Feel free to disagree, since I know there are fans of the games I will mention below.
We have seen JRPGs in the past few year trying to utilize nostalgia in their marketing. I Am Setsuna, for example, directly compares itself to Chrono Trigger on its download page. To an extent, this is justified, since the game uses Chrono Trigger's battle system. However, as far as direct comparisons go, that seems to be the end. I didn't think of much of why this might be an issue at the time. But when the successor from the same studio, Lost Sphear, was released last month with a stricter critical and general reputation despite making decent improvements, a lot of thoughts clicked together for me... and I understand how Tokyo RPG Factory approaches game development.
To 'play like the classics' could mean a lot of things. In Lost Sphear's case, that meant taking ideas from various other RPGs and brewing them together regardless if it flowed well with the story, characters, or presentation.
Unfortunately, games are more than a list of mechanics. They need to be more than the sum of their parts. Tokyo RPG Factory seems to care more about what's being played rather than how it is being played. And contradictory to the very loose vision that is 'a game like the classics', this isn't very classical game design.
Right off the bat the player is introduced to numerous mechanics. These include Spritnite, Momentum, Sublimation skills/effects, Reflect/Counter, Artefacts, Vulcosuits, Food, and Upgrade. That's a lot of nouns, and many of these nouns can be outright ignored by the player as a gameplay element if they chose. This feels needlessly cluttered and could have been trimmed down a lot for a more fluid experience that benefits both the gameplay and the writing.
For example, Final Fantasy 6 was able to tie a lot of its gameplay, story, and characters together with a single noun. "Espers". This is done by considering how the noun worked in one department and using it to construct another part of the game.
Gameplay: Espers are able to allow characters to learn any magic they want by equipping the right esper for a number of battles.
Character: Tera is half-esper.
Gameplay: So she is able to learn some magic as she levels up naturally.
Story: The relationship between Espers and humans, and how Tera is a product of both and is a representative of both.
Character: Celes, who can also learn magic by leveling up, is a Magiknight who was infused with an esper.
Story: Kefka, the first Magiknight, but lost his sanity becoming one.
I feel like this cohesive efficiency is ignored for the sake of the illusion of depth through complexity. However, Depth is achieved by using the most out of what you currently have.
While I like Etrian Odyssey Untold 2, it has similar problems of layering mechanics on top of mechanics from previous entries in the series with little cohesion. Added classes function like existing ones (Sovereign and Troubadour). A completely new item type that can't be accessed through the menu is added for the sake of a cooking mechanic and said items are gained alongside items collected through normal means. And following the footsteps of Untold 1, a new dungeon is added that is completely segregated from the main dungeon. Outside of the bug fixes and rebalancing, I can't say these new mechanics make the game superior to the original.
So for anyone developing a game and were looking to get something out of this. Here's my advice: Don't add new mechanics to your game just because a game you liked had the same mechanic. Ask yourself "How does X element enhance the gameplay and story?". Challange yourself to do this with even genre staples like critical hit rates, linear weapon progression, or even the function of stats. Players do want games "like the classics" but they also want experiences they can't get elsewhere. If your game has to rely on another game for its identity, then there's nothing stopping the player from playing the predecessor instead.
I made this same mistake in my current game, Flip Dimensions. Early on, I wanted duel skills from Chrono Trigger for no other reason than because I thought the concept was cool. Years later, and it has added little to nothing to the gameplay, and I had to break the rules of the world to give the player more when they get a new party member.
Thanks for reading.
We have seen JRPGs in the past few year trying to utilize nostalgia in their marketing. I Am Setsuna, for example, directly compares itself to Chrono Trigger on its download page. To an extent, this is justified, since the game uses Chrono Trigger's battle system. However, as far as direct comparisons go, that seems to be the end. I didn't think of much of why this might be an issue at the time. But when the successor from the same studio, Lost Sphear, was released last month with a stricter critical and general reputation despite making decent improvements, a lot of thoughts clicked together for me... and I understand how Tokyo RPG Factory approaches game development.
To 'play like the classics' could mean a lot of things. In Lost Sphear's case, that meant taking ideas from various other RPGs and brewing them together regardless if it flowed well with the story, characters, or presentation.
Unfortunately, games are more than a list of mechanics. They need to be more than the sum of their parts. Tokyo RPG Factory seems to care more about what's being played rather than how it is being played. And contradictory to the very loose vision that is 'a game like the classics', this isn't very classical game design.
Right off the bat the player is introduced to numerous mechanics. These include Spritnite, Momentum, Sublimation skills/effects, Reflect/Counter, Artefacts, Vulcosuits, Food, and Upgrade. That's a lot of nouns, and many of these nouns can be outright ignored by the player as a gameplay element if they chose. This feels needlessly cluttered and could have been trimmed down a lot for a more fluid experience that benefits both the gameplay and the writing.
For example, Final Fantasy 6 was able to tie a lot of its gameplay, story, and characters together with a single noun. "Espers". This is done by considering how the noun worked in one department and using it to construct another part of the game.
Gameplay: Espers are able to allow characters to learn any magic they want by equipping the right esper for a number of battles.
Character: Tera is half-esper.
Gameplay: So she is able to learn some magic as she levels up naturally.
Story: The relationship between Espers and humans, and how Tera is a product of both and is a representative of both.
Character: Celes, who can also learn magic by leveling up, is a Magiknight who was infused with an esper.
Story: Kefka, the first Magiknight, but lost his sanity becoming one.
I feel like this cohesive efficiency is ignored for the sake of the illusion of depth through complexity. However, Depth is achieved by using the most out of what you currently have.
While I like Etrian Odyssey Untold 2, it has similar problems of layering mechanics on top of mechanics from previous entries in the series with little cohesion. Added classes function like existing ones (Sovereign and Troubadour). A completely new item type that can't be accessed through the menu is added for the sake of a cooking mechanic and said items are gained alongside items collected through normal means. And following the footsteps of Untold 1, a new dungeon is added that is completely segregated from the main dungeon. Outside of the bug fixes and rebalancing, I can't say these new mechanics make the game superior to the original.
So for anyone developing a game and were looking to get something out of this. Here's my advice: Don't add new mechanics to your game just because a game you liked had the same mechanic. Ask yourself "How does X element enhance the gameplay and story?". Challange yourself to do this with even genre staples like critical hit rates, linear weapon progression, or even the function of stats. Players do want games "like the classics" but they also want experiences they can't get elsewhere. If your game has to rely on another game for its identity, then there's nothing stopping the player from playing the predecessor instead.
I made this same mistake in my current game, Flip Dimensions. Early on, I wanted duel skills from Chrono Trigger for no other reason than because I thought the concept was cool. Years later, and it has added little to nothing to the gameplay, and I had to break the rules of the world to give the player more when they get a new party member.
Thanks for reading.
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