I think the real issue here is that a shooter is getting RPG of the year awards.
I think the real issue here is that a shooter is getting RPG of the year awards.
I agree, it's unfortunate that the game had so many crappy filler quests in there, and that they were required for the more interesting quests later on. It definitely discouraged me from completing quests until I figured out how the system worked in the long-term for the game. However, the vast majority of the filler quests get completed while playing through the game's main plot, so they rarely damaged my experience by forcing me to go grind out something I didn't care about.There are a ton of really crappy filler quests in every town, which aren't interesting to do, feel like a waste of time, and don't add anything to the town's story or have fun interactions with NPCs. At the same time, there are a number of quests which are really quite interesting in terms of how it fleshes out the setting and the relationships between NPCs in a town. But the way the quest system is designed, it requires the player to basically "grind" the crap filler quests to ever get enough "rep" in a town to take on the more interesting quests. I imagine that tons of players would bail out on the optional quests completely after a few of those generic Item Gathering and Monster Killing quests, and hence would miss out on the quests which are actually worth playing. That's not very good design.
Can you name a particular period of the game where you felt this was the case? The main story wasn't always moving, I agree, but there was always something interesting going on in the world of Xenoblade. FFXII had nothing going on at all, in contrast. I feel like Xenoblade did a good job of making the game as much about the main narrative as it was about the general character interactions and getting to know them, so when the main story slowed down a bit, it wasn't something I felt grief about.As for the main narrative, the way events are paced, there a loooong periods of slow burn where nothing at all happens. It's not even like, just the story going slow, but rather many hours of gameplay can pass by without there being a story event simply because the characters are "travelling" from place to place. FFXII also had this problem, especially in the latter half of the game. There's a reason why the Pharos in FFXII is considered a really draggy and boring part of the game - because you just keep going through floor after floor and fighting one generic random monster boss after another without there being any developments in the story. A lot of Xenoblade is like that, and it definitely scratches the MMO itch, but as a single player RPG it can get boring at times.
Ah, well that's fair then. I do wish that there were more "superbosses" or enemies with really unique challenges, too. I liked all the unique stuff I had to deal with when facing against the superbosses. If they would have added another 15-20 superbosses I would have had so much fun fighting all of those at the end...I agree that each character providing a different playstyle was one of the strengths of the game.
I just think the enemy AI while roaming the fields and when engaged in combat was too predictable and changed little from area to area or enemy to enemy. Battles weren't dynamic enough...you could just use your usual rotation unless you're fighting a boss or happened to aggro another roaming pack or two and have to adjust.
Ah, well that it was definitely not. I'm cool with RPGs not appealing to a wide audience, though. That usually leads to bad things for a series...I just don't think it's the RPG to save the genre and appeal to a wide audience again. Maybe Monolith's next game will do it!
I think the real issue here is that a shooter is getting RPG of the year awards.
can't a game be both?
Xcom is probably right on the edge of genre confusion pushing it into the SRPG category, much like FTL.
I just don't think it's the RPG to save the genre and appeal to a wide audience again. Maybe Monolith's next game will do it!
As for the main narrative, the way events are paced, there a loooong periods of slow burn where nothing at all happens. It's not even like, just the story going slow, but rather many hours of gameplay can pass by without there being a story event simply because the characters are "travelling" from place to place. FFXII also had this problem, especially in the latter half of the game. There's a reason why the Pharos in FFXII is considered a really draggy and boring part of the game - because you just keep going through floor after floor and fighting one generic random monster boss after another without there being any developments in the story. A lot of Xenoblade is like that, and it definitely scratches the MMO itch, but as a single player RPG it can get boring at times.
Can you name a particular period of the game where you felt this was the case? The main story wasn't always moving, I agree, but there was always something interesting going on in the world of Xenoblade. FFXII had nothing going on at all, in contrast. I feel like Xenoblade did a good job of making the game as much about the main narrative as it was about the general character interactions and getting to know them, so when the main story slowed down a bit, it wasn't something I felt grief about.
can't a game be both?
I don't think that is necessarily what people mean when they say that it's the savior of JRPG. They could be exaggerating or they meant that it would save this gen from having a lousy generation of jrpgs.(but there were definitely some highlights)
I agree.Why should these rewards from shit sites mean anything anymore?
can't a game be both?
I haven't played a game yet that tried to do both and didn't end up being a lot more shooter than RPG.
edit: I guess Mass Effect 1. That was kind of a poor RPG too though.
What about Alpha Protocol?
Why isn't Halo 4 winning RPG of the year? Talk about robbery.
I haven't played a game yet that tried to do both and didn't end up being a lot more shooter than RPG.
edit: I guess Mass Effect 1. That was kind of a poor RPG too though.
Similar to Star Trek.I will never get why Mass Effect is so popular
Pfft, whatever, Need for Speed totally deserves it more.
Oh my god, look at all these bars filling up, this is the best RPG everPfft, whatever, Need for Speed totally deserves it more.
Just out of curiosity do think Deus Ex was more shooter then RPG?
I can see where you are coming from, then.I generally feel that the similarity is in how large some of the areas are, where it feels like a dungeon is going on for a bit too long for my liking. Xenosaga also had this problem, so it's something I'm pretty familiar with with regards to Monolithsoft's design of areas. I wish they made them smaller sometimes and more varied instead.
Some examples would be the point where you're heading towards the main capital. You go through several forests, dungeons, etc, deal with stuff in the furball village, go further up, navigate through various floating teleporter platforms, and eventually end up in the capital. The entire segment there was probably like 10 hours or more. Yes, there were story cutscenes, but there was also a lot of nothing happening, and pretty much all the bosses in that entire 10 hour period are nameless monsters and stuff. It's just not very engaging.
Another example would the theparts at the end of the game. The interior dungeons are HUGE. At first it was kinda cool because of the scale, but soon it became clear that the design was really traditional. They would create 3-4 paths which are the same, but you have to go left first, activate something, then go right, activate a similar thing, open the final path, proceed on, fight a stronger boss variant of some Mechon enemy, repeat, etc. When a lot of the game is designed that way, it really feels like filler stuff just meant to make the game feel like it has more content. I dislike that.Mechonis
Oh my god, look at all these bars filling up, this is the best RPG ever
#realtalk.I think the real issue here is that a shooter is getting RPG of the year awards.
They only intended for it to be an experiment.By the way I don't believe Xenoblade's goal was to entice hoards of people; I always viewed it as a game which showed me that the JRPG can offer a somewhat different experience when compard to the "standard JRPG". This might come across as a silly statement, but that's how I felt while playing Xenoblade last year. I always liked JRPG's, but I can't deny the fact I did grow a bit tired of the typical settings featured in these types of games. I think that's why a lot of people (including me) appreciate Xenoblade.
At certain points it was pretty unconventional for the genre.
They only intended for it to be an experiment.
http://www.neogaf.com/forum/showpost.php?p=42900493&postcount=111
Tetsuya Takahashi said:I couldn't figure out why they would care so much about a game like Xenoblade Chronicles when they had so many superior RPGs to choose from in the West.
HR was more shooter/action focused than the original. The original had more skills and more loot as well as more variety in the kinds of things you could pick up and/or hack. The much stronger level design helped create a much stronger sense of exploration and reward from exploring. Not to mention there are a lot of instances that can change a bit depending how you choose to handle things. It could definitely be viewed as a RPG.
I think Japanese developers feeling as though they are behind Western developers simply because their games sell less is the worst thing that happened this generation, and a lot of bad things have happened. Japanese and Western games generally have very distinctive styles, and I strongly prefer the Japanese style (generally). Westerners buy western games more readily than Japanese games, and Japanese gamers buy Japanese games more readily than western games. It would be pretty ridiculous if Microsoft thought it was doing something "wrong" because of the Xbox 360's weak presence in Japan.Oh maaaaaaaaaaan, that's depressing on a surprising number of levels.
Some examples would be the point where you're heading towards the main capital. You go through several forests, dungeons, etc, deal with stuff in the furball village, go further up, navigate through various floating teleporter platforms, and eventually end up in the capital. The entire segment there was probably like 10 hours or more. Yes, there were story cutscenes, but there was also a lot of nothing happening, and pretty much all the bosses in that entire 10 hour period are nameless monsters and stuff. It's just not very engaging.
Oh maaaaaaaaaaan, that's depressing on a surprising number of levels.
They only intended for it to be an experiment.
http://www.neogaf.com/forum/showpost.php?p=42900493&postcount=111
...that is pretty incredible when you think about that statement.
It's fucking DIABLO. It didn't win anything. Damn Blizzard, you goofed.
I will never get why Mass Effect is so popular
The real joke is Dragon's Dogma not even getting mentioned sometimes, but that's the way these awards go.
Why? At least Takahashi also realizes it wasn't a very good game. Maybe he'll do a better job on the next one.