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Why are Dungeon RPGs (EO, Wizardry) not very popular? How can it be evolved?

gforguava

Member
Here's some that I can think of that can be added:

1. Make the perspective 3rd person but in a fixed camera. Think of like what you see traditional DRPGs, only you see the party's backs.

2. Allowing auto-battle or placing in something like FFXII's gambit system.

3. Fast paced battle or allowing 2x/4x speed.

Not sure if other DRPGs have done these.
The "see the party's backs" one is such a no-brainer(but then again how long did it take for Dragon Quest to break out of that view).

I mean the difference between this:
ps1.png
and this:
is pretty substantial to me. There is nothing less involving than having a whole party attack and it is just a couple of vague slashes across the enemy. At the very least we should be getting something like Shining the Holy Ark where your party members step forward to do their attacks(link).
 

Brakke

Banned
I never played any of the classics of this style but I loved Etrian Odyssey series despite its atrocious art, Legend of Grimrock, and the recent Might And Magic (Legacy was it called?).
 

cj_iwakura

Member
I think the genre is in a good place at the moment. There's casual DCs for fans that want something approachable (Demon Gaze, Dungeon Travelers), and ones with a more hardcore, old school aesthetic(Stranger of Sword City, EO, Dark Spire).
 
We're a few days away from the release of Grimoire: Heralds of the Winged Exemplar. Dungeon crawlers will become the most popular genre on earth once mortals sample the greatness that is Cleve Blakemore's magnum opus.
 
How's Wizardry 8?

Never tried this series and this has been in my backlog forever. Love Etrian Odyssey.
Pinacle of the genre together with Might & Magic 6+7. Even today. Amazing game.

And there is the problem with modern dRPGs. They aren't as good as those old ass games. They lack the world building, story, atmosphere. And often they are too convulted with overly complicated systems in place. Not saying that there aren't some good games around in the genre. But these old games are still king.
 

cj_iwakura

Member
Pinacle of the genre together with Might & Magic 6+7. Even today. Amazing game.

And there is the problem with modern dRPGs. They aren't as good as those old ass games. They lack the world building, story, atmosphere. And often they are too convulted with overly complicated systems in place. Not saying that there aren't some good games around in the genre. But these old games are still king.
The original Etrian Odyssey was phenomenal at all of that.
 

mclem

Member
I am routinely put off by their presentation. The games just make it so hard to become engaged with them, so not only are they light on story but, as jiggle mentioned above, the 'portraits as characters' makes it hard to even care about your party.

I think that's the thing about DRPGs, though: The star of the game is the dungeon itself. In which case they live and die based on the quality of the dungeon design, and those... vary quite widely.

Why combat is still uniformly presented as some variation of 'first person but your party doesn't really exist' is beyond me.

image.jpg

You've got Grimrock there; combat in that is real-time (and movement is a key component of it), I'm not sure your party could realistically 'exist' and yet still keep the pace of action the game requires.
 

Doukou

Member
Strange of the Sword city it was pretty good except for all the dumb grinding.
I also can't really get past the art style in most of them. It seems like it's either the worst western art of the worst Japanese art.
 

ilium

Member
Grid based movement and random encounters are the two features I dislike the most in any RPG.

I'd rather play Ultima Underworld for the xth time than force myself through an EO game again.
 

jimboton

Member
More people should play Legend of Grimrock 2. It’s nothing like the DRPG stereotype even though on the surface it may look like it. Just one of the best adventure games ever made. If the genre needs to 'evolve', this is it.

Wizardy is the pinnacle of the genre. VII and VIII were the best of the best. A new game that combined the best aspects of those two, whilst injecting something of the less intrusive aspects of modern gaming's quality of life improvements, would be my GOAT of Holy GOATs.

I hope Bard's Tale 4 is a little bit of this, even though old Bard's Tale was nowhere as good as Wizardry.
 

gforguava

Member
I think that's the thing about DRPGs, though: The star of the game is the dungeon itself. In which case they live and die based on the quality of the dungeon design, and those... vary quite widely.

You've got Grimrock there; combat in that is real-time (and movement is a key component of it), I'm not sure your party could realistically 'exist' and yet still keep the pace of action the game requires.
Hey, I'm no game designer so I have no real idea on how to do these things, I'm just pointing out what I feel are problems with the genre's presentation that keeps me(and presumably some others) away.
I do think a stronger focus on character and story is the best way forward that doesn't require messing too much with the genre's core elements. Me caring about my characters as more than a list of stats and abilities should be an obvious boon to a game that expects me to trudge through a dungeon with said characters for dozens of hours.

And even though I've liked certain games that have done it, I really do not understand the appeal of a party based, real-time version of dungeon crawlers. Lands of Lore 1 did it but it had such laid back pacing that it never was an issue(it was so slow it might as well have been turn based) plus I liked pretty much everything else about the game, and the SSI Ravenloft games, Strahd's Possession and Stone Prophet, hooked me with their atmosphere more than anything. It never feels right to me playing them.

edit:
We're a few days away from the release of Grimoire: Heralds of the Winged Exemplar. Dungeon crawlers will become the most popular genre on earth once mortals sample the greatness that is Cleve Blakemore's magnum opus.
Wait, this is actually coming out? *checks* Oh my...
 

Karu

Member
I played EOIV for the first time last year and loved it, but after ten very entertaining hours I looked at howlongtobeat and was like "Well, that's that". For this kind of game that is great, but without a story or MP aspect to string me along, I had my gameplay fill early on. I would never buy them full price (e.g. EOV), for 10 bucks, it's fun though.
 
The good ones are difficult and a lot of them are bad (Demon Gaze). They are also pretty long.

Hard to get people to play a 50 hour increasingly difficult maze full of life or death random encounters with harsh penalties for loss in the time of cinematic stories, checkpoints every encounter, minimap arrows, and detective vision.
 

2+2=5

The Amiga Brotherhood
Because they are "archaic" in themselves, unlike srpgs where the turn based movement is crucial for the battle strategy, in drpgs the limited movement during exploration is simply an unecessary legacy of a past with more limitations.

Also exactly like most srpgs they usually lack something other than the dungeon exploration in itself, and usually visually dungeons are neither varied nor graphically too advanced.

Actually i think that drpgs can't evolve for the simple reason that an evolved drpg is just a rpg, or to be more clear early drpgs, like eye of the beholder for example, weren't "drpgs" but first person rpgs with technical limitations, eye of the beholder in 2017 would be a first person rpg like skyrim, drpgs can't evolve for the simple reason that being/looking old is their core reason to be, they are for nostalgics.
 

redcrayon

Member
It is hard to get past the character designs from Etrian Odyssey. The fact the artist from the game is known for drawing hentai of underage character doesn't help, though that is not a widely known fact.

The music is so good, though '~'

https://www.youtube.com/watch?v=3KmcSXVyzzM
To be fair it's a very, very small amount of the optional 40+ character portraits that you might only see for a few seconds in a 50 hour+ game while selecting which of the four portraits for each class you want to use. Even then, during gameplay, you only see the headshots. I've seen far more of EO's crap dancer portraits by people posting the full artwork on Gaf than I ever did playing the games, where I've always skipped through the options and used the portraits of the cool, heavily armoured adult adventurers, which largely make up half of the options.

Agree that some of the options are questionable but that stuff doesn't appear throughout the whole game after party creation like some other drpgs.
 

Amneisac

Member
It's a genre that seems well suited for VR. Are there any games like that in VR yet? Kind of basic presentation, the locomotion isn't a problem because you move on turn at a time anyways, you could use your touch controls for your attacks. Seems perfect and it would add something cool either the immersion.
 

Dr. Buni

Member
As a fan of Etrian Odyssey from the very beginning, the character art style really doesn't help. I've tried turning people on to the game on numerous occasions only to get weird looks when they see the character art. While I get that's more on those players for tentatively writing off some great games for something so minor, it's not like the loli shit is really that integral to the experience that it needs to be there.
It really isn't minor, though.
Agree that some of the options are questionable but that stuff doesn't appear throughout the whole game after party creation like some other drpgs.
You are not wrong, but I refuse to support developers who put sexualized underage girls in their games. It is a principle, nothing else.

I don't condemn anyone for playing or liking EO, but there are plenty of reasons to not like the series.
 

mclem

Member
Hey, I'm no game designer so I have no real idea on how to do these things, I'm just pointing out what I feel are problems with the genre's presentation that keeps me(and presumably some others) away.
I do think a stronger focus on character and story is the best way forward that doesn't require messing too much with the genre's core elements. Me caring about my characters as more than a list of stats and abilities should be an obvious boon to a game that expects me to trudge through a dungeon with said characters for dozens of hours.

I think that my point is that at that point - when the focus shifts - it stops being quite the same game. I don't think there's anything inherently wrong with the world being the star of an RPG moreso than the characters - heck, you could argue (and I know I'm drifting well away from DRPGs here) that that's exactly what's made Breath of the Wild so appealing; the characters are nice, but Link's pretty much a blank slate and the others get a tiny fraction of focus in the overall play time.

All that said, I've played EO, but not the Untold variants, don't they fit the bill?


I suppose an interesting thought experiment would be: Could you implement what you want in Legend of Grimrock while keeping the nature of the gameplay completely intact?

There's not a lot of story thrust at the player in Grimrock - a portion of it comes from notes from Toorum who explored the dungeon beforehand, but the majority of it comes from thematic hints as you delve deeper, with some interesting extra twists that are a bit spoilery later on
as the interface itself reflects some oddities
. It's not that it doesn't have a story, more that it's a story told through worldbuilding. Would it be better if it's more direct, if your characters discuss it?

And then there's combat. Combat in a blobber is inherently a bit awkward if you try to imagine it; you're always forced to imagine your party as - fundamentally - that 2x2 blob of people, so rotation on the spot is really the entire cohort moving clockwise or anti- around the central point, and sidestepping would look downright insane. So should we abandon the blob-nature of the player unit? Can we do that while preserving how the blob interacts with enemies in combat?

I think I'd argue that changing Grimrock to suit this would be abandoning the audience that Grimrock appeals to. The alternative audience might well be larger and more profitable... but the original audience isn't being served as a result.
 

Violet_0

Banned
lots of people don't play RPGs for the combat. Combat is often something that happens in-between the interesting bits

that said, the Diablo games are highly successful dungeon crawlers. Modern presentation, fast-paced real time combat. The Wizardry-style first person turn-based crawlers feel extremely dated to me, there's nothing about these games that interests me
 

Gin-Shiio

Member
Would Darkest Dungeon still be considered a dungeon crawler? If so, I think it offers a fresh take on the visual aspects of the genre that many enjoyed while keeping traditional gameplay elements.
 

redcrayon

Member
I don't condemn anyone for playing or liking EO, but there are plenty of reasons to not like the series.
I'm really looking forward to EOV later this year, have only seen half the portraits but they seem like a better selection this time.
 
Can't help but feel that people playing Diablo and Souls Games are playing for completely different reasons from what we think of as a typical DRPG (not to mention from each other).

In a DRPG I think of the dungeon itself as the energy. Doesn't need a story, the point is to conquer the dungeon itself, which should get more and more complex the deeper you get.

A dungeon crawler is now mob based imo. The dungeons don't get more complicated, the enemies get harder while you clear randomly generated floors.

Of course enemies get harder in most games, but it's the focus. DRPGs the enemies get harder, but the dungeon is still your main average no matter how hard the mobs get. Teleports, dead zones, etc. In dungeon crawler the dungeon is basically unchanged.
 

Z3M0G

Member
There are so many on handled platforms, I assumed they were VERY popular... I know I have purchased many over the years.
 

Parfait

Member
I'll say it again!

The pedo and ugly art style is holding EO back. Lots of people give it a pass because of how it looks.

Hmm, yes, the game with 5 main games, 2 remakes and a spinoff is being held back because of it's 'ugly art style'

SfhXvU5.png


My main complaint about EO and Wizardry was infact that I can't see the characters. There's no connection to them with the first person view, and as that I actually lose immersion than gain it. I'd even be fine with just sprites doing things instead of this weird idea that the monsters need to take center stage over your own party.
 

Danneee

Member
It has probably been mentioned but dungeon crawlers already evolved into games like Ultimate Underworld and the Elder Scrolls games. And to a certain extent the Souls games.
 
More people should play Legend of Grimrock 2. It’s nothing like the DRPG stereotype even though on the surface it may look like it. Just one of the best adventure games ever made. If the genre needs to 'evolve', this is it.
Came here to essentially say this. Grimrock 1 & 2 are incredible. Probably both in my top 30 of all time.
 

jwhit28

Member
Seems like the genre is stuck in a catch-22. The genre is unpopular because no publishers will pump money into it because they think it is unpopular. Like the SRPG before 2k and Nintendo started pumping money into them.
 
I'll say it again!

The pedo and ugly art style is holding EO back. Lots of people give it a pass because of how it looks.
I will not go into this so aggressively,given I don't really mind the art, but I guess that if you're not into anime-y look, you might lose interest..

Frankly, they should update the archaic mechanics of EO ..
The genre in itself has done little to improve the original formula..
Party malamente feels awkward..
Meaning that yes you can change classes, but it's always relaying on an holy trinity system..
Tank, healer, dps..
And inbetween support or hybrid of the core roles..

I want ability chaining to increase damage//create added effect (status effect maybe?)..
I want the possibility to infuse gear to have elemental resistance in the gear and added via enhancement with a proper enhancement system..
I want a more shelled out crafting.. meaning you delegate someone in your guild//base to do a crafter and have a dynamic tree, so you unlock new tier // variation for each crafting skills based on your previous craft..
also a research ability that influence both craft availability, ability units learning tree..
I want also a city that feels alive, and not a clusterfuck that is there with 3-4 location with menu driven interaction..
And while we're at it, branching class specialization, dual classing, tutoring system (master pass some skills of the original class to pupil, clearly some limitations apply)..

Also I would appreciate a "lead" character and not just random joe..
And why not, properly detailed party member... you randomize aspect and class and gender.. based on that the game generate a side-story detailing their recruitment process..

And a lot of other stuff can be added, or even completely different stuff from what I listed can be added..
The point is, the genre is ripe for improvement, but no one is willing to take the chance..
 
I will not go into this so aggressively,given I don't really mind the art, but I guess that if you're not into anime-y look, you might lose interest..

Frankly, they should update the archaic mechanics of EO ..
The genre in itself has done little to improve the original formula..
Party malamente feels awkward..
Meaning that yes you can change classes, but it's always relaying on an holy trinity system..
Tank, healer, dps..
And inbetween support or hybrid of the core roles..

I want ability chaining to increase damage//create added effect (status effect maybe?)..
I want the possibility to infuse gear to have elemental resistance in the gear and added via enhancement with a proper enhancement system..
I want a more shelled out crafting.. meaning you delegate someone in your guild//base to do a crafter and have a dynamic tree, so you unlock new tier // variation for each crafting skills based on your previous craft..
also a research ability that influence both craft availability, ability units learning tree..
I want also a city that feels alive, and not a clusterfuck that is there with 3-4 location with menu driven interaction..
And while we're at it, branching class specialization, dual classing, tutoring system (master pass some skills of the original class to pupil, clearly some limitations apply)..

Also I would appreciate a "lead" character and not just random joe..
And why not, properly detailed party member... you randomize aspect and class and gender.. based on that the game generate a side-story detailing their recruitment process..

And a lot of other stuff can be added, or even completely different stuff from what I listed can be added..
The point is, the genre is ripe for improvement, but no one is willing to take the chance..
Almost all the stuff you mentioned is in EO though

Especially status effects, since being able to utilize stuff like binds is absolutely essential in beating some of the harder bosses
 

Ralemont

not me
As a big player of WRPGs, JRPGS, and SRPGs, DRPGs are a genre I don't really care for. The reasons for this, justified or unjustified (it's irrelevant when asking about popularity) are:

1. Combat is actually fairly boring, which is a problem when combat and progression are your main selling points. Granted, I'm no expert in the dungeon crawler department, but I've played a few and they still just plain aren't fun compared to something like Tactics Ogre, or Shadow Hearts: Covenant, or Persona 5. There are rarely hooks, or something unique about the battle system that would make something memorable the way the Judgment Wheel makes Shadow Hearts combat memorable.

Additionally, in this same category of "combat is boring" - and I see this has been mentioned in the thread - the extremely lazy presentation in which attacks are represented by a slash at the enemy or a small static firework for a spell, in which characters aren't even shown on the screen or animated for the battle, in which dungeon crawling is first person...it all adds up to the experience just not being engaging. When you remove all of these aspects of battle, then the only fun you'll have is min-maxing. And min-maxers are, almost by definition, niche.

2. The story usually sucks. Coupled with an over-reliance on fan service (at least lately) and you have something I'm fairly embarrassed to play. Demon Gaze was a celebrated dungeon crawler a few years back, and I remember having to tilt the screen away from other people at the airport or on the plane whenever a characters came on the screen.
 
I will not go into this so aggressively,given I don't really mind the art, but I guess that if you're not into anime-y look, you might lose interest..

I don't mind anime style, but anime + chibi + deformed + ugly is too much.

Especially for such a deep and serious RPG like EO.
 
As a big player of WRPGs, JRPGS, and SRPGs, DRPGs are a genre I don't really care for. The reasons for this, justified or unjustified (it's irrelevant when asking about popularity) are:

1. Combat is actually fairly boring, which is a problem when combat and progression are your main selling points. Granted, I'm no expert in the dungeon crawler department, but I've played a few and they still just plain aren't fun compared to something like Tactics Ogre, or Shadow Hearts: Covenant, or Persona 5. There are rarely hooks, or something unique about the battle system that would make something memorable the way the Judgment Wheel makes Shadow Hearts combat memorable.

Additionally, in this same category of "combat is boring" - and I see this has been mentioned in the thread - the extremely lazy presentation in which attacks are represented by a slash at the enemy or a small static firework for a spell, in which characters aren't even shown on the screen or animated for the battle, in which dungeon crawling is first person...it all adds up to the experience just not being engaging. When you remove all of these aspects of battle, then the only fun you'll have is min-maxing. And min-maxers are, almost by definition, niche.

2. The story usually sucks. Coupled with an over-reliance on fan service (at least lately) and you have something I'm fairly embarrassed to play. Demon Gaze was a celebrated dungeon crawler a few years back, and I remember having to tilt the screen away from other people at the airport or on the plane whenever a characters came on the screen.
Etrian Odyssey has some of the best turn based combat and encounter design in the entire industry
 

Daeoc

Member
The combat(which I find isn't even that special in these) in these games alone isn't enough to put the rest of the game to the side. If its more about finding your way around or mapping areas I could care less about exploring areas with nothing to them.

It's a genre to play when I've finished playing everything else.
 

Opa-Pa

Member
I think it's a complex issue because not only they're very combat and dungeon (duh) focused, which are elements of RPGs that most people rarely care about (just wander into any top whatever RPG thread and watch people discuss only the writing and music), but the very mechanics that make them popular among people who enjoy them are likely what should need to be changed in order to make them mainstream.

They're pretty much naturally niche.

Like, I know resource management, challenging design and punishing gameplay are what make them unnatractive to most players, but those are exactly the things I look for in these games. Without them the whole experience wouldn't be half as rewarding and satisfying.

Hmm, yes, the game with 5 main games, 2 remakes and a spinoff is being held back because of it's 'ugly art style'

SfhXvU5.png

A moderately budget series finding a reliable enough niche to guarantee multiple sequels isn't exactly impressive nor it means EO games are blockbusters. EO is amazing, so until it starts selling great WW instead of just the bare minimum to be profitable then for a lot of people it's effectively being held back.

Etrian Odyssey has some of the best turn based combat and encounter design in the entire industry

Yes.
 

muteki

Member
The most I have played of such games was Persona Q, and a bit of DT2. I enjoyed my time with them but the initially interesting map drawing wore off on me after a few hours. I've wanted to get into EO but it being on 3DS keeps me from picking it up. I'd definitely consider a switch game though.

Coming from more standard JRPGs I shared many of the usual complaints about the genre at first but getting into Persona and it being sort of a half-step between the two made it easier to get into.

I think you could overhaul the battle presentation and keep the dungeon traversal mostly the same and it would go a long way. Have a dynamic camera during battles but switch back to 1st person during traversal. Also, if it is 1st person, show the rest of the party on the map as you look around.
 

autoduelist

Member
Probably my favorite genre.

First off, we're basically in the midst of a DRPG Renaissance, maybe at the tail end of it. Legend of Grimrock 1+2, Might and Magic Legacy X, Bard's Tale 4, tons of mobile ones [The Quest, 7 Mages, etc], tons of lesser known steam ones, Star Crawlers...

The reason the sub-genre isn't as popular as popular as some is because, well, it's intentionally niche. Much of the enjoyment is based on resource management, mapmaking, problem solving, and risk management. These aren't things most people like.

That's not a bad thing.

We -should- have genres that not everyone likes... because not everyone is the same. I'm extremely happy some genres exist that tailor to what I like in a game, even though I know they'll never be super popular. I don't want those genres to change to become 'more inclusive', because then they wouldn't appeal to me in the first place.

People complain a drpg is 'always in a dungeon'... I mean, what do you think the D stands for? That's the point! Complex dungeons with complex traps. Lose your situational awareness, get lost, get party wiped. Go to deep without enough supplies? Party wipe. This is a good thing.
 
There are so many on handled platforms, I assumed they were VERY popular... I know I have purchased many over the years.

Yeah everywhere I turn an new on is being released. I have way too many on my Vita. But I guess console wise it's pretty barren. Though, I don't think I can play games like these on console.
 

Raven117

Member
They are slow and usually complicated affairs.

I love one every once in awhile, but you just have to be in a different mindset to enjoy them as opposed to most other game offerings.
 

autoduelist

Member
The "see the party's backs" one is such a no-brainer(but then again how long did it take for Dragon Quest to break out of that view).

I mean the difference between this:

and this:

is pretty substantial to me. There is nothing less involving than having a whole party attack and it is just a couple of vague slashes across the enemy. At the very least we should be getting something like Shining the Holy Ark where your party members step forward to do their attacks(link).

Being on the other side of this discussion [I love drpgs], this line of reasoning just baffles me. It would be like people complaining about immersion in an FPS because they don't see the back of the player's head. In a traditional dRPG, you're seeing what your party sees. There's absolutely no reason to include the back of the heads of your party.

I think it's also important to remember that dRPGs tend to appeal to a very certain kind of person. I'd be just as happy with ascii graphics in a good drpg as modern graphics. 'Gameplay' is king. I want solid combat/survival mechanics, and rarely care about presentation.


lots of people don't play RPGs for the combat. Combat is often something that happens in-between the interesting bits

that said, the Diablo games are highly successful dungeon crawlers. Modern presentation, fast-paced real time combat. The Wizardry-style first person turn-based crawlers feel extremely dated to me, there's nothing about these games that interests me

Diablo is a modern evolution of the traditional roguelike, not dRPG.


As a big player of WRPGs, JRPGS, and SRPGs, DRPGs are a genre I don't really care for. The reasons for this, justified or unjustified (it's irrelevant when asking about popularity) are:

1. Combat is actually fairly boring, which is a problem when combat and progression are your main selling points. Granted, I'm no expert in the dungeon crawler department, but I've played a few and they still just plain aren't fun compared to something like Tactics Ogre, or Shadow Hearts: Covenant, or Persona 5. There are rarely hooks, or something unique about the battle system that would make something memorable the way the Judgment Wheel makes Shadow Hearts combat memorable.

Additionally, in this same category of "combat is boring" - and I see this has been mentioned in the thread - the extremely lazy presentation in which attacks are represented by a slash at the enemy or a small static firework for a spell, in which characters aren't even shown on the screen or animated for the battle, in which dungeon crawling is first person...it all adds up to the experience just not being engaging. When you remove all of these aspects of battle, then the only fun you'll have is min-maxing. And min-maxers are, almost by definition, niche.

2. The story usually sucks. Coupled with an over-reliance on fan service (at least lately) and you have something I'm fairly embarrassed to play. Demon Gaze was a celebrated dungeon crawler a few years back, and I remember having to tilt the screen away from other people at the airport or on the plane whenever a characters came on the screen.

See, to me, combat isn't boring at all. Combat is boring when I know I'll win, which is the case in most modern gaming, especially in traditional jrpgs and srpgs.

Also, most dRPGs have more of a 'campaign' feeling to each battle. That is, in many games you completely heal between battles. But in many dRPGs, it's not just about surviving a single battle, it's about surviving enough battles to get deep enough to find usable lewt, and then make your way back out without getting [possibly lost and] party wiped. The battles are interconnected, and there's always the risk that taking one more step w/o turning around could be the death of your entire party.

Combat itself is often similar to any other turn based party combat system, so I'm not sure how it's any more boring than most jrpgs.

As for 'story'... yes, there's often less story in dRPGs. Thankfully. That's a huge plus in my book, a lot less trash text I need to click through. dRPGs are, as has been said here, about the dungeon. Great dungeon design, great traps, great risk/reward structures.

I play games for their combat systems, and pretty much never care about their stories. I like the fact that I can get lost in a good dRPG dungeon, something that can't be said for most rpgs that have dungeons that are either 'one way', or tiny, or 'one way with side rooms' dungeons. Most jrpgs leave me feeling like I'm just pushing forward, easily killling things w/o any real danger. But I want to feel like I'm entering a labyrinth [well, a dungeon] that is built to stump me, and the only genre that really does that for me is a well designed dRPG [and sometimes traditional roguelikes].

Not surprisingly, my favorite jrpgs are the ones that have the closest similarities to dRPGs, games like Nocturne and Digital Devil Saga 1/2.
 

ghibli99

Member
In the mid/late-80s, these were my favorite types of games. I loved the challenge and the mapping/notetaking required, but the years, general game QoL, and changing tastes have made them a bit more impenetrable in recent years. Have tried EO, LoG, etc., and while I can appreciate them, there is an 'effort' element that I haven't been able to fully commit to and overcome. Not writing them off entirely, but they aren't the first thing that comes to mind when I want to play a new game.
 

Leynos

Member
Would Vagrant Story be considered a dungeon RPG? I know that people complain that you are mostly stuck underground, and there are basically no NPCs, or shops.

You are stuck, mostly, underground, but there is no party, you are the sole character. The mechanics are somewhat obtuse, and not explained well. I do believe that this could be remedied with a better tutorial, but altering the underlying systems to make the game simpler would fundamentally change the game. I really appreciate the game's complexity, and wouldn't want a simplified version.
 
They can be very samey if it's the same corridor after corridor, plus a lot of them are not heavy in story. I like them, but they're more focused on mechanics and leveling than an epic story and cool cutscenes.

The mechanics(gameplay)are what is most important :(
 
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