I'm going to take a different approach for this thread, or at least post how I thought this thread was intending to ask before reading the comments.
These are things I that I either don't find inherently bad, just overdone. Or decent intentions that are misunderstood.
-Linear weapon power progression tied to the pacing of the plot.
The next town you visit in the story always conveniently has stronger weapons than the prior village and weaker weapons compared to the next village. The last town you visit will have, at the very least, the second-or-third best set of equipment you can possibly find in the game.
Some of the strongest weapons in the world. Casually sold in a shop.
I think it's a lost art in JRPGs to tie the power to a weapon with its rarity. This style isn't going to work for everything, but finding powerful weapons because you took the agency to look for them, either in a hidden dungeon or from a hard-to-find merchant, is a lot more memorable and rewarding than simply buying it from the local retail.
-Believing that because the battle system is unique, combat itself is unique.
You can create a dozen different ways for me to execute a basic attack command, but if that's all I'm doing in battles anyways nothing has been achieved from a game design standpoint.
Engaging combat is created by the variety and options of your personal skillset (mechanical depth) combating that of the enemy's (situational depth), any other battle mechanic is just the icing on the cake. If you struggle to make the default battle system interesting, especially with the aid of a few skill-based plugins, adding arbitrary rules isn't going to help.
-Healers
I would like to see more turn-based games that lack the typical healing classes (Cleric/Priest/Medic/etc). Their role in combat is very one-dimensional, but are still required for the sake of balance. I'm guilty of this myself, but it's because I did that I came to this conclusion: I don't find the concept of healers constantly using the 'heal-all' skill nearly every turn to keep the party afloat.
I think there are more ways to make it interesting (as long as the game itself is balanced around it). Healers that use TP so they can't spam it every turn, Healers that have to damage enemies to increase the power of their healing spells, or maybe lack a healer altogether and have the party members rely on consumables for healing (might be interesting if combined with other item-managements systems).
I'm not going to quite a game with standard healers... I wouldn't be playing any games otherwise, I just think the archetype has stagnated for over twenty years.
These are things I that I either don't find inherently bad, just overdone. Or decent intentions that are misunderstood.
-Linear weapon power progression tied to the pacing of the plot.
The next town you visit in the story always conveniently has stronger weapons than the prior village and weaker weapons compared to the next village. The last town you visit will have, at the very least, the second-or-third best set of equipment you can possibly find in the game.
Some of the strongest weapons in the world. Casually sold in a shop.
I think it's a lost art in JRPGs to tie the power to a weapon with its rarity. This style isn't going to work for everything, but finding powerful weapons because you took the agency to look for them, either in a hidden dungeon or from a hard-to-find merchant, is a lot more memorable and rewarding than simply buying it from the local retail.
-Believing that because the battle system is unique, combat itself is unique.
You can create a dozen different ways for me to execute a basic attack command, but if that's all I'm doing in battles anyways nothing has been achieved from a game design standpoint.
Engaging combat is created by the variety and options of your personal skillset (mechanical depth) combating that of the enemy's (situational depth), any other battle mechanic is just the icing on the cake. If you struggle to make the default battle system interesting, especially with the aid of a few skill-based plugins, adding arbitrary rules isn't going to help.
-Healers
I would like to see more turn-based games that lack the typical healing classes (Cleric/Priest/Medic/etc). Their role in combat is very one-dimensional, but are still required for the sake of balance. I'm guilty of this myself, but it's because I did that I came to this conclusion: I don't find the concept of healers constantly using the 'heal-all' skill nearly every turn to keep the party afloat.
I think there are more ways to make it interesting (as long as the game itself is balanced around it). Healers that use TP so they can't spam it every turn, Healers that have to damage enemies to increase the power of their healing spells, or maybe lack a healer altogether and have the party members rely on consumables for healing (might be interesting if combined with other item-managements systems).
I'm not going to quite a game with standard healers... I wouldn't be playing any games otherwise, I just think the archetype has stagnated for over twenty years.
