
Originally Posted by
VeloZer0
I think WK is hitting the nail on the head with the decline of JPRG market share correlating with other games adopting powerful story telling. The question is what do traditional JPRGs offer uniquely?
1) Turn-ish based battles. I say turn-ish to include the broader spectrum of things such as ATB.
2) Pacing control. In something like an FPS you don't have much options in terms of pacing, as you can't introduce elements like towns and puzzles. In a more open world WRPG you also loose a lot of your pacing control, as players are screwing around on their own. This is obviously a trade-off. By linearizing the experience (and yes, even older JRPGs are linear by WRPG standards) you take away gameplay elements. So the narrative you use it to weave better damn well be worth it.
So if you make a game that fails to make battles fun instead of dungeon-time-filler and don't use good pacing control to tell the story then you have basically failed at what can make a JRPG good.