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Cake day: July 7th, 2023

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  • I know what you mean but what you’ve done is just define two sets of games with varying differences in mechanics. So only WRPGs can assign attributes and JRPGs must have ensemble casts? There are many components of games that can transcend genres. A racing game like Mario Party can have an ensemble cast with unique abilities, A game like Sims can have attribute spending to create a player build. Locking these to genres doesn’t help understand as you suggest but that doesn’t mean we should stop trying.

    It’s much easier to used these parts as extra descriptors and even better when you also add perspectives

    • BG3: An turn based strategy [with complex choice]
    • Valkyria Chronicles: A turn based strategy [with player recruitment]
    • Disgaea: An turn based strategy [with unlockable job systems]
    • Wargroove: A turn based strategy [with resource management systems]

    I’d even prefer “Earthbound-inspired RPG” as thats more clear on what I’m going to be playing




  • I disagree with both article and your point. The J is unhelpful when we can just label them turned-based action. This is just an issue of grandfathering a genre which means very little, is incredibly decisive and even unhelpful. It’s easy to imagine someone who like Final Fantasy may like a game like LISA. But harder to suggest someone who like ~~Final Fantasy ~~ Dragon Quest will like Kingdom Hearts, Demon Gaze or Disgaea. Just split JRPGs into mechanical genres. Turn-Based Action, Action RPG, Turn/Tile-based Strategy.

    This issue extends to more genres (Generally RPG and Action) but I think it’s probably the easiest one to start moving away from