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.
My instinct is that they don't really let you directly control the character and explore the world. They aren't really as pick up and play in that regard.
Though there's no reason why a strategy RPG couldn't offer this mechanic.
'Players aren't smart enough to enjoy them' and 'they are boring' are both as reductive as each other. It's alright to just admit that some genres have wider appeal than others, with the top-selling games having been action-heavy for a very long time. Most players seem to prefer direct control of a single unit and immediate or fairly quick payoffs, rather than setups that don't reveal failure or victory until anything up to an hour later, which is why I think the 'lack of immediacy' argument holds more water than 'boring' or 'requires intelligence'.People are usually too thick for that level of thinking.
Divinity being the next logical leap? We have had cRPGs like it for decades.Do you consider Divinity in this category or just FFT style games? I always thought Divinity was the next logical leap for srpgs. It's the best of both worlds.
People are usually too thick for that level of thinking.
Because thinking is hard.
SRPGs require an attention span unfortunately
Too complex and intelectually demanding for many.
SRPGs commit the single, inexcusable action that is absolutely prohibited in regards of mainstream gaming.
Make people think about their actions.
That's a lot of hubris for beating a Fire EmblemBecause they require thinking.
I found the narrative side of Banner Saga, with its tough decisions and consequences, meant that I was far more invested in the story and characters and wanted to protect my units more than any Fire Emblem or Xcom campaign. However, I did find the battles a little basic. As a package though, it was a breath of fresh air, as much as I can knock the battle system afterwards, while I was playing I was really invested in it and couldn't put it down, that's the thing I really remember about it. I find that a lot with RPGs, where the mechanics aren't really doing it for me but I'll persevere if the narrative draws me in, and vice versa.Banner saga is fuxking glorious
I think SRPG series suffer heavily in the 'opportunity cost' decision when upper management at a publisher looks at what projects to fund. They pretty much have a harsh cap on the upper limit of sales, which isn't what any publisher wants to hear right now when their mobile games in the same franchise rake in the cash week in, week out, and the mainline JRPGs have a wider appeal.Speaking of SRPG....what is the team that did Tactics Ogre PSP and War of the Lions up to nowadays?
Is the FFT series dead? Is Ogre Battle dead?
Damn...this is an incredibly accurate observation. I love srpgs and loath baseball and your statement really hit home with me.They are the baseball of video game genres. It takes a love of statistics and a lot of patience to get into them.
Speaking of SRPG....what is the team that did Tactics Ogre PSP and War of the Lions up to nowadays?
Is the FFT series dead? Is Ogre Battle dead?
I think the answer to this is simply because they aren't made. Can't sell what isn't in the market. FFT sold over a million on the PS1 in Japan alone. Yet there was never a FFT2 and all subsequent S-E tactical games were on portables. Same with Front Mission.
Valkyria sold well on the PS3 too, yet they went portable and killed the franchise outside of Japan. X-Com does pretty well on PC and consoles as well.
I would love a Final Fantasy Tactics like Shadowrun in that sense. You have a world and map you can run around and explore but when you run into combat, it becomes a grid based SRPG.I feel that there is a push towards action gameplay than slower, more methodical thought out strategies. SRPGs are almost like a puzzle where you need to know how to play your pieces on each board to get to the next. A lot of the JRPGs are also turning more towards the action or flashier combat.
Also, the more characters (player, enemy and guests) on the map the longer that map will likely take. This can get incredibly draining. I remember going into a random encounter in Tactics Ogre LUCT against about 8 or 10 Octopi. They had huge health pools and were resistent to most of my attacks. They had a massive area attack that did huge amounts of damage... I could win but it wasn't worth the time so I fled.
I also think most players don't enjoy the feeling of loss and losing. Many SRPGs have perma deaths on some units or you often leave a unit for dead/sacrifice. One bad move could be disastrous. Or when you gamble and lose against RNG. This just seems like it'll lead to frustration for most.
![]()
As for SRPGs in general. I think the blend of RPG with tactical turn based combat (map positioning, attacking, attack directions, attack of opportunities and other such features) are a great mix. See Valkyrie Chronicles & Shadowrun. While combat is the weakest part of Shadowrun, one must wonder what could be if it was more fleshed out and generally better.
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.
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.
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 save for a few exceptions
That's a lot of hubris for beating a Fire Emblem
After how good Battle Brothers was, I'm even more excited for their next game. Looks like they're doing sci-fi mercenaries. And legsXCOM 2 seems to be pretty well popular. 1.6m on Steamspy.
I think it's because they're slow burn. I'm a big fan of the genre and I go through spells where I can't muster up any interest in playing a 15-25 minute single battle, and then wait 10-15 mins for another one.
Battle Brothers is a wonderful little game, and a great example of an EA project that was executed intelligently.
This thread
Most involve long battles that can unravel quickly if you make a mistake and need to start from the very beginning. I've frequently sacrificed 30-60 mins of playtime in the past.
So I usually avoid them now. I value my time more now than when I was younger.
Echoing this. The reward loop sucks. Play for 30-60 minutes, win, get a few rewards. Play for 30-60 minutes, lose, reset and try again. In JRPGs and WRPGs, the playtime to reward payout is much tighter. And the punishment for losing is much more lenient.
That, and SRPGs can be really fiddly. Lots of menus per turn.
Overall, not enough return for my time and energy.
As for SRPGs in general. I think the blend of RPG with tactical turn based combat (map positioning, attacking, attack directions, attack of opportunities and other such features) are a great mix. See Valkyrie Chronicles & Shadowrun. While combat is the weakest part of Shadowrun, one must wonder what could be if it was more fleshed out and generally better.
I did enjoy and finish both Metal Gear Ac!d games though, and I've played a good chunk of Steamworld Heist, which are simpler, quicker twists on strategy games.Next Fire Emblem to have waifus AND loot boxes.
My instinct is that they don't really let you directly control the character and explore the world. They aren't really as pick up and play in that regard.
Though there's no reason why a strategy RPG couldn't offer this mechanic.
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.
God I miss them. No SRPG has come close to those imo. I still don't know why the formula hasn't been copied.
Been playing this recently. The amount of menus you have to constantly go in and out of to weigh your options for a single unit's best class/skill/equipment combination for the current map is kind of ridiculous.Loved Wild Arms XF, but I think the micromanaging & need to switch up classes for specific battles drove a lot of people away. Reviews that complained about the game needing actual strategy were laughable but I will admit that some aspects were clunkier than they should have been (like having to re-equip everything whenever you switch classes which is something that happens frequently).
My personal guess is that to be more popular, SRPGs need to be faster-paced AND be more than just combat + story segments. Add some exploration like Shining Force or some dating sim stuff like the newer Fire Emblems.
Do you consider Divinity in this category or just FFT style games? I always thought Divinity was the next logical leap for srpgs. It's the best of both worlds.
This thread
Please, you all know SRPGs fans are a bunch of chronic savescummers.
Only the filthy casuals not playing on Ironman.
Please, you all know SRPGs fans are a bunch of chronic savescummers.