamage.com mainfinger

    Good read!

    I’m also very interested to see how FFXIII is. What did you think of 12? Personally, I thought it made a bold effort to evolve the genre while at the same time completely alienating me. It was a new JRPG experience, but one I just couldn’t get into. From what I’ve read, it almost sounds like 13 is reverting back to “safer” territory. Only a week left before we see if the long awaited game feels relevant on the ps3.

  • http://www.twitter.com/ryangan Ryan Gan

    Thanks a lot, Jesse. I really enjoyed playing through FF12 (even though, story-wise, it’s A New Hope). It did come off as an effort to evolve the genre, but it also came off as a $50 commercial for Final Fantasy XI.

    I actually wanted to include something in this piece that involved a crazy thought that I was having about JRPGs (I danced around it, though). That is, if technology were to keep progressing, would JRPGs eventually evolve into action/adventure games? I feel like if gaming technology were to keep advancing, the way to “truly harness” a console’s power is to limit the player’s control to one character (which is what was done in FF12). I feel like technology will always work against things world maps and battle screen menus.

    I’m interested to see how 13 goes as well. Unfortunately, it seems like it’s getting knocked for taking too long to “get things going,” which at least for me, is another problem with the genre.

    What say you, Mr. Gregory?

  • http://wingdamage.com mainfinger

    The whole “one character” thing is actually one of the biggest turnoffs for me in the JRPGs that use that method. I only found out recently that FFXIII’s battle system only gives you direct control of the party leader. Frankly, that scares me as now I’m less optimistic about how much I’ll enjoy the game based on my past experiences.

    I think I’m a really bad person to talk to in these kind of conversations though, because usually the things I love are considered archaic by most people. I think one of the last best console JRPGs we got was Dragon Quest VIII, and that game plays like a beautiful NES game.

    What it all comes down to (for me) though, is that generally when I play a JRPG, i want to have full control of every character AND take as long as I want in my decisions. I don’t even like ATB. I’d rather see JRPGs with more battle systems like FFX (all about turn order).

    This also spills off into Real Time Strategy (Starcraft) vs Turn Based Strategy (Advance Wars). I can not STAND real time strategy games, but I absolutely ADORE turn based strategy games. When it comes to strategies, I do not like to be rushed.

    Personally, I think there is still a place for turn based combat. I mean really, is Chess no longer a relevant game today? Again, I realize I have gone a bit off topic of JRPGs, but I feel the concepts are very similar.

    I think the market has changed and less people want true turn based JRPGs, but for my sake, I hope they don’t disappear.

  • Aaron Kirchhoff

    As a gamer who has only recently given RPGs a fair shake, I’d say, yes, JRPGs do still have a relevant place in the videogame market. A lot of JRPGs may fall victim to the myriad cliches found in the genre, but that may not be such a bad thing. As same-y as a lot of your Final Fantasys and Dragon Quests may be, they still manage to sell in the millions with every release. The reason for which is two-fold:

    1) Japanese gamers eat that shit up. It could be the 99th Final Fantasy releasing tomorrow – it would still have amnesia, a hero struggling with their rise to greatness, and EXP grinding – and it would STILL sell a million copies.

    2) JRPGs are particularly good at pushing the GPU to its limits and people love to look at pretty things.

    Now, neither one of these reasons is meant to be a slam against the genre. Like I said, I like JRPGs. I like grinding for experience. I like the silly, overacting characters. I like the rote stories. I like the slow, relaxing pace. That last one is particularly important. I LOVE intense, high action games like button mashers and FPSs, but I also like to take a break from those types of games once in while. And JRPGs fill that role perfectly.

    So, no, I don’t think JRPGs need to worry about becoming extinct in the near future. They may not be as high profile as they were a decade ago, but they still hold a special place in many gamers’ hearts. And I think new gamers will continue to buy into the genre, so long they keep making those subtle tweaks to the format. The 2D platforms may be the last real home for the more traditional style JRPGs like Pokemon (that counts, right?), but I think the home console releases will continue to evolve just enough to stay out of the red.

    Another question that was asked: will JRPGs eventually meld with the action genre? I don’t think so. They may replace text boxes with fully voiced dialogue. They may require more input from the player during battle sequences. But I don’t think the genre will completely abandon its conventions. I’m guessing that for every FFXIII that attempts to make the battle system more action-based, there will be a Lost Odyssey that uses party lines and traditional turn-based combat. At least, I hope so.