The Computer Role Playing Game is, for fans of fantasy, science fiction,
stat crunching, or character building, an interactive love letter. It
allows them not just to experience a lush setting and cast of
characters, but to interact with the game world and sometimes alter or
discover the plot in their own way. It enables them to choose from a
variety of classes, stats, and party members to create devastating
combinations that will ensure their victory- a victory that they would
want to see. This genre has had different phases with different popular
franchises, and new names emerge as the industry progresses and changes.
But there are plenty of mediocre and downright bad entries, as well.
I'll cite some of them soon, but I'd like to discuss a difficult
trapping of these types of games.
The
ideal circumstance is this- early in the game, the player is encouraged
to meet Lao, AKA Space Dunban, at the entrance to Noctilum, the "canon"
second region players should uncover. At this point, even attempting to
traverse and map all of Primordia is a challenge, so meeting him here
is a bit of an exciting moment- it's also the first time you
"canonically" receive a fourth member for your party. The objective is
to get about one-third through Noctilum to a certain objective. If the
player hasn't explored this region yet, they are treated to new enemies,
a claustrophobic, dense forest, and lovely visuals that they have never
seen before, and are recommended to choose a fork in a path to get
where they need to go. If the player has already explored this area,
none of this has any impact on them. Indeed, as the story progresses,
the missions drop players in a certain space where they await a boss,
With the amount of item and exploration-base questing you do in XCX,
it's likely you have discovered the areas in which you will have a
story-based quest objective. While XCX does have several moments in
which dungeon design is implemented, it's very few and far between, and
it's often in caves, which rarely feature in story segments.
So what are some good examples of organic grinding? What are some bad examples? Well, that depends- there's some games that use grinding as content, but there ARE other forms of content in a JRPG, which we'll be discussing in the future. Things like dungeon design and boss design, for example. Also, this post is long enough, and it only contains TWO definitions for terminology we'll be using in the future. So let's leave off for now and come back in a bit, when we can answer that question a bit more thoroughly.
I just recently revisited the science-fiction epic
Xenoblade Chronicles X, the sequel to the critically acclaimed Xenoblade
Chronicles. While the first entry in this series (which may or may not
continue) was story-focused, Its large environments and healthy amount
of side quests allowed the player to divert their attention from the
narrative in order to explore. However, the sequel emphasizes the idea
of exploration and discovery with its narrative, encouraging players to
complete side quests in order to progress the story. While the first
title had an impressive world (especially for the Wii), Xenoblade
Chronicles X is absolutely massive, to the point where you still feel
dwarfed by it while driving a Skell three times your size. Mira is a
place ripe for exploration, and if the game's progression were centered
around simply exploring, one could still sick upwards of 60-80 hours
attempting to do so.
But XCX's
critical flaw is that the busywork doesn't really feel all that
rewarding. While some quests are simple enough in objective (and benefit
from the enhanced fast-travel system) and others have deep plotlines
that are engaging, bizarre, and enjoyable, the vast majority are
insurmountable upon receipt because of their level requirements (or
other prerequisites), or are just plain tedious. Now, this isn't a
problem with most games in the genre- while some have quests that
encourage the player to "slay x beasts" or "obtain x material," they are
relatively scarce because of their dull nature. Others create
subsystems to surmount rare drop hunts (XCX has a system itself, though
it's entirely too reliant on the "soft online" features). But XCX is,
well, as close to an MMORPG without actually being one as a JRPG could
possibly get. While some noted the original Xenoblade possessed some of
the same qualities, XCX has taken it to a greater degree, and while the
game streamlines some of the clunkier aspects of its predecessor, it
still manages to drag in other ways.
Which
brings us to this week's subject- progression. As mentioned
before, XCX requires certain subquests or amounts of subquesting to be
completed before the story can progress. This means both in the main
narrative and side-plots, as well. While some of these requirements
aren't very high, they cannot be completed without some amount of
busywork being done. This is a major flaw, however, when a player wants
to move forward, only to be gated by something they had no knowledge of
having to complete beforehand. The game allows the player to see what
they have done in preparation for the next chapter (granted, there's
only one instance of this in XCX, but other franchises commit this sin a
bit more often), but not for those even further down the road, which
may require a completely different type of prerequisite. Now, this is a
flaw of a quest-based JRPG, and XCX is a wrinkle on the foundations
established in Xenoblade Chronicles, which was by no means perfect. But
even that game had a better method of story progression than its
predecessor, which is an upsetting thought.
This
is merely one example, of course, but JRPGs have struggled with story
progression ever since their inception. Whether it was the ambiguity
that came with more simplistic hardware or the straightforwardness of
quest markets, JRPGs are not perfect when it comes to balancing story
and gameplay. Of course, when a genre relies so heavily on character
progression, it is important to feel that a character has, well,
progressed before tackling the next part of their journey. Yet, there is
the idea of grinding in JRPGs, and all RPGs in general, that can so
easily be leaned upon when approaching the story. Grinding originally
applied to racking up experience from mobs, or enemy characters, in
order to become strong enough to easily surmount the task at hand. But
in this article, and in the future, we'll be referring to two different
forms of grinding- organic and artificial. Organic grinding is the
experience the game developers force you to accrue because of thoughtful
game design, while artificial grinding is done in addition to this for
no other reason than to lighten the burden on the player or subvert the
difficulty spikes.
For example-
organic grinding occurs when the developers design a dungeon filled with
enemies before a boss, as well as bosses, minibosses, and any sort of
scripted encounters. Organic grinding often goes hand-in-hand with story
progression.
On the other hand,
artificial grinding is going out into the field in order to boost
experience with no other objective than character progression. However,
developers can create optional content that requires artificial
grinding, such as material hunts or monster capturing.
Wait
a minute- that doesn't sound right. If a game developer makes you grind
for materials in order to make a weapon that's required for story
progression, is that organic or artificial? The objective is character
progression necessary for story progression! Well, it might seem
complicated, but that's because you're using the universal term rather
than these two that we have established. Experience gained that is
necessary for story progression is organic- experience that is not is
artificial. But grinding for a random drop is, quite simply, not
thoughtful game design. It is artificial by nature. Some people swear by
the artificial grind of RPGs, and that is okay. As we'll be discussing
in the future, if a grind is enjoyable enough, it won't actually feel
that much like grinding. But when we talk about having to progress
through a dungeon, getting to the end, and facing a boss- that is a
conscious, planned effort to make the player gain experience while also
exploring, learning more about the world, and ultimately progressing the
narrative.
However, when there
is no thought put into gaining experience, that is artificial. A better
set of equipment might make your next boss battle easier to overcome,
but it's not necessary. With certain types of JRPGs, you see artificial
grinding taking the place of thoughtful game design. In the example of
XCX, some of the quests I had to do required me to "kill x amount of
monsters," as others required prerequisites, which would raise the
amount of exploration I had done for an area. While those are
potentially optional, the jump in difficulty between chapters requires
grinding, which can be done via quests. If these quests are specifically tailored for a certain level, then they are organic, if they are not scaled or designed for the player's current level, they are artificial.
The
main issue with XCX's quest design is the implementation of its fast-travel system,
which was originally a precious gift in its predecessor. The reason for
this was because it allowed players to easily return to places they had
"pushed" towards, and given the linear design of the environments, the
player was forced to fight enemies along the way. Thoughtful game
design. However, exploration in XCX allows players to fast travel to
many different places they have already seen. Thus, when a chapter
begins in a place the player has already explored, they can simply warp
straight to it- there is no progression to a point. If a player hasn't
explored to that area, they might have an opportunity to do so. However,
the emphasis on, and sometimes mandatory, exploration means that, more
than likely, players will have explored to certain points, especially as
they receive the tools that broaden their exploration capabilities.
Likewise, with the fast-travel and quest systems, the player is given
the incentive to quickly hop from one location to the next. This results
in a disjointed experience that doesn't really help story progression.
So what are some good examples of organic grinding? What are some bad examples? Well, that depends- there's some games that use grinding as content, but there ARE other forms of content in a JRPG, which we'll be discussing in the future. Things like dungeon design and boss design, for example. Also, this post is long enough, and it only contains TWO definitions for terminology we'll be using in the future. So let's leave off for now and come back in a bit, when we can answer that question a bit more thoroughly.
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