• they/he

fka thomas4th


mammonmachine
@mammonmachine

I think a take is best served cold, so I'm ready to talk about JRPG design now. I see you already reaching for the door. Leaving so soon? It seems you've forgotten about the revolver concealed in my purse. Why don't you have a seat, and let's discuss this in a civilized manner.

Oh yes, I more than agree that guy what's-his-name had a terrible take. I'm sure the two of us could while away the hours naming JRPGs with sophisticated, strategic combat systems without resorting to timing minigames or real-time action, that meet the arbitrary yardstick some guy posting on a dead website made up. Games like Etrian Odyssey, Etrian Odyssey II, Etrian Odyssey III, Etrian Odyssey Nexus...but listen to me go on. You already know how I feel about Etrian Odyssey, just as you already know how I feel about game design (it's not real) and the player (always wrong).

But that's where the trouble starts. Some of my favorite games meet the western AAA consensus of what "good" "game" "design" is. But what about the rest of my favorite JRPGs? What about the rest of YOUR favorite JRPGs? Go down that list, please, and if there's even one Final Fantasy there, one Xenogears, one Valkyrie Profile or Vagrant Story or what have you, you'll find a game beloved to you with a combat system that you'd be hard pressed to say meets any definition of "good" "game" "design" as defined by what was it, "sequencing power growth and resource management"? Those sure are words that sound like they're supposed to mean something, but if I wanted game design like that I'd play some ex-Blizzard dev's roguelike deckbuilder.

I have a simple question for you, detective. Is this definition of "good" "game" "design" actually good? Are these the most important qualities for a JRPG to have? Are there other goals, agendas, and artistic pursuits that might also be important to these games? Do they not count as game design? You think an addiction loop you've played a million times before is "interesting" game design? Why do numbers always have to be "strategic"? Why can't systems design be about VIBES, for chrissakes?!

Sorry darling, that wasn't one question, and none of them were simple. Too bad I'm the one with the revolver. So here's one last question: If the take is bad, why use its measurement?

I understand why, of course; one can't help but look at the many, many past and present examples of excellent JRPG game design and feel so insulted by their dismissal you want to prove how excellent they are. But that's not enough for me. I want to burn away the very idea that JRPGs need to fit this definition of "good" "game" "design" at all. The reason why many JRPGs have not found a 'solution' to this 'problem' is because for many games it is absolutely not a problem and there is no need to solve it.

You can play a JRPG for the story, or the vibes, or the incoherent systems design, and you can MAKE a JRPG for those reasons alone. Is it not proper to consider the game design to serve the story, rather than the other way around? Whether flawed and experimental or successful and intentional, is it not more important for the systems to feel right, for them to express that story, than for the game to succeed at this very narrow definition of what makes a game "good". Why should that be anyone's highest priority as a developer in any genre, for that matter?

JRPGs are structured to move the story forward, as stories generally do. They contain a structure for exploring a world, and they use numbers to signify how their characters grow and change over the course of that story. The original Dragon Quest was made with an emphasis on that sense of progression and growth, and if the numbers and systems and math of that game were created to support anything, it is that journey. The illusion of the story is more important that the illusion of the combat's meaningfulness; the combat already has meaning because the characters and their growth and their story have meaning. The bad take we're discussing has fundamentally misunderstood the cause and effect, what's fundamental to the genre and what's peripheral. Numbers are there for storytelling first.

It would be enough if JRPGs were, like Visual Novels, simply an excellent and accessible vehicle for storytelling. But I also love them because they're one of the most innovative and experimental genres, full of ideas that are interesting even when they don't work (sometimes because they don't work). After all, a JRPG is nothing but a Visual Novel that uses numbers alongside art, sound, and writing. Math is another storytelling tool, and I'm attached to the genre because so often it was bold and experimental and prioritized creativity and expression with their systems regardless of ultimate success. If the genre didn't have such a strong, simple foundation that's easy to replicate, none of this innovation or experimentation would be possible. It's also perfectly valid to duplicate the most boring version of JRPG combat and spend one's limited time and budget on something else. Games like OFF or Wadanohara wouldn't exist if this wasn't an option.

Today, the availability and accessibility of RPGmaker engines allows for more niche and experimental games than ever before. JRPG design supports going in ANY direction, even if that direction means ignoring combat systems design entirely. Could we really see such bold and strange and wonderful games as we do, including games with 'good' or 'better' game design, if all they cared about was 'finding the fun' like some guy on the internet who's watched a couple of GDC lectures thinks we should? Dethrone gameplay. Let someone else be queen for a change.

Perhaps you now understand me a little bit better. Why I've become such a bitter old woman when I hear you talking about "good' "game" "design". Why I've come to despise it for representing a single way to be good that artists are expected to prioritize above all else. I want to have fun too, you know. But there are things in this world more important than fun and I want them so much more.

There's my ride. This was a fun little chat, wasn't it? Maybe we'll see each other again. I don't hate good games, you know. But 'good' could never make my heart beat like this.


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in reply to @mammonmachine's post:

i had thoughts like this building up for a long time and eventually they kinda came out as the same thing. i'm sick of "good game design" being thrown around as if it's some kind of natural law. and i'm sick of the implication it has, looking at a game and going "well the other one has things that work in a different way and i think it's a lot more fun so why would i play this?" i think it's insulting that people pretend to view games as art and not fail to have an open mind about things that don't fit their notions of what's "good"

obviously, i still think tons of shit's bad; just laying it all on the ways it fails to live up to an imagined ideal is boring and deeply incurious

Yeah. There's a kind of natural inclination to say "well I think X game is better than Y game" and then say "well if there's better and worse that must mean there are empirical characteristics that make games better and worse" and that's about as logical as saying you can judge a painting by whether the artist chose to use the best colors. And hey' it's a lot easier to make an appealing painting if you're not limiting your palate to brown and green, but that doesn't tell you a damn thing about the final product.

i talked to an indie dev some months ago who cited undertale as an example of a game profoundly let down by its design, particularly in the random combat encounters. they insisted quite unilaterally that random encounters are "bad design" that "everyone hates" because "players should not be presented with obstacles they couldn't avoid." i pushed back and said "yeah, random encounters are annoying, but that's not the same thing as being bad." i brought up audience hostility, expressed my discomfort with any rubric for understanding art which relies on "objective" measures of quality, but none of it even made a dent. there's a real STEM-brained stubbornness behind the idea that you can math out "good" "game" "design" without question, that any list of best practices is 100% infallible. this obsession with FUN above all else has led to an industry full of titles in different genres with all manner of different art styles, quite a few of which generally feel the same emotionally, leave the same light indentation in my consciousness. all the best games, like the best works in every other medium, are profoundly imperfect. i hated quite a lot of my favorite movies the first time i watched them! it just feels so short-sighted, so incurious, so unnecessarily self-limiting to pledge allegiance to some vague notion of "good" "game" "design" when there exists no such thing observable in the natural world

there is a reason that yakuza/like a dragon took to jrpg/turn based role playing game mechanisms like a fish to water, tone, writing, style, vibes, it was something that took me a bit to realize when it was announced but it was a match made in heaven.

thank you

what's good game design? the one that fulfills the intent the most. what if the intent is just vibing with the systems and characters and setting and story, and not really trying to make a whole, like, game thing out of it? then that's the best design for it there is. no more no less.

This is a super good post that my brain is unfortunately too tired and unused to deep thinking to fully process right now. I mostly read it for the Etrian Odyssey mention, but I will return to this later once I have the energy and attention to devote to it.

i get the argument here but it feels very thought-terminating to pull the "oh you dont have to do anything as long as it serves your intent" as if it simply isnt possible to make an obtrusive or hostile system the player wants to get involved in. as if that isnt on its own an even stronger way to empathize or immerse yourself in a story

too often is experimentation used as code for Not Trying by people who never bothered to understand any part of the relationship between author and audience.

anyway [blows your head clean off with an even bigger gun]

on top of all of this, I feel like a core thing of the vibes is that most JRPGs I've played have you synergizing the team like a... manager, either in the 'good manager' sort of way or the like, football manager sort of way -- you aren't single characters, you are the party, which is why your main role is logistics and statistics and training between the big matches.

No controlling a party as individuals, but controlling the party as a team, greater-than-sum-of-it's-parts, contrast to like, baldur's gate where you're controlling each individual in the fight much more than setting each other up for success

I think a game that has really used math as a story telling tool in a great way is EVO: The Theory of Evolution. You go through the 0% - 100% strength progression multiple times throughout the game, starting at 0, and then getting to a point where your stats are maxed. You get to literally change your character in ways that are critical to the story. You can even unbalance your stats so bad that you get a bad ending!

As a player who more or less hasn’t played an RPG (or any non sports game, really) without using cheats in like 30 years, I totally agree with this! And it turns out that people have strong reactions to my non-stop cheating while still enjoying the games—people have told me that I just don’t like video games, which just isn’t right!

It’s just that I don’t care about a lot of mechanics or the sort of friction that devs put in form reasons I don’t “get”. I don’t let the game get in the way of letting me enjoy it!

I’ve had friends of mine say stuff like, “I’m really liking this game but this fight is too hard so I had to put it down” and it boggles me like, why design a game that will cause players to stop playing?