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Japanese game designers, such as the creators of the Final Fantasy series, were inspired by D&D (having been avid players themselves) and they leaned pretty har
by chongli 2y ago
Japanese game designers, such as the creators of the Final Fantasy series, were inspired by D&D (having been avid players themselves) and they leaned pretty hard into the class-based, experience-based, level-based, and HP-based mechanical systems. While western RPG designers might have abandoned such ideas in the late 80s / early 90s the arrival of JRPGs for Nintendo consoles, translated into English, brought up a whole new generation of players who loved these more mechanically rich systems.
By the late 90s D&D experienced a major revival with the release of Baldur’s Gate. I believe the popularity of JRPGs among western gamers went a long way to prove that there was a market for these D&D-style games. So it may have been the case, as you said, that game designers and players (in the west) lost interest in these games but it was only a temporary dip.
Even if TSR had disappeared without fanfare the JRPG market had already been established, so this style of gameplay was not in any danger of disappearing.
- djur 2y agoNon-level systems showed up in JRPGs and CRPGs, too. Just like in tabletop, they carved out a decent foothold without ever completely defeating level systems. If anything, you'd think that more flexible systems would be more attractive on a computer, but people just seem to like levels and classes.
- chongli 2y agoI think the issue with computer (and console) RPGs is that they tend to have a very rigid goal state which leads players to want to optimize. Game systems that are more open-ended on the character development front can then suffer from “first order optimal” strategies: players experiment a bit until they find one thing that works well and then never deviate from it. Class-based systems, on the other hand, at least break up the FOO strategies into a few separate lanes which give players multiple opportunities to try different things. I think in general, open-ended systems suffer when they present the player with too many options all at once and it’s hard to design an open-ended system which doesn’t do this. When players are overwhelmed with options they tend to go into “analysis paralysis” mode which can be a frustrating enough experience that they prefer to use a FOO strategy over revisiting that zone of complexity and confusion.