The Spoony Hou
Member
I'll generalize and say they usually have too much micro-managing. Heck, I find FF Tactics too boring because of that.
I think 'immediacy' is more of an issue. If you play Skyrim, you have two buttons for what is in your left and right hands, whether that is a sword and shield, a bow and arrow, a spell and an axe. Other than that, you have a menu and a shout. If you play most of the big turn-based jrpgs, you have binary commands for 'yes' and 'no' to cycle through lists of commands, it's comparatively easy to grasp with immediate consequences. Play most SRPGs and suddenly you've got a huge list of things to consider, from the micro (which way does this person need to look at the end of the turn?) to the strategic (will choosing this class mean I am locked out of another in twenty hours time?).Are we not counting XCOM as an SRPG?
Also, I'm blown away by the number of people in here saying SRPGs are boring. Does "boring" in this case really translate to "requires too much thought"? (In my mind "boring" would mean "requires too little thought.")
I'll generalize and say they usually have too much micro-managing. Heck, I find FF Tactics too boring because of that.
See, this is the mindset that makes SRPGs less popular. The micro-management is half the strategy and half the fun. Nothing wrong with not liking that, but if that sort of thing turns you off then SRPGs generally aren't for you.I'll generalize and say they usually have too much micro-managing. Heck, I find FF Tactics too boring because of that.
Eh, I mean yes Vandal Hearts and Shining Force are light on micromanagement, but Fire Emblem, Jeanne d'arc, Devil survivor and others with predetermined story based characters still have a lot of micromanagement. The two you mentioned are exceptions to the rule, tbh.They're far more complex, and *generally* speaking are just a hub world with scenarios. A few aren't, like Shining Force, but even there, it's unusual to actually have a reason to backtrack rather then go onto the next campaign (and SF3 doesn't even let you back track from the current town). Also as opposed to lots of short fights, you have far less, but far longer scenarios.
RE:Micromanaging, that's generally only a big issue on the create-your-own-character srpgs, the ones where you can only have story based characters like vandal hearts and shining force are fairly light on that.
This kind of post tells me you have very little experience with SRPGs, or at least with good ones. You really think FFT, Fire Emblem, and Tactics Ogre are lacking 'adequate strategic payoff"? They are some of the best strategy games ever created. The only western Turn Based Strategy series that even compares to those is XCOM.They have you spend ages in convoluted and clunky menus built for controllers, but their systems are usually too limited to offer adequate strategic payoff. Overall it's a shite genre really
They're far more complex, and *generally* speaking are just a hub world with scenarios. A few aren't, like Shining Force, but even there, it's unusual to actually have a reason to backtrack rather then go onto the next campaign (and SF3 doesn't even let you back track from the current town). Also as opposed to lots of short fights, you have far less, but far longer scenarios.
RE:Micromanaging, that's generally only a big issue on the create-your-own-character srpgs, the ones where you can only have story based characters like vandal hearts and shining force are fairly light on that.
One of my favourites is Front Mission with its classic mech trade-off of power vs weight when selecting for legs/body/arms/shoulder mount/weapons/backpack. I spent hours tinkering (quite appropriately for a game where you take your suits to the workshop!) with setups in that, but totally understand that it isn't for everyone.Flexible job systems are the ones big on micromanagement yeah and there don't seem to be so many of them.
Its generally barely a factor where you have the JRPG Character = Class and No Generics type (like Luminous Arc and such) , it's pretty much just Weapon / Armor / Accessory like JRPGs generally , and the ones with exclusive divergent paths like Vandal Hearts generally have only a few choice points but the impacts are far greater.
That's kind of independent of create your own though, you can have Job systems without generics and exclusive divergent paths with generics.
Character = Class is kind of definitionally not create your own and also very simple though I guess , so it does tend to correlate a chunk as a result.
It's why I loved the first three Shining Force games as they were more than just Battles but also World maps, towns, exploring, talking to characters, finding items etc.I think the reason why is because SRPGs tend to not have much gameplay outside of the battles themselves, they mostly seem to be story scene > battle repeated. They're more of hard battle after hard battle (which isn't necessarily a bad thing) without much to break up the story/gameplay. I think one reason Fire Emblem got big in the west in conjunction with the waifus is because support conversations outside of battle and relationship/marriage stuff are another way to sort of break the game up. Like in JRPGs you get to run around yourself and talk to people and explore and things of that nature but that isn't really something that happens in SRPGs (weird experiments like Fire Emblem Gaiden/Shadows of Valentia aside).
Why are Strategy RPGS not as popular as the other RPG subgenres?
To be fair, I wouldnt necessarily say another rpg sub-genre, the dungeon crawler, is more popular than SRPGs aside from (just like its tactical cousins) a couple of breakout hits. The two sub-genres share a lot of appeal for me.
If i look at the more "successful" SRPG's I don't see much reliance on Waifus.
Final Fantasy tactics
Disgaea
Xcom
Valkyria Chronicles (the first one)
Jagged Alliance
... I'm drawing blanks at successful SRPG's and now i'm sad.
Honestly, the relationship management aspect of FE could work just as well if it wasn't as focused on pairing people up imo. There's something there that could be genuinley interesting as a counterbalance to the fighting, i don't think IS is there yet.
If you think God Wars isn't packed with 'waifus' and whatever the male equivalent is, you haven't played it. I'm about twenty hours in and already the subs bench is packed with young women in combat lingerie. Gameplay and jobs system is solid though, definite callback to FFT.
Actually that's true, I completely forgot about the DRPG subgenre! Maybe in a future topic we can discuss why DRPGs aren't as popular.
What I noticed with DRPGs is that it shares almost the same similarities with the traditional turn-based system, only it's fixed into one perspective (first person). Unless there are other differences compared to traditional turn-based RPGs we're usually accustomed with?
I wish Final Fantasy Tactics were the SRPG with 5 installments rather than Disgaea
Actually that's true, I completely forgot about the DRPG subgenre! Maybe in a future topic we can discuss why DRPGs aren't as popular.
What I noticed with DRPGs is that it shares almost the same similarities with the traditional turn-based system, only it's fixed into one perspective (first person). Unless there are other differences compared to traditional turn-based RPGs we're usually accustomed with?
Have you played Shadows of Valentia? That's the most recent one and I really like the art style there. Didn't sell as well as Awakening/Fates but it is a remake. Who knows what art style they'll use for the Switch game but I'm looking forward to finding out.Just imagine if they were to go back to pre-3DS era Fire Emblem artstyle and system (without the otaku pandering0, would the franchise reach the same amount of popularity?
It's very weird to see it on the App Store to know that it was on a console years ago.iirc FFT had some of the longest discussions on BBS sites and the game was really hard to find on second hand markets before the game was re-released on Greatest Hits. It boggles the mind why the game never had an appropriate console sequel. The story was pretty damn good too.
This is going way off topic though, I'd be happy to discuss it in a future thread if you like
iirc FFT had some of the longest discussions on BBS sites and the game was really hard to find on second hand markets before the game was re-released on Greatest Hits. It boggles the mind why the game never had an appropriate console sequel. The story was pretty damn good too.
In the future! When this thread dies, I'll post one about DRPGs in the next days.
I was always under the impression FFTA and FFTA2 are considered the sequels of FFT, I'm curious why they aren't considered sequels to FFT (I've never played FFTA and FFTA2 but played a bit only of FFT)?
Are people only considering stuff like FFT? Because most modern SRPGs don't have lots of menusThey are pretty difficult to get into. Lots of menus and sub-systems. Probably pretty intimidating to a lot of people
If you're looking for an awesome recent SRPG, check out Battle Brothers. A really good mix of tactical depth and emergent sim/management out of combat
As for SRPGs, I prefer the ones with more chess influences, heavy on positioning, like Hard West and Banner Saga
Are there any inspired by Go? Chess seems to be the big boardgame influence in SRPGs, but Go inspiration could be really interesting
Heh. That's my favourite part of SRPG. I feel like there aren't nearly enough SRPGs with Job systems and skill slots.
See, this is the mindset that makes SRPGs less popular. The micro-management is half the strategy and half the fun. Nothing wrong with not liking that, but if that sort of thing turns you off then SRPGs generally aren't for you.
Natural Doctrine GOTY.
I found it sits in an extremely narrow bracket of SRPGs so esoteric in design that even some SRPG fans struggle with them, reminds me of Knights in the Nightmare in that way.Is this a troll or is this legitimate?
Just picked it up since I was in the mood for a SRPG.
What specific 'rpg elements' do you mean? In terms of actual conversation or action decisions that affect the plot, not many of them do, but then most jrpgs don't either, so I suspect it's a sub-debate of the longrunning argument over whether JRPGs are actually RPGs at all. I mean, you only rarely find Xcom being described as an SRPG despite the focus on unit development and tactical combat, western games tend to get badged as TBS, whereas the direct Japanese equivalent, Valkyria Chronicles, gets badged as an SRPG.So uh I know RPG is an overloaded term but do the games that we're talking about ITT actually have RPG elements to them? I haven't played any recent Fire Emblem games but from what I can remember, the older ones were basically visual novel + turn-based combat sequences.
So uh I know RPG is an overloaded term but do the games that we're talking about ITT actually have RPG elements to them? I haven't played any recent Fire Emblem games but from what I can remember, the older ones were basically visual novel + turn-based combat sequences.
Is this a troll or is this legitimate?
Just picked it up since I was in the mood for a SRPG.
So uh I know RPG is an overloaded term but do the games that we're talking about ITT actually have RPG elements to them? I haven't played any recent Fire Emblem games but from what I can remember, the older ones were basically visual novel + turn-based combat sequences.
What specific 'rpg elements' do you mean? In terms of actual conversation or action decisions that affect the plot, not many of them do, but then most jrpgs don't either, so I suspect it's a sub-debate of the longrunning argument over whether JRPGs are actually RPGs at all. I mean, you only rarely find Xcom being described as an SRPG despite the focus on unit development and tactical combat, western games tend to get badged as TBS, whereas the direct Japanese equivalent, Valkyria Chronicles, gets badged as an SRPG.
Seeing as everyone knows what they mean when they say 'SRPG' I'm ok with it for the purpose of clarity and discussion. I mean, I don't start saying that even western RPGs aren't RPGs because a computer game can never replicate the creativity, choice and consequence of a true tabletop roleplaying game with real other players and a real GM, I suspect I'd get flamed to a crisp if so
Even within the Fire Emblem series, some allow you to move to various battlefields on the world map for sidequests or to recruit different characters, some are more of an advance from story- battle setup- battle with little in between.
Mario+Rabbids: Kingdom Battle is a really interesting point with regard to this discussion. Popular characters, small party size, a high level of polish and a battle engine that looks exciting (at least to the aging eyes) with colourful visual effects for each action and what looks like fairly flexible movement options with the jumps and pipes and whatnot seems like a reasonable effort to sell a SRPG/TBS to the mainstream. It's got a world map/overworld you can wander around in, with battlefields integrated into it, so I think all of those slightly address the 'immediacy' issue of abstract combat. Who knows how it'll do though.I see this as a general shift from slow-paced/slow response to faster games and immediacy. Strategy games are still around, heck even Mario is getting one, but they're definitely not appealing to the masses. I love those games but the time commitment kills it.