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A Skyrim traditional RPG

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Do you think it'd be possible for a tradtional rpg (Final fantasy, Persona, Dragon quest) version of Skyrim to do well?

For one thing, You'd have to get used to the fact that every 5 steps and BAM! you're in a random battle....again.Id imagine battles wouldnt be as intense and even as much fun.For me, Its more fun being in the action then flipping through menus and waiting turns to attack.But I also know some people who like the idea of tactical RPG's and traditional RPG's better because its NOT as intense and they have time to think.

So what do guys think below?

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What is "traditional RPG" ? You do know Elder Scrolls franchise exists since Arena, released in 1994? 

 

Skyrim is hardly "non-traditional" and it's a mold for what you can consider western RPGs.

 

Now, if you mean JRPG based on Elder Scrolls, I don't know, I doubt TES players like JRPGs much.

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Do you think it'd be possible for a tradtional rpg (Final fantasy, Persona, Dragon quest) version of Skyrim to do well?


Anything is possible except time travel to the past and the Star Trek holodeck. I assume by "do well" you mean "make good money" -- but on what kind of scale? Like GTA V money, or Angry Birds money?

This question seems more like a business question than a game design question, don't you think? Edited by Tom Sloper

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What is "traditional RPG" ? You do know Elder Scrolls franchise exists since Arena, released in 1994? 

 

Skyrim is hardly "non-traditional" and it's a mold for what you can consider western RPGs.

 

Now, if you mean JRPG based on Elder Scrolls, I don't know, I doubt TES players like JRPGs much.

 

I think jRPG is what he meant by traditional.

 

There are a lot of different ways the two similar genres can be brought together, and some of the ways might work well.

 

Would it sell well? That's an unknown - we're stepping into the realm of speculation with that question. Why would people buy this game instead of Skyrim?

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I think jRPGs and wRPGs (western-RPGs) are meant for different experiences. jRPGs tell a story, and a lot of them do this really well. Final Fantasy, Chrono Trigger, etc., have all focused on telling the story that they wanted to tell. Is the combat engaging? Sometimes, but it's a limited system. (In Final Fantasy 7, I felt that the meta-combat (combining materia to make more-viable spells) was more entertaining than the menu-driven actual-combat). Most importantly, it's a story about a character.

 

This is in stark contrast to wRPGs, which tend to tell a story about you, or the open-world style games where you tell the story. The combat tends to be more engaging (debatable, obviously), but the story is limited by the open-world-ness, if that's a mechanic, or by engaging the player in the story that is about them (this isn't impossible, it just tends to be done poorly, I think).

 

jRPGs often have an open-world component (most FF games once you get the airship), but it's a relatively small component and really serves one purpose: getting everything you missed. 

 

I think that trying to combine these genres, based on their strengths and weaknesses, is going to make for a pretty weak game (though I'm very often wrong). 

 

A lot of this was inspired by the Extra Credits videos; these are not all my ideas.

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