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by gryson
2626 days ago
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To add to this last comment, I would say that the entire point of early JRPGs was grinding. It was a simple formula: Go to new area -> grind -> level up, buy gear -> defeat boss -> go to new area Even in later 8-bit JRPGs such as Dragon Quest IV, that's pretty much all there was. Very minimal story/dialogue, rare puzzles ("get item A to proceed" type). Story was necessarily limited by the small ROM size. I find that grinding has an almost calming, meditative quality that sets JRPGs apart from action-based games that require a lot of focus. With recent JRPGs, the shift has been to lessen grinding and include a much larger emphasis on story and dialogue. The downside here for traditionalists is that more of the game is spent reading dialogue than fighting random battles. Does any of this reflect bad game design? I doubt it. I would say that the gameplay of DQIV is highly polished for its time. But you must approach it knowing what it is (a game of turn-based random battles) and what it is not (a game of rich story and dialogue). |
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