Tumgik
#this was before i fell really far back into the ff7 special interest
jackkel-dragon · 6 years
Text
Gearing Systems in RPGs and MMOs
So, after seeing some annoying complaints about a system I liked, I've decided to write a bit about how I feel about gearing systems in RPGs and MMOs. This might get a bit rambly.
To start with, I'm going to give an apparently unpopular opinion: I don't really like the way a lot of RPGs seem to handle player equipment. So many games try very hard to give the player a sense of progression through having their gear replaced every few levels. As many RPGs can trace their lineage back to Dungeons and Dragons, this sort of makes sense. D+D expects the player characters to start with hand-me-down mundane gear, upgrade to badass gear, then start to acquire magical items, and eventually find legendary equipment. It's not inherently a bad system, since you really can feel how powerful you're getting when you end up with a flaming magic sword after starting with a kitchen fork. But it's so exaggerated and overused in so many games that it's starting to grate on me quite a bit.
Here's the problem with how the system is used: in Dungeons and Dragons, a good DM will make you wait for your upgrades. Each boost to your power level will be felt. You don't go from a rusty sword to a magical flaming sword without noticing the effect. A mithril shirt will make previously challenging fights a breeze. But in so many RPGs, and particularly a lot of MMOs, there are so many mini-tiers that it's often not worth upgrading unless you get the items for free.
To give an example, let's use a game I actually like: Final Fantasy XIV. There's often at least one new piece of gear for a slot every 2-3 levels. Early on, you'll want every upgrade you can get, at least until your slots are filled. But after you hit about lv15 or lv20, it stops being cost-effective to keep yourself upgraded. Even gear from NPC vendors (usually the cheapest option) starts to cost thousands of gil per item. Earlier this week, I did a few dungeon runs with my lv62 class and ended up with 25k gil. I then bought half of a full set of gear for my lv30 crafting class and was left with under 500 gil. After selling the old gear, I had about a thousand on hand. Because of this huge money sink for gear, I usually allow my average gear level to sink as I level up, only using dungeon gear to upgrade until a class hits lv50 (when the base game's endgame gear becomes available, which uses a different currency that I have too much of).
This sort of over-complexity is even in single-player games, which I assume is based on the Diablo model. I have never played the Diablo games, but from what I understand the Borderlands series tends to do a similar thing with its loot. You'll get these named, special weapons from quests at one level, but within 3-5 levels those guns are utterly useless as anything other than vendor trash. Meanwhile, even the white/common guns that enemies drop will be better in that they at least hurt the enemies you fight.
This is all really frustrating to someone like me, who isn't interested in busting out a spreadsheet every thirty minutes to see which piece of gear will get me that +2% boost that I need. I understand the desire to use progression as a way to hook the player, but I don't want to be frustrated at needing to sell gear given to me by a character I like because "Rusty Mithril Axe" is five times better. (It doesn't help that, especially in MMOs, pre-endgame gear so often has really lame-sounding adjectives in the titles. It's not an Iron Sword, it's a "Mud-stained" Iron Sword.)
I could go more into what I dislike about this kind of progression, but I may have already lingered on that for too long. Instead, I'll give some examples of better progression ideas. Ones that I feel are less annoying to play and far more satisfying than the systems I mentioned above.
To start with, the system that made me start thinking of this topic: the gear upgrade system in Secret World Legends. While both versions of the game have flaws (and still haven't finished the Tokyo storyline that we were promised years ago...), the gear system of the reboot does not deserve the disdain I've seen for it. The original game, The Secret World, had a very standard MMO gear progression: you got random drops sometimes, dungeons had slightly better gear for their level, and you always had to be swapping out gear because nothing remained useful for long. SWL, on the other hand, keeps the random drops while adding a great twist: you use the otherwise vendor trash-y gear to upgrade your equipped gear. For instance, I have a Blood Magic Tome and a few spare weapons I don't use. I spend some anima shards (earned from quests and enemy kills) to consume those spare weapons to make my Tome more powerful. When a piece of gear hits max level, you can combine it with another item of the same type (also max level) to increase its rarity. You can do this until you hit max rarity. So unless you come across an item with a bonus effect you want to swap out for, you never have to hunt down new gear. You power up your weapon and talismans as you go. It's still a grind, like any MMO, but one that doesn't require luck and spreadsheets.
Going off that, there are a few other MMOs that dabbled with this idea, but either dropped it or didn't go far enough for my tastes. Lord of the Rings Online has a "Legendary Item" system, but it's a massive grind and time sink that is far more complex than it needs to be. Maybe it has improved since I last played, but the "Imbuing" system I read about in patch notes once only applied to the current expansion or later. It doesn't help that your legendary weapons really didn't feel that... legendary. You could carry 6-10 legendary items at a time (based on cash shop purchases), and you could only get the materials to upgrade legendary weapons from breaking down other legendaries. Which meant that every other monster you fought had a legendary weapon lodged in them. It'd be like if Bilbo or Frodo had Sting... and Sting 2. And Sting 3. And Sting Mk4. But not 5, because he broke that down for legendary fragments to make String Prime glow in the dark better. It was a cool idea that really fit with the setting, but fell apart under the weight of MMO gear mechanics. It felt like more of the same, only pretending not to be.
Another one that feels like a misstep to me is Final Fantasy XIV's relic system. Basically, each class can get a "Relic Weapon", an item that has a story behind it and must be reforged in a long quest chain. Except, because of the gear treadmill and power creep, it's actually pretty damn weak even for its own content. You have to do 4-5 very long quest chains to make it worth using, and it still becomes underpowered the moment a new patch comes out. Due to the obscene amount of effort to do each phase of the quest, a lot of players just ignore the whole system. Now, if the relic weapon were the only weapon after a certain part of the game, maybe that idea could work. But as things are, no one wants to do hours of questing to upgrade a single item when they could just pay some gil to a crafter or do a raid. And it's really too late to make the relic a mandatory system, because it would just piss off the people who skipped the relic at first.
Since the last two were more about systems that could have been cool, I'll mention a subsystem that I feel works well: gear modifcations. Whether it's Materia (FF7/FF14), Essence Gems (Jade Empire), or weapon mods (a lot of shooters), it always allows for a sense of progression and modifcation that doesn't cheapen the gear you're using from a story standpoint or (usually) get too complex and number-crunchy. It's easy to tell whether a +1 or +2 materia is better, and if you want to shuffle around which slots get which materia, you can. Given the choice between a game that gives me dozens of guns or dozens of scopes as loot, I'd probably go with the latter even if the overall system works the same way. In general, such a system gives more value to each piece of main gear (in story and gameplay terms) due to the multitude of mods you can add. For instance, Horizon: Zero Dawn mostly has 3 tiers of each weapon (aside from a few uniques), but you're constantly getting modifications you can slot into them.
Overall, here's my big point: It's fine to want to have gear progression as part of your RPG/MMO. It serves as a useful motivation to keep playing the game, to try to get the best setup possible. But when you flood the player with gear upgrades, after a certain point they will get overwhelmed or stop caring. In some types of games, this could easily be a death sentence. So, as a general rule, I'd strongly suggest RPG creators to space out the progression better, allowing the player to enjoy each tier before they move on to the next. This could even help with game longevity, as players feel more compelled to improve their equipment when they have a solid goal. (This is why most MMOs' endgame gearing is so addictive to some people: the goals are much more clear.)
Personally, I'd go a bit further. I want to see a true legendary item system in a game someday. It can be a single player game, if that makes it easier. I want to have a game where, instead of looting gradually better swords from each new enemy, I get something like Glamdring in the first third of the game. Maybe it's a new weapon that needs to be powered up, or an old weapon that has "gone to sleep" from disuse. But, as the item is used, it becomes more powerful and I can add new powers to it. (The closest I've seen to a system like this, aside from the ones I mentioned above, is the Neverwinter Nights module "Kingmaker". In that mod, your talking sword will get a new ability that you choose whenever you level up.) A lot of RPGs have a sort of power fantasy element, like how Dragon Age Inquisition lets you build a pseudo-nation from scratch. For me, my power fantasy would be the creation of this sort of legendary item. It would become a legacy of sorts, and in a game focused on this sort of system you could even have an epilogue where the legendary item is passed on to a new hero. (Like how Gandalf and Thorin found the elven blades in the troll den, and how Bilbo gave Sting to Frodo.)
At any rate, that's my personal opinion on RPG/MMO gearing. I doubt games will change much anytime soon, but I wanted to get some of it down while I was thinking about it. After seeing people complain that the gearing system in The Secret World was "so much better" than Secret World Legends, despite the former being so bland and annoying... I had to get down some of the issues I have with how people seem to think RPGs should look. But, going off what I've seen, I'm fairly certain I'm in the minority. So I'll probably continue my descent into focusing on story-based games and playing games I mostly dislike in order to get to the story.
Anyway, I hope anyone who got this far found something interesting in my ramblings. I didn't expect to write so much, so hopefully it's not as boring as some of the systems I decided to call out.
2 notes · View notes
leonawriter · 6 years
Text
To be fair, I first got into FF7 several years ago, around the same time when I got into Kingdom Hearts as a Thing, and it was all because of Puddor, who currently, I think, spends more of their time on roleplay blogs for Blue Exorcist and/or Squall Leonhart (there may be others/more) than their personal, haha.
I tend to pick up fandoms based on the special interests (and just plain interests) of my friends. So, from Puddor, I ended up watching through most of the Kingdom Hearts games, and although at first there'd been thoughts of watching them post up an actual voiced let’s play, when that fell through for whatever reason, I went off and found a no-commentary full (or not, as I’d later find out, since there was No Vincent, for shame) playthrough. 
For years that’d be that, even as much as I loved the characters and setting. I started onto FF8, but got about as far as Dullet before losing steam, because these games are damn long, and younger me didn't really have much context as to why my attention span was so damn fickle.
They also, by no actual fault of their own, made me interested in Ace Attorney, so you can blame them for that.
One of my biggest things going into a fandom, however, has always been ‘for better or worse, I’ll make up my own mind about this’, and... I don’t exactly think we’d probably see eye to eye on pairings. Sometimes because I’m just plain happy enough with canon, sometimes because I don’t even ship the character/s with anyone, and sometimes because that one pairing doesn’t do anything for me. But, hey. That’s fine. Everyone’s got their own thing, and I’m happy just to know who they are.
And that’s why I know FF7and bits of FF8 and only vague summaries about the rest of the FF-verse, and only that much because of KH and WoFF.
At some point I’m going to watch through the rest of Squall’s story, and when I do, I’m probably going to have his figure in my hands. Either the Dissidia one with a butt cape, or... the original game compliant play arts one that I just ordered off Amazon because the ones I saw on eBay made me wince either at the price (shipping & customs, if nothing else) or why can you not explain why one of his arms looks like it was pulled out and you can’t push it back in again, why.
All of which is why, no matter how well I may learn the other stories, Cloud’s my top favourite protagonist, closely followed by Squall, and yes, I am very biased on that.
4 notes · View notes
crystalnet · 7 years
Photo
Tumblr media
The Awkward 7th Gen of JRPGs and Mistwalker Games
Ah the seventh generation. The era in which, partly because of the actual state of gaming and partly because of unrelated circumstances, I fell out of love with games. It wasn't until the dust had cleared on the gen that I got back into this past-time and was able to appreciate and re-evaluate the generation by doing a bit of an autopsy on it once this long, strange gen had finally come to a close. The 7th gen seems troubled and problematic from the outset for a variety of reasons, but being a JRPG-centric blog, I'm going to specifically discuss the state of the JRPG during this gen. 
To very briefly summarize in a likely unacceptably reductive sense the prior generations in order to contextualize the seventh gen, the prior gen, (gen 6: dreamcast, ps2, gamecube, og xbox in that order) was what I would refer to as the bronze age of JRPGs if we are going to go by a condensed version of the generations of American comic books as a model. JRPGS had fully made the jump to full 3D graphics, began integrating voice-acting and had even feauted some titles that made the first major moves away from traditional turn-based or active-time-battle-esque combat systems, whether that meant leaning closer to the action-RPG genre or using MMO-esque semi-automated combat devoid of random encounters. 
That was a slightly awkward, growing-pains-ridden period that had, despite the odds, having some pretty strong titles. Still riding the hype and massive popularity/sales of games like FFVII, this specific genre was still a big deal at that point and hadn't quite begun its quick fade into obscurity which happened later in the first decade of the 21st century. The best JRPGs of this gen built on the success of their prior gen and examples include the solid to great FFX and universally hailed Persona 3 and 4, as well as Dragon Quest 8, just to name a few of the most well known  of several strong candidates. These games were about as strong as the best of the previous gen, while enjoying the advantage of much stronger graphical presentation, and potentially deeper systems. The PS1/Saturn generation had some really strong titles in this genre and for some this is easily the peak of the genre, but even if you’re partial to this one the most (which includes the run of FF7-9), you have to admit the graphical limitations led to these games being visually trapped between the more detailed graphics of the next gen and the clean-cut if limited pixel art of the SNES/genesis games (which are the golden age to PS1's silver). Indeed, the Cthonic era of JRPGS (NES/Master Drive and earlier) culminated in an explosion of inventiveness and refinement in games like Final Fantasy 4-6, Phantasy Star 4 and Chronos Trigger, all games that would become the actual gold standard of the genre.
And so without derailing much further, we thus have three straight generations of impressive and semi-consistent JRPGs and development of the genre. This would peter out significantly though, even before the 7th generation began, and the muted reaction to Final Fantasy XII, towards the end of the PS2's life-cycle may have marked a bit of a sea-change. As big, mainstream games like Halo and Call of Duty gained more and more momentum, I think more specialized and more-- for lack of a better term-- Japanese genres and institutions took a bit of a hit around this time. Developers wanted to cater the American and Global market and so big shooters and neu-platform open-worlds like Assassin's Creed had a lot more cache at the beginning of the 7th Gen. I also think that part of the problem was the question of what to do about turn-based combat. As technical possibilities opened up in gaming, the back-and-fourth of true turn-based combat that was previously expected from the genre began to feel more and more archaic. This was partly due to titles like Ocarina of Time or the several strong Action-JRPGs around the time making real-time combat seem like a viable option for deeper role-playing experiences. Alas, there was still a feeling, and for some there still is, that turn-based combat will always be the central tenet of the genre, and that real-time games just don't count. 
In fact, JRPG's themselves reflected the feeling that turn-based systems were passe by openly experimenting with it in the 6th gen. Games like FFXII and the Tales game, as well as Level 5's string of Action-RPGs all feature the depth of systems that RPGs of olden always offerered, while also featuring real-time combat or something close to it (Indeed FFXII featured the pseudo real-time of MMO-style combat, which would be the way forward for other franchises going forward. And so in a way the genre could be seen as undoing what it once was in order to adapt.
But where did that leave it by the time the 7th gen was underway? Well, it practically left it in absentia. This was about a decade after the massive and fortuitous success and sales figures of FFVII (which, considering, it was always strange to me that it sold so well in US. Was that evocative cover with the buster sword, and Cloud looking toward Midgar amidst a clean-white backdrop the sole marketing for that game?). Alas the landscape had thoroughly chanced, and this was before Skyrim would drop. There were over 3 years of 7th gen games before that mini game-changer was unleashed on the world, helping to shift any attention on the RPG that existed at that point in a westward direction. But certain sign-of-the-times moments were abound before this even, like the release of FFXIII to initially positive critic reception which quickly faded to very very scathing reception more generally, almost instantly after initial buzz wore off. What used to be the paragon of the genre had reduced said genre to a largely automated, overly-slick walking-and-fighting simulator, sending the reception of the genre down one long, linear hallway of death and despair. Now this specific gamer actually appreciated a lot of what that game did despite the hate, but I can't deny that the game sucked out a lot of the life of the genre in the way exploration, free-will and customization was either limited or entirely absent. The games a giant anime movie with tons and tons of successive fights. If you like the combat system, which imo was a valiant if slightly superficial riff on the active-turn-based systems of old, this might have been okay, but if you didn't-- and many don't-- then the game was nothing but endless cut-scenes and confusing lore. But hey it was gorgeous, and that's what this generation was all about right? Right...
The very Western focus on graphical prowess and polish was something Square Enix seemed to believe was an essential part of Final Fantasy, and so put more focus on that than, oh I don't know, having anything in the way of a single town or basically any exploration in that game. And this focus on graphics was kind of the story of the gen, save for Nintendo who defiantly snubbed their nose to processing power and went the way of innovation instead (innovation that largely did not include all that many JRPGs...). Speaking of Final Fantasy though, the once titan of the genre took another hit around the time this gen was about to begin when Sakaguchi, the OG creator, left Square to form Mistwalker Studios. This would be a hit for Square as far as many fans were concerned, and even a nail-in-the-coffin for some, but it also meant good things for the genre as a whole. Sakaguchi ostensibly left Square Enix in part due to the increased pressure that management was putting on the creatives there during the fall-out from Spirits Within’s financial failure-- their dalliance in Feautre Film- headed by Sakaguchi himself and the project which caused the company to briefly experience financial free-fall as they hemorrhaged money right up until FFX and Kingdom Hearts turned things around for them in a major way. But the damage was done, and projects at the company would be handled differently going forward. It is a bit ironic then, that Sakaguchi would go on to struggle with management at Nintendo while working on Last Story after returning to the company he previously had left along with Square when they refused to adopt CD-technology a decade prior. Last Story-- the game he made for the Wii-- would still come out as a brilliant answer to the dearth of the genre at the time, featuring inventive real-time combat that put a focus on positioning-based strategy.
Indeed some of the more promising games of this genre during the gen were developed by Mistwalker. Not all are perfect, but their third big effort in Last Story is quite good, and is still a unique and novel example of what combat could be in JRPG's going forward. Their first two games, Blue Dragon and Lost Odyssey, both had tried-and-true turn-based style combat, and felt a bit uninspired, if not unwelcome in a very dry stretch of time for the genre, the former's Toriyama-led art-style giving it the feeling of Dragon Quest 8 and Chrono Trigger. It didn't quite live up to those games, but Lost Odyssey is an interesting entry considering it gives us a glimpse into what FFXIII could have been in some alternate universe where Square stayed Square-Soft forever maybe. 
And so, weirdly, Sony takes a huge hit from Mistwalker's sheer existence, since all three of these games were released on 360 and Wii--consoles that basically had no JRPGs otherwise-- and to top it off, another one-time Sony loyalist Tetsuya Takahashi, who also having left Square earlier in the decade, went on to work on Xenoblade for the Wii, after previously doing the terrific Xenosaga trilogy on PS2. Alas, Sakaguchi and Takahashi may have singe-handedly kept the genre alive with their games, keeping the promise and magic of the golden age of JRPGs alive, if just barely (indeed, both of these men cut their teeth on classics like Final Fantasy 4 and Chrono Trigger). Meanwhile, Sony holds things down with only a couple big JRPGs, among which is Ni No Kuni, an excellent offering from Level-5 and Ghibli which is super solid and yet skews a bit young (as any Ghibli-related project reasonably should), alongside Nier, from the whacky Yoko Taro who had previously released uneven if cult-status-y JRPGs on previous Sony consoles in the form of the Drakengard games. And while Nier, Ni No Kuni, the Mistwalker games and Xenoblade are all solid to great JRPGs, they’re pretty much the extent of the genre this gen-- five measly games, all of which are spread across the three systems unevenly. Indeed, no single console this gen could stand on its own this gen when it came to this genre, with Sony being the old stand-by failing to deliver on that unless you just happened to really love the entire FFXIII trilogy.
  Things we could formerly rely on like Persona, SMT or Dragon Quest were either just straight up no-shows this gen, or were relegated to handhelds. There was Last Remnant on PS3 as well, and I haven't played it, but reception is mixed to negative. All of the other aforementioned games though offer solid experiences, with some sticking to their guns by way of old-school turn-based combat and a few others pushing ahead with new iterations of Active/Semi-Real Time systems (Last Story, Ni No Kuni, Xenoblade), and yet, they are simply too few and far between in number compared to the previous gen. This problem really dogged the entire gen, and was merely symptomatic of the darker turn gaming took around the time, and I'm glad to see things feel like they're headed in a better direction as of late. JRPGs are always the deepest games I play out of the various genres that I fuck with, so my estimation of a console's library is directly related to how many solid JRPGs there are. And while I love the Wii and PS3 overall for what the do offer, they come close to not having enough to offer based solely off their relatively skimpy JRPG offerings. Wii comes out on top for me based only on Xenoblade and Last Story, and sort of Muramasa and Zelda insofar as Vanilla Ware and Zelda games count, but even the freakin 360 might have a stronger offering than PS3, which is a serious problem. 
Luckily, I really do think things are on the up-and-up lately though, with smaller, retro-style JRPGs coming into vogue among other things, giving smaller developers wiggle room in terms of acceptable budget, and big franchises like Persona are finally thawing out of deep-freeze after being a no-count dring the previous gen (save for Catherine), while Final Fantasy and Square in general are enjoying a bit of a comeback (Nier Automata, Nioh and I Am Setsuna all in one year). Alas, Persona 5 showed up finally and just in time to universal acclaim, and the fact that it's a successful and truly turn-based JRPG with a decent budget and progressive, forward-thinking mechanics is very impressive in itself. I think Dark Souls was a bit of a beacon of light last gen, in the way that it showed how a Japanese dev could make a deep RPG in a style that was markedly different from more traditional action-JRPG style, while also drawing on western games like Skyrim in its approach. It seemed to bridge the gap between western and eastern-style RPGs and gave people a reason to hype Japanese RPG developers once again at a time when there were less reasons than ever before. I'm not a big Souls guy, but I really appreciate that it brought attention back to a dying genre at a crucial time. So despite this awkward generation's slightly lacking and inconclusive answer to the question: "what should JRPG's this gen be like?", things may finally be settling back into what just might be described as progress for a genre that some may have thought was down for the count. Perhaps it was a necessary awkward period that has allowed developers working in the genre some time to re-calibrate and reassess the landscape,
Now if only devs could figure out how to resuscitate the 3D platformer--Indeed, If JRPGs experienced a drought during last gen, then the 3D platformer went into a near permanent coma and was basically pronounced dead save for the big, mainline console Mario games that come out every 5-10 years. But that's a story for another day, for now, I still need to beat Persona 5 before Xenoblade 2 drops...
3 notes · View notes