Turn-based wrpg

>turn-based wrpg
>you see an enemy,
>combat begins then and there

>turn-based jrpg
>you see an enemy
>loading screen
>after several seconds, the game loads in a separate environment where combat takes place in

Why do jrpgs still have a separation between exploration and combat? Even modern blockbuster jrpgs like Persona 5 and DQ11 continue to do this. It completely kills the flow of exploration.

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>jrpg
>see an enemy
I don't think so, Tim.

Dragon Quest does this, user.

They have more flashy attack animations that wouldn't make sense in a normal environment

because its a tradition by now.

>after several seconds, the game loads in a separate environment where combat takes place in
...and you decided to put pic od DQ11 where the battle starts on that very same spot, not somewhere else.
Also, google Xenoblade.

It's easy to explain in case of Dragon Quest. DQ is Square's conservative RPG franchise and has almost had no drastic changes since it's older entries, while FF is where Square is more experimental and keeps reinventing itself, often to the dismay of the fans. DQ gives you the good old RPG experience, while FF can be hit-or-miss. DQ is supposed to be old-school, while FF is always changing. That's why DQ still has classic RPG elements, while FF is more of an ARPG these days.

Exactly why I loved Dragon Quest. I grew up with old school RPGs.

>jrpg
>see an enemy
>it's actually just another love interest for your isekai MC

>...and you decided to put pic od DQ11 where the battle starts on that very same spot, not somewhere else.
Wrong. DQ11 still has a separate combat screen. You would know this if you had played the game or even watched a gameplay video of it.

>Also, google Xenoblade.
What part of "turn-based" don't you understand?

You are a fucking idiot, user.

>It's easy to explain in case of Dragon Quest. DQ is Square's conservative RPG franchise and has almost had no drastic changes since it's older entries, while FF is where Square is more experimental and keeps reinventing itself
This doesn't make any sense considering every turn-based FF had the same separation between exploration and combat as DQ has.

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It's more atmospheric to be quite honest, I can't really remember many wrpg battle locations, but I remember some from JRPGs

That would improve the overall quality of video games, and that's not allowed. Sure, SE did it with FF12, but that was 13 years ago and they could hide under the "it's an FF game" as a misdirect.

DQXI has two battle modes to choose from. What the user referenced is the default.

>Wrong. DQ11 still has a separate combat screen.
It does not. Yes, the screen fades to black, the game loads the characters in the scenery and combat is menu-based, but battle starts literally in the same spot where you engaged the enemy.

>...and you decided to put pic od DQ11 where the battle starts on that very same spot, not somewhere else.

youtube.com/watch?v=QmjSoL5y4YA

>49:25

>encounters enemy while in a shallow lake
>is teleported to a grassy field, no lake in sight
>combat ends
>is teleported to the lake again

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>You can fight in some random road or cave tunnel where you met the enemy
>Or fight in a cool arena-looking location that exhibits the best of the visual effects a forest, cave or similar location can provide. Devs not having to worry about using too much rule of cool since the areas are not explorable and as such can be as fancy as they wish.
Somehow the first one is the quality one? I disagree.

Because it's a huge fucking change. Even with FF, Square only switched to it gradually. They first replaced random enemy encounters with enemies that were standing around in FF12 and 13 and then they got rid of the separation altogether with 15. Even before, they had changed the combat system with every new FF entry.

Yeah if only more games were like ff12 lol

>Somehow the first one is the quality one? I disagree.
It's better because it means you can utilize the environment in combat.

Which is not something all games do or something all games should do.

Why would you want them to be more similar? If anything, I want them to stay as different as possible.

good morning dear

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>DQ is Square's conservative RPG franchise
DQ is Enix.

Enemy designs and encounter layouts that are too big to be fought on the same screen

user they are the same company now, it isn't 1998 anymore.

It is, in my heart.

Turned based rpgs are dead

Persona and DQ are the last of its kind

Its kinda funny people say those games would be more unique if they went action RPG instead.

(._.)

>Enemy designs and encounter layouts that are too big to be fought on the same screen
That doesn't make any sense considering those jrpgs have combat systems that don't allow movement, and you typically fight only 2-3 enemies at a time.

Turn-based wrpgs have movement and potentially dozens of enemies/summonable creatures and they still have combat take place in the same area as exploration.

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>turn-based wrpg
>player is tiny and seen from bird's eye/isometric perspective

>turn-based jrpg
>player is moderately sized model and takes up a good portion of the screen

What does any of this have to do with my post?
>and you typically fight only 2-3 enemies at a time.
Blatantly false, and you aren't considering the size of those enemies you fight

I was kinda thinking about picking up DQ XI, but now the deluxe version was announced for switch, it seems like you'd just be missing out on the full experience which is too bad. Although I guess it remains to be seen if those improvements will be transferred to the other systems.

>player is tiny and seen from bird's eye/isometric perspective

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You zoomed in. You wouldn't play Divinity with that zoom level.

>What does any of this have to do with my post?
Are you retarded? You said:

>Enemy designs and encounter layouts that are too big to be fought on the same screen

How can that be the reason, when turn-based wrpgs have way more going on in combat (movement, potentially dozens of combatants, fights breaking out in towns with civilians getting in the crossfire, etc), yet still manage to have combat take place in the same area you explroe?
>Blatantly false
Not at all. The vast majority of jrpgs have you fight only 2-3 enemies during most battles.

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>You zoomed in.
So? There's no reason why you couldn't play the game that way. Zooming out is a quality of life feature, it doesn't change the design of the game.

>battle starts literally in the same spot where you engaged the enemy.
It literally doesn't. Show me a video where that is the case.

Combat takes place in an area that VAGUELY resembles the area you were just exploring, just like other jrpgs.

There is a good reason. You can't see shit that's ahead of you. In most situations, you couldn't even see the enemy you're fighting. Just because you can zoom into a Divinity doesn't mean it's not a typical WRPG with tiny characters on an isometric board.

Look at what the corridor of that palace looks like outside of battle
How are you supposed to fit everything? You can't.
Persona 5 also has a ton of encounters with 3-6 enemies at once, imagine trying to cram them into this, fucking lmao

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>How are you supposed to fit everything? You can't.
You are genuinely retarded if you think this. The game in this screenshot manages to not only do that, but it even has in-combat movement, whereas P5 has static encounters where enemies and players don't move, which would make combat taking place in its areas far easier to implement.

>Persona 5 also has a ton of encounters with 3-6 enemies at once
A ton? I struggle to even remember any.

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>make the corridor a bit wider
>Problem solved

WOW, what an insurmountable design challenge.

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Now your game environments look retarded like Star Trek Online, congratulations

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As opposed to what? Because That Persona 5 screenshot already looks like a PS2-era game with its blocky, simplistic geometry and bland textures.

Why would wider hallways suddenly ruin the game? Heck, the dungeons aren't even real world locations, they're fantastical dreamscapes, they can be any shape the developers want.

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Play Wakfu

>much wider area
>smaller enemies
>party is a blob instead of spread out
ebin

Chrono Trigger.

what's the definitive DQ7? PS1 or 3DS?

>hfw I ask her to be my best man at the royal wedding

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There are a lot of changes. PS1 is far, far longer despite the content being similar, 3DS cuts out some bullshit and puzzles alike. I recommend playing the game handheld, so 3DS or PSP emulating PS1

Fighting the enemies in the world limits where you can put encounters and enemy sizes. Imagine a cramped hallway or tunnel in a cave. You wouldn't be able to put encounters in there if they used the map, but if it transitioned to a battle arena then you'd be fine.

play the game, moron. you can see fire going off inside Mt Huji if you're placed the same direction. Same thing for if you go to Party Talk

>play the game, moron.

it's just a bug, look at the next fight

t. hasn't played a jrpg that isn't pokemon in 20+ years