Tsubaki said:
I agree with you in that most if not all RPG storylines are crappy. That's almost their very nature. So that's why I don't understand at all why people play RPGs for the story. The plot twists only exist to extend the game to send you to another dungeon.
So for you, you demand better story.
For me, stories were never their emphasis no matter how much people wished it were. I play games to -play- them.
Unfortunately, RPGs are about
playing the role of a character in a storyline. This is a crucial aspect; to think otherwise is pretty silly. If I wanted to be completely honest, I'd probably move the aspect down to 45% story, 45% battle, 5% music, 5% visuals. This is still a huge aspect for me. "Time spent" in any given variable is not directly connected to how important each thing is.
Most RPG battle systems are slow, archaic and still have many kinks not worked out from the elder years. But even in an RPG with a good battle system, there must be some motivation for wanting to beat the battles. If the storyline is poor, why the hell would I even bother to play the battles? At the end of the battle I'll just end up having to read more shit about the seven crystals of destiny or some such garbage.
Tsubaki said:
While you are more or less right about the first part, you fail too acknowledge that 75% of the entire game is spent in combat. So why shouldn't combat be the most engaging, the most fun part of the game, and where most of the development effort be spent? Grandia's story in of itself isn't phenomenal. It's got a lot of character, and Japan-isms, and dramatized events which help it a lot. But ultimately, it's standard fare. But the game system is where it shines and it will probably forever be my favorite RPG of all time.
True, maybe 75% of the remaining 25% of the game (probably really like 15% of game) is spent on the story/cut scenes. But 15% is pretty insignificant in the scheme of things. And you want to place the entire game's value on that 15%, even to the extent of ignoring the 75% combat. It's the 75% combat that makes me hate Tactics Ogre: Knight of Lodis with a passion. I cannot even fathom why anyone would think it's good, when there's so many better SRPGs, even its big brother Tactics Ogre: Let Us Cling Together.
That's neat, of course. But time spent isn't always directly connected to how vital something is in a game. In
some cases, yes... that's true. You use SRPGs as an example later, and SRPGs are like 95% battle. So of course when the entire game is so overwhelmingly battle system, I'd say it's pretty important.
I disagree with your number, though. I'd say most RPGs are probably 60-65% battle system, which isn't much less than your number, but is still a pretty important distinction. Of course, the time spent in battle for most RPGs is completely optional... so depending on how often you want to sit around leveling up, more time will be spent.
Point is, RPGs are by nature a narrative, story-driven affair. You can't deny this; that'd be silly. They were
born of such things, and to say that storyline isn't of primary importance or
damn close to it is silly. And frankly, as I said, 99.9% of RPG storylines are horrible. And, of course, our philosophies are different... so I can't enjoy an RPG with a horrible storyline. And, besides that, I haven't played a single RPG where its battle redeemed a bad storyline. Not even Grandia.
Tsubaki said:
That's funny, because I consider myself to holding RPGs to a higher standard than most of the gaming population. I believe that RPGs should not be mindless. I believe that RPGs should offer strategic combat which requires a lot of give and take. And perhaps most of all, I believe that RPGs should not be played for the illusion that they are about the story. They're games, darnit. One should expect them to be just as fun to play as a Mario platformer or SF3: Third Strike.
A significant amount of the "fun" derived from RPGs are from the story. That's pretty much the whole point.