Even though I haven't played JPRGs, I like this write up about JPRGs:
http://www.brainygamer.com/the_brain...y-we-jrpg.html
Quote:
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The more a game exposes its systems to me, the more possibilities I see to fully invest myself in that experience. Many of these systems could be simplified or automated, but I often don’t want that. I like to lift the hood and work on the motor myself. I want to drive my own way and feel the engine propelling me.
This is what the best JRPGs do. They let us feel the power and responsiveness of their systems, and they give us fun-to-use tools to access those systems. Complexity is a welcome trait in a game that encourages me to skillfully exploit its systems. For many of us, this is the real allure of gaming across genres. It’s why assiduously avoiding “spoilers” has never really made sense to me.
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I can understand that comment. Myself, I love turn-based games. I love detailed systems. I don't like it to be hidden, either. Love to see the numbers and patterns so I can figure them out on my own.
Jagged Alliance 2 is a great example of a game I mostly like. It's turn-based. It's a mix of strategy and tactics and roleplaying. Seems like an unworkable mixture, but it works for me. The only thing I don't like about the game is when you're faced with overwhelming odds and there's no escape. For example, in one of my games I was moving around from sector to sector and suddenly the combat window pops up and I can either click on auto or manual. Since I wanted to increase my odds of winning, I clicked on manual. In any case, that particular sector is where the cat family is. In two turns they murdered me. There was no way to survive. Now, I like there to be overwhelming odds, but I want some kind of warning. I don't care if I have to use strategy or tactics to get that warning, but I want a warning. I had none and lost all my guys in that squad.
(I'll confess that when I played JA2 I was not reloading save games and it was hard difficulty. So in this instance I can't blame JA2 since it was developed around the idea of save scumming.)
I hate games that're stripped down and focus on story or fast action too much. I like to get lost. I like to be out on my own and have to find out where I am. I don't want to be kept from being able to fail. For example, a lot of online RPGs prevent you from running/jumping off cliffs. Or they'll make sure you can't stumble on pitfalls. So it's technically safe. I hate save scumming (a tactic in old-school single player games to redo something in order to win), but I don't like too much safety. Failing is part of the experience. It shouldn't be kept out.
There're a lot of other things to say. I hate linear games that tell me where to go and what to do. I hate grinding. Thing is, I like some things that others don't. For example, some people absolutely will not accept being forced to explore or not having a map or having too many enemies to kill before the next story advancement. They won't accept harsh penalties. But those things are fine with me, as long as it's not too grindy and not every combat encounter is the same.
Bottom line, as long as things aren't excessively repetitive and linear, I usually can find a reason to like it. But too much story or action or repetition usually turns me off and I stop playing.
When I say action, what I mean is fps-like action. FPS games do indeed have some tactics going on. But a lot of what makes them fun is the competition between players and the natural skill of aiming and moving effectively. I used to play Quake 2, for example. We would use a special slingshot-like series of jumps and it required a lot of practice to get it right. And there's also the satisfaction when you learn a map well and do better as a result. Then you join a clan or a group of other players and can do large competitions with other clans. All of this is more of an adrenaline kind of fun. MY kind of fun - that I'm talking about in this post - is more tactical-oriented. This is why I like turn-based combat. It's more methodical and thus slower-paced. It requires more careful thought. Not everybody has the patience for this sort of thing. It's detail-intensive.
But again... fps games still have tactics. One example? I was running up a stairwell and a guy was pursuing me. We were the last 2 players on hte map. I threw a grenade in front of me (i did not turn around - woudl waste time) and it rebounded off the wall and fell back behind me in the direction of my pursuer. I turned the corner to avoid the blast and it killed him. That was a genuine tactic and it worked real well.