Lenas wrote:
Kaffis Mark V wrote:
I'm sorry, the most beloved tactics game is FF Tactics? Here, I thought it was X-COM: UFO Defense.
Such a good game, I've never even heard of it.
No, it's such a good game, it's on
GameSpy's Top 25 PC Games of All Time (not ranked as this feature, compiled last October, did not rank its top 25), topped the lists at
IGN's Top 25 PC Games of All Time (as compiled March 2007) and
IGN's Top 25 PC Games of All Time (as compiled in July 2000), and holds #21 in
IGN's Top 100 Games of All Time (compiled in December, 2007), and also #12 in
IGN's Top 100 Games of All Time (compiled in 2005). It's reviewed highly on Gamespot (9.4), especially when considering that the review dates back to the mid-90's, before lots of sites started inflating review scores, and gaming mags were happy to blast games instead of wimping out with 62's or whatever. It was also a perennial favorite at Computer Gaming World before it closed shop.
Clearly, this much beloved and widely lauded game's obscurity and notoriety (even as late as
sixteen years since its release isn't the problem, but rather, the breadth of your expertise in the tactical strategy game genre.
Lenas wrote:
Claiming rpg/jrpg games don't have puzzles or challenges is just plain ignorant. Also, using those as requirements doesn't even make sense. Role Playing Games have you take command of one/multiple characters, get into their shoes, and watch their tale unfold. Combat, puzzles and exploration are irrelevant.
I never said they were relevant to RPGs, I said they were the only missing elements that distinguish JRPGs from western adventure games -- linear games that purport to focus on telling an engaging and immersive story rather than reward twitchy gameplay reflexes. Your definition of a Role Playing Game includes all shooters in the last decade, for instance, and thus, by my estimation, is entirely useless. Role Playing Games are games which favor a heavy narrative, feature different "classes" for the player to choose from, pose choices in how to progress or advance to the player, and call for the player to engage conflicts via an upgradable stat-based resolution system in which character attributes and a variety of equippable items come into play. JRPGs fail this test, IMO, by a) offering very few choices in progression (they fall back on the adventure-game style illusion of choice by making you search around for the proper place to advance the linear progression), b) lock individual characters into specific classes and advancement paths, including the protagonist, and c) offer very limited item combinations (frequently, for instance, items will be specific to a character). They essentially, then, lack the characteristics that I feel best differentiate traditional RPG gameplay from adventure gaming, and yet fail to offer several of the most engaging aspects of adventure gaming, as well.