finalark
SNORLAX
This is something that has been bothering me for a while, and now I'm going to vomit my thoughts out onto a public fourm devoted to video game discussion for all to see.
I'm going to start by saying that I love JRPGs. Sure, I enjoy fighting games, horror games and some platformers (mostly Sonic DK games) but nothing quite does it for me as much as melodramatic overdressed manga archetypes standing in a row taking turns whacking each other. Given that I've been hooked on the genre ever since I discovered Final Fantasy as a kid this should come as no surprise. Truthfully I say unto you that I love JRPGs.
I just really wish these games weren't so damn long.
Now let me get one thing strait, I don't have anything against long games. As a matter of fact, if your game can keep me entertained for 100+ hours then you deserve a round of applause. Unfortunately, most games can't. When I was younger, this really wasn't an issue. I would make an excuse about being an adult and having responsibilities, but I think it has less to do with me not having as much free time and more with me getting significantly less patient as I age.
I have no idea at what point it was decided that JRPGs are "supposed to be" long. I don't think I could ever pinpoint it. The first Dragon Quest is only about ten hours long while the first Final Fantasy is in the neighborhood of fifteen or so. The former is what some research on the net has told me (I never could get into DQ. That's heresy in some circles, I know). The latter is from extensive personal experience. Regardless, play time ramped up significantly for both DQII (around 20 hours) and FFII (around 25). Next thing you know, we're in the SNES era with both DQV and FFIV clocking in at around 30 hours.
So yeah, JRPGs became long. This isn't necessarily a bad thing. I'd rather pay $60 for a game I know will last me for several weeks rather than one that I'll be done with by the end of the weekend. But this is a double edged sword, it never occurred to me in my childhood but now I'm really starting to notice that most JRPGs are really, really padded out entirely because they're expected to be long. What really brought this to my attention was when my play through of Chrono Cross came to a grinding halt when I suddenly had to go find the sixplot devices dragon relics. I really wasn't enjoying the game as it was, and throwing tedious, momentum killing padding at me was enough for me to abort my play through.
Thinking back, I've playing a lot of RPGs that are filled with padding that exists to bump up a thirty hour game to a forty, fifty or even sixty hour game. Let's take Final Fantasy IV for example. There eventually comes a point where you're about to storm the main antagonist's tower and reclaim your lady friend. The entire world map has been explored, most of your party members have died heroic deaths (unless you're Edward) and the stage is set for one final showdown with the traitorous Kain and his evil master Golbez. Suddenly, you find out that you can't win and that there are four more crystals hidden deep underground, opening up a whole new map to explore. When I was eleven, this was a brilliant twist. When I replayed the game in high school, it was pretty apparent that someone at Square said, "****, its too short. Just keep BSing things until we get at least twenty more hours into the game."
At least FFIV is still enjoyable after that point. As mentioned above, Chrono Cross is a case where arbitrary padding made me quit a play through. I actually had a similar issue when revisiting Tales of Symphonia, but at least I liked that game enough to see it through to the end. Even if I verbally said, "Who the hell is Pietro?" when the game railed me into helping out some NPC who had long faded from my memory but my party kept insisting was super important before I could hit the Tower of Salvation. Small rant aside, a JRPG doesn't have to be long to be good. Case and point, Chrono Cross' predecessor: Chrono Trigger.
Chrono Trigger is near universally considered a classic of the genre. And yet it can be finished in fifteen to twenty hours, even on your first play through. The game has virtually no padding, all encounters are preset, the game is tightly written and plotted and it never loses your attention. And all in twenty hours. Making a good JRPG isn't about length, it's about the how the game comes together as a whole. I haven't played Chrono Trigger since I was eleven years old (that's ten years ago, by the by) and yet remember every party member by name, could name my favorite pieces of music in the game and could easily splurge about my favorite parts of the game. Even now I still have a crystal clear memory of storming Magus' castle with Luca and Frog. All of this was accomplished in a brief, twenty hour RPG. Compare this to Star Ocean: The Second Story and Star Ocean: Til the End of Time. The first of which I played around the same time as CT and the latter when I was a bit older. Despite the fact that both of those games took about forty hours to complete I couldn't give you the name of a single character nor could I accurate describe any of the events that transpired in either ones of those titles.
Well, except for the fact that both games never had the courage to be actual sci-fi RPGs and Til the End of Time's purpose-negating ending, but that's besides the point.
In conclusion, I'll restate that JRPGs being long isn't an inherently bad thing. When I beat Persona 4 I was legitimately surprised to see it took my seventy five hours, it genuinely only felt like thirty or forty. You could argue that the game had a lot of padding and cinematics that had little to do with the actual story, but it all came together so perfectly that I never felt like the game was dragging. I really wish JRPG devs would figure that out -- it's okay if your game isn't all that long. If what's there is good then there's no reason to drag it down with needless padding just for the sake of turning a thirty hour game into a fifty hour one.
This was really long and I doubt anyone will read it, but it's food for thought.
I'm going to start by saying that I love JRPGs. Sure, I enjoy fighting games, horror games and some platformers (mostly Sonic DK games) but nothing quite does it for me as much as melodramatic overdressed manga archetypes standing in a row taking turns whacking each other. Given that I've been hooked on the genre ever since I discovered Final Fantasy as a kid this should come as no surprise. Truthfully I say unto you that I love JRPGs.
I just really wish these games weren't so damn long.
Now let me get one thing strait, I don't have anything against long games. As a matter of fact, if your game can keep me entertained for 100+ hours then you deserve a round of applause. Unfortunately, most games can't. When I was younger, this really wasn't an issue. I would make an excuse about being an adult and having responsibilities, but I think it has less to do with me not having as much free time and more with me getting significantly less patient as I age.
I have no idea at what point it was decided that JRPGs are "supposed to be" long. I don't think I could ever pinpoint it. The first Dragon Quest is only about ten hours long while the first Final Fantasy is in the neighborhood of fifteen or so. The former is what some research on the net has told me (I never could get into DQ. That's heresy in some circles, I know). The latter is from extensive personal experience. Regardless, play time ramped up significantly for both DQII (around 20 hours) and FFII (around 25). Next thing you know, we're in the SNES era with both DQV and FFIV clocking in at around 30 hours.
So yeah, JRPGs became long. This isn't necessarily a bad thing. I'd rather pay $60 for a game I know will last me for several weeks rather than one that I'll be done with by the end of the weekend. But this is a double edged sword, it never occurred to me in my childhood but now I'm really starting to notice that most JRPGs are really, really padded out entirely because they're expected to be long. What really brought this to my attention was when my play through of Chrono Cross came to a grinding halt when I suddenly had to go find the six
Thinking back, I've playing a lot of RPGs that are filled with padding that exists to bump up a thirty hour game to a forty, fifty or even sixty hour game. Let's take Final Fantasy IV for example. There eventually comes a point where you're about to storm the main antagonist's tower and reclaim your lady friend. The entire world map has been explored, most of your party members have died heroic deaths (unless you're Edward) and the stage is set for one final showdown with the traitorous Kain and his evil master Golbez. Suddenly, you find out that you can't win and that there are four more crystals hidden deep underground, opening up a whole new map to explore. When I was eleven, this was a brilliant twist. When I replayed the game in high school, it was pretty apparent that someone at Square said, "****, its too short. Just keep BSing things until we get at least twenty more hours into the game."
At least FFIV is still enjoyable after that point. As mentioned above, Chrono Cross is a case where arbitrary padding made me quit a play through. I actually had a similar issue when revisiting Tales of Symphonia, but at least I liked that game enough to see it through to the end. Even if I verbally said, "Who the hell is Pietro?" when the game railed me into helping out some NPC who had long faded from my memory but my party kept insisting was super important before I could hit the Tower of Salvation. Small rant aside, a JRPG doesn't have to be long to be good. Case and point, Chrono Cross' predecessor: Chrono Trigger.
Chrono Trigger is near universally considered a classic of the genre. And yet it can be finished in fifteen to twenty hours, even on your first play through. The game has virtually no padding, all encounters are preset, the game is tightly written and plotted and it never loses your attention. And all in twenty hours. Making a good JRPG isn't about length, it's about the how the game comes together as a whole. I haven't played Chrono Trigger since I was eleven years old (that's ten years ago, by the by) and yet remember every party member by name, could name my favorite pieces of music in the game and could easily splurge about my favorite parts of the game. Even now I still have a crystal clear memory of storming Magus' castle with Luca and Frog. All of this was accomplished in a brief, twenty hour RPG. Compare this to Star Ocean: The Second Story and Star Ocean: Til the End of Time. The first of which I played around the same time as CT and the latter when I was a bit older. Despite the fact that both of those games took about forty hours to complete I couldn't give you the name of a single character nor could I accurate describe any of the events that transpired in either ones of those titles.
Well, except for the fact that both games never had the courage to be actual sci-fi RPGs and Til the End of Time's purpose-negating ending, but that's besides the point.
In conclusion, I'll restate that JRPGs being long isn't an inherently bad thing. When I beat Persona 4 I was legitimately surprised to see it took my seventy five hours, it genuinely only felt like thirty or forty. You could argue that the game had a lot of padding and cinematics that had little to do with the actual story, but it all came together so perfectly that I never felt like the game was dragging. I really wish JRPG devs would figure that out -- it's okay if your game isn't all that long. If what's there is good then there's no reason to drag it down with needless padding just for the sake of turning a thirty hour game into a fifty hour one.
This was really long and I doubt anyone will read it, but it's food for thought.
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