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I don't care for most overworlds in JRPGs

Yes, it's Controversial Opinion Time™

I've been revisiting Final Fantasy IV DS lately and I've come to realize that many overworlds, especially in older games, are simply boring. Yes, they give some sort of sense of freedom and are supposed to be more immersive but the basic setup of "huge map with teeny-tiny symbols for villages and caves" more often than not feel tedious and unexciting to traverse with very little of substance to explore. I don't expect every game to have an overworld like Xenoblade but if I had to pick I'd rather have a series of connected maps (think Pokémon) or even nodes like Final Fantasy Tactics or Radiant Historia. I've read somewhere that Star Ocean 2 actually has a great overworld with many optional locations right from the start but sadly I can't confirm this because Square-Enix won't put it on PSN.

Anyway, what does JRPG GAF think? Agree? Disagree?

Alternatively: Give me examples of such overworlds that are actually good and why they are good.
 
Shin Megami Tensei IV has the worst overworld in any JRPG I've played. It's like I need an actual map of Tokyo if I want to know where I'm going.
 
I'm a huge JRPG fan from the NES/SNES days, and I've never understood the obsession with overworlds. I just don't care about them, nor do I think they bring an amazing amount to the table.

It is kind of cool when you find that weird island with great EXP monsters or whatever, but I honestly don't miss them when they aren't present.

Chrono Trigger probably did it best. Nice and simple, no battles, instead of towns you can just go right into the individual buildings.
 
Shin Megami Tensei IV has the worst overworld in any JRPG I've played. It's like I need an actual map of Tokyo if I want to know where I'm going.

It's not that bad. But it has a cool ass theme.

I can't really argue for overworlds. They're really just there so you can travel town to town. Don't really care for them, but if they have some good music I don't mind them.
 
It's not that bad. But it has a cool ass theme.

I can't really argue for overworlds. They're really just there so you can travel town to town. Don't really care for them, but if they have some good music I don't mind them.

Best overworld theme in the world. I didn't mind getting lost because of that.
 
It depends on the game, I enjoy the method like what is in Breath of Fire 4, but I also love an overworld, Dragon Quest would not be as fun to me without it
 
Yes, I am playing Suikoden 2 for the first time and it's really annoying. Also, very slow.

I don't have the ability to orient myself on overworld maps.
 
Final Fantasy IV

Part of your problem IMO. FF7-9 overworlds were fantastic and I absolutely miss that. ToS too. My biggest and most immediate problem with FFX was the lack of an overworld, and that teleporting map didn't cut it.

There's so much potential for optional, discoverable side stuff you miss out on, as well as that feeling of progression from locked story path-> on foor open roam -> Boat -> airship. Going from a corridor to a corridor with a teleporter is absolutely nothing alike.

And the worlds of FF4-9 felt so much more real since the world is this real globe
actually I think it's just a square that loops but still
and you can explore it and see all the terrain, it's just a magical feeling. It's certianly possible for overworlds to be bland, and FF4's certainly was, but the likes of FF7 and especially 8 and 9 were great. They just need more diversity of terrain, encounters and such. The endless green fields and brown mountains are the problem, not overworlds. Trabia, Centra, Esthar, that weirdass forest north of Esthar, the totally optional Cactuar desert, awesome overworld stuff no corridor will give you.
 
They're an element of their time and they got the job done. We can do actual open worlds now, we just need someone to let us do what you can do in GTA with planes and helicopters, but with airships, mana beasts, sweet bikes and whatnot.
 
That's because most of the time, overworlds don't add much to the fun/experience. They are simply here to have us go from one point to another.

Only good thing about them is when there is indeed true exploration to be done, with many secrets (towns, dungeons, enemies) to find.

However there are always exceptions.

Chrono Trigger overworld contributes a lot to the atmosphere, and does not have tedious battles.

Final Fantasy V, in terms of pure classical overworld, is the best in my opinion. Huge, many things to see, many secrets etc...
 
I've been revisiting Final Fantasy IV DS lately and I've come to realize that many overworlds, especially in older games, are simply boring. Yes, they give some sort of sense of freedom and are supposed to be more immersive but the basic setup of "huge map with teeny-tiny symbols for villages and caves" more often than not feel tedious and unexciting to traverse with very little of substance to explore.

FFIV's overworld isn't huge by any stretch of imagination. I think what has probably aged worst is random encounters rather than overworlds themselves. As has been mentioned, Chrono Trigger's are perfectly fine, and that's probably because they have no encounters (besides being multiple, smaller maps).
 
No, I wish more games had them. The best thing about them is the atmosphere they create. They create a sense of wonder and scope.

I can't really think of many JRPGs that have overworlds other than Final Fantasy. I'll list all the ones I've played:

Chrono Trigger
Super Mario RPG: Legend of the Seven Stars
Pokemon Blue & Yellow
Pokemon Silver
Pokemon Emerald
Dragon Quest VIII: Journey of the Cursed King
Arc the Lad Twilight of the Spirits
Legaia 2: Duel Saga
Paper Mario The Thousand Year Door
Valkyrie Profile Lenneth
Sailor Moon Another Story
Persona 3
Earthbound

Actiony JRPGs:
Threads of Fate
Kingdom Hearts
Kingdom Hearts II
Dragon's Crown

Actually listing it out there are a few I forgot about, but that's still only three out of those. Valkyrie Profile's was pretty boring mainly because you didn't have much to do with the stuff that was on the overworld map. It was primarily used as a means to activate a cutscene or enter a dungeon. The only neat thing done with it was that some locations of dungeons would switch up. The worth of a world map is not only its appearance, but what you can do in it. It was also very boring in its appearance as well. Everything had the same terrain to it not bothering to match it with the city or cities within that land.

Dragon Quest VIII did a great job of combining in a in game third person world perspective and an overworld. Getting it for the first time felt wonderful and even more wonderful the second time you obtain it.

For some reason the Japanese Action-RPGs seem to leave them out completely.
 
I don't think I've ever really thought "Wow, this overworld is really cool." I have hated some overworlds, though. (Tales of the Abyss comes to mind.)
 
From classic JRPGs, I only have fond memories of VI (specially after the disaster) and Trigger overworlds. But yeah they were lacking most of the time.
 
Well you're in luck OP, because they've more or less been abandoned for 15 years. You're playing a remake of a 25 year old game.
 
I like overworlds with lots of secret areas and side quests hidden around. I always loved the feeling of getting a new vehicle in an overworld game and seeing what areas were opened up to me. Of course, it's certainly possible to have hidden stuff in non-overworld games, but that requires having them be accessible from primary story zones, which makes them feel slightly less rewarding to find.

I particularly like Tales of the Abyss and Tales of Vesperia. I think they were probably the pinnacle of overworld design before the Tales series also shifted over to connected zones like FF had. Tales had some cool overworld stuff like weather effects in certain areas, visible wandering monsters, and maze areas, as well as having resource points hidden around everywhere to encourage exploration.

I can definitely understand that they're considered antiquated at this point, but I'll miss them a bit.
 
The overworld in JRPGs gives a sense of freedom, but it's still as linear as ever (and yes, I like the fact that Final Fantasy X decided to drop the overworld)
 
I understand your aversion OP but the overworlds give a huge sense of scale while limiting the pain it takes to traverse that scale. Its a gameplay mechanic more than anything.
 
I love overworld maps! Especially the ones that are filled to the brim with secret areas, good places to grind, hidden items, fantastic themes. My favourite one so far is Ni no Kuni's overworld as it has all of those things. I can't think of another world map that is as beautiful as Ni no Kuni's map, or has as much content. Also, 'dat map theme:

https://youtu.be/-DKgEZfTyU8

Or when you're flying!
https://youtu.be/twYnNHYi2MQ

And also that sailing theme (my favourite sailing theme ever):
https://youtu.be/Btdw5Jq1bMI

A very close second would be Dragon Quest VIII's overworld (and music). It also has a lot of content to explore.
 
Maybe FF15 will fix this problem. Not only is there an overworld, but unlike past JRPG it isn't just a place to get from one town to the next.
 
I consider FFXII one of the best overworlds ever. All big connected areas that make you feel like you really are in a that world. As you near the mountains, you can see the snow falling. And coastal towns that make way for a grassland area that leads to the desert. And the giant cities. Incredible.

Chrono Trigger has a great old-school overworld. No monsters, several small maps.

Bravely Default's overworld is quite simple but choosing to turn down (or completely off) the random encounters made it more accessible.
 
I love overworld maps! Especially the ones that are filled to the brim with secret areas, good places to grind, hidden items, fantastic themes. My favourite one so far is Ni no Kuni's overworld as it has all of those things. I can't think over another world map that is as beautiful as Ni no Kuni's map, or as much content. Also, 'dat map theme:

https://youtu.be/-DKgEZfTyU8

Or when you're flying!
https://youtu.be/twYnNHYi2MQ

And also that sailing theme (my favourite sailing theme ever):
https://youtu.be/Btdw5Jq1bMI

A very close second would be Dragon Quest VIII's overworld (and music). It also has a lot of content to explore.

My man. You beat me to it. Was gonna barrage OP with ni no kuni and its soundtrack.
Overworlds are great.
 
Nah, over worlds are great. A lot of the immersion I felt with JRPGs was lost when developers decided to abandon them.
 
I consider FFXII one of the best overworlds ever. All big connected areas that make you feel like you really are in a that world. As you near the mountains, you can see the snow falling. And coastal towns that make way for a grassland area that leads to the desert. And the giant cities. Incredible.

That's not an overworld, though. Those are individual zones.
 
Aren't they kinda just there for you to grind?

Ah no?
Overworld also allows you to explore and find hidden places and treasures.
Yes, you can grind but at least it gives you that option to fight higher level monster that you shouldn't be doing for the higher experience.
 
WTH is wrong with you people? Exploring overworlds are a big part of the appeal.
The JRPGs without it are much worse for it.
 
They're an element of their time and they got the job done. We can do actual open worlds now, we just need someone to let us do what you can do in GTA with planes and helicopters, but with airships, mana beasts, sweet bikes and whatnot.
There something to be said for keeping a basic sequence to go through in, but if its neither very open or particularly interesting to explore then its just an arbitrary facet of design. DQVII and DQVIII were both better there in that DQVII had you poking around to find new stuff all the time, and DQVIII being "to scale" and designed in a way that made it interesting to navigate did a lot, but when its like, say, Lunar then its just kind of arbitrary.
 
Dragon Quest VIII has probably one of the best overworlds. Characters aren't displayed tiny when exploring and towns are scaled with realistic proportions even when you are outside. It manages to keep up the style of the classic world map design but have proper scaling shows the world is pretty vast.

I don't believe there has been any other jRPG that has captured same sense of proper scale with an overworld.

Ni no Kuni would have been a solid contender however characters are super small on the overworld so it's similar to the more classic worldmap style.
 
JRPGs don't have a monopoly on this. It's how the world at large was represented in Fallout 1 and 2 as well. And I found this manner of world design vastly superior in immersion to the seamless single world presented in Fallout 3 and forward. The latter comes with so many design compromises for the sake of practicality that it ironically just lessens the immersion for me. You might think that representing the entire world in a cohesive space is more believable, but in practice you're just exchanging one type of abstraction for another (like when someone describes a location as being a day's journey away, when it takes about 5 minutes to get there on foot ingame).
 
The JRPGs without it are much worse for it.
Final Fantasy XII and Xenoblade Chronicles beg to differ, those games are MASSIVE and they expressed that thanks to the big connected areas instead of the illusion of an overworld.

Now, one of my favorite Overworlds is the one on SMT: Nocturne... mostly because it shows how twisted and bizarre the world has become.

oXT7nK8.jpg
 
I was trying to remember the last AAA JRPG with an overworld...
All I could think of was Ni No Kuni.
It really makes me wonder if FF7R will bring back the overworld or do something different, like zones
 
Funny you made this topic, OP. I've been thinking about it a bunch recently and I must agree. Getting an airship/bike/fast travel is always a highlight for me, since it means I can stop wasting time wandering around places looking for someone.

It's awful in PSX when minor characters look like blurry blobs and it can be tough to tell who is who.

That's why I loved Xenoblade so much. Vast world, but quick travel right from the beginning makes it manageable.

For people who like overworlds, how often do you run around the world after the game gives you some form of fast travel? I pretty much never do.
 
without overworlds you would only get to level up in dungeons. In FFVI you could fight rare enemies with some nice drops in various locations in the overworld, econimzer for the win!
 
Now I regret mentioning FFIV because it was mainly the catalyst that led me to this realization, not the prime example. I didn't enjoy the overworlds in later Final Fantasy entries either.
 
When they're full of secrets and optional areas, overworlds are the best. They also tend to have amazing music:

https://www.youtube.com/watch?v=6UARM4q7hHU
https://www.youtube.com/watch?v=8UEW4-fRrPo
https://www.youtube.com/watch?v=SaCkn9l3Rg4
https://www.youtube.com/watch?v=ROKcr2OTgws
https://www.youtube.com/watch?v=hrFhD87di0I
https://www.youtube.com/watch?v=8_AKFvVsSn4
https://www.youtube.com/watch?v=zpKaUtkarqU
https://www.youtube.com/watch?v=cTrtafl7epc (technically not an "over"world, but whatever)

They're more of a chore when they're empty, uninteresting backdrops for the player to get from A to B, but when done right they can add a lot to the JRPG experience. I miss them.
 
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