As a reference:
I've always been a big fan of the snes-era RPGs and thought about creating a series of discussions based around the flaws of the genre and how they could be assessed.
The discussion itself should be based around the topic that has been selected for that week (obviously).
Feel free to discuss either:
- The Problem (helping identify the root cause of why this isn't fun)
- The Solutions (either games you know who have found a workaround, or ideas of your own)
Whatever you feel like discussing here, please make sure that you add sufficient explanation/arguments to your logic as I take this intellectual exercise seriously and believe others will too.
This week's topic: Exploration.
I really wanted to get away from the strategical aspect of the game this week. We've delved a lot into combat mechanics but I wanted to have a look at pacing from a different perspective.
An often forgotten, but large aspect of RPGs is exploration.
Most of the time, this is done by sequencing fighting and movement segments, but let's take away the fighting from the equation this week if possible.
The basic question here is how do you make the exploration facet of the game fun?
In real-time RPGs or adventure games, jumping, swimming, grapling, etc add to the game, because as everything is real time, these actions are performed while threatened by other elements (Zelda: A Link to the past and Castlevania: Symphony of the Night are good examples of this). These generally translate poorly into exploration mechanics (Mystic Quests kind of prooved that point with lame jumping and bombing).
So once again, how can we make exploration a fun aspect of a jRPG?
Edited by Orymus3, 13 July 2012 - 12:16 PM.