Comment on Have JRPG battles become a sub-system?

De_Narm@lemmy.world ⁨4⁩ ⁨weeks⁩ ago

From my point of view, you’ve got it wrong, but so do many developers. A good JRPG is all about resource management. Your HP, MP, items, money and the balance between these and your EXP and equipment. Combat is simply a drain on your resources up until the final boss, which should require more strategy. This needs something akin to a dungeon without constant healing and money being a thight resource. Once you’re in a dungeon, you should either be prepped or doomed.

You mostly see this done in dungeon crawlers, think any Etrian Odyssey game for example. Persona 5 goes for the same thing, as do most Shin Megami Tensei games.

Most modern games, however, are overly lenient with either money or healing. Often times, combat is even easy enough to not even drain your resources. Once you’ve destroyed this balance, you need something else to keep attention and that’s where I think your observation comes in.

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