What separates a good JRPG from a bad JRPG?

What separates a good JRPG from a bad JRPG?

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>Good JRPG
The ones I like
>Bad JRPG
The ones I don’t like

an enjoyable grind, which means nearly non-existent grind, optional content, a non suck combat system, and no fucking dialogue dumps

Superbosses worth grinding and strategising for

fun

>Good JRPG
None
>Bad JRPG
All of them

so
>ones with bondaged cuck fetish
>ones without bondaged cuck fetish
nice user

good and jrpg are mutually exclusive

>good rpg
decent story
>bad rpg
XBC2

>Has niggers
Bad.
>Has no niggers
Good

Do not overcomplicate things.

For me it's whether or not they have VN style dialog scenes. If they do, then they're just low budget trash for coomers.

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Rent fucking FREE nigga
Seethe nigga. XB2 one of the greatest JRPGS

>VN style dialog scenes
let me guess it's okay when wrpgs do it

WRPGs have lower standards

But even Persona 5 has that

>good music

>good waifus

>doesn't bullshit reasons why you can't just cut the villain's head off, and makes them feel like a legitimate threat

There is a *very* small pool of good ones...

>There is a *very* small pool of good ones...
By those standards there a tons that qualify

I mean it really really comes down to your taste of music and waifus.

tiddies

SNEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEED

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There are no such thing as good JRPGs. Every single one is a sorry ass softcore porn outlet for the dredges of society.

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Good cute girls.
Bad ugly girls

But what about cure boys?

>good JRPG
Those exist?

I was thinking gameplay wise but whatever floats your boat.

>What separates a good JRPG from a bad JRPG?

Ambience, good music, good sound effects, graphics that aren't nessecarily good, but charming and will age well to be considered "retro" or unique in the future. Story, exploration and fun mechanics that allow theorycrafting

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>good JRPG
fun combat, exciting story, doesnt drag the end game out, multiple endings for more than 1 playthrough, characters grow throughout the story and you can see it through their actions rather than words, atmosphere needs to feel unique in each area

>bad JRPG
anything thats not what i listed above

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The characters, story, and gameplay. I suppose you could say that for every game, but if the charters are shit, the story is bad, and the gameplay system uninteresting, then it all falls apart. You can get away with not having one of these three things, but the rest better make up for it.

>Dialogue
JRPGs for the most part live and die by this. If you don't have an engaging dialogue and plot, why'd you make a JRPG?
>Pacing
Keep your dungeons to 1 hour stretches max, buildup and cutscenes included. DQ11's success is built on its ability to engage you in 1-hour stretches at a time.
>Level design
Fill your world with a shit ton of secrets and pace your enemy levels appropriately for an engaging JRPG. Your other gameplay loop, the combat, isnt going to be your standout feature for a large portion of your audience, so for them you gotta make sure exploring dungeons and towns is fun. Fill them with npcs with interesting things to say, and plenty of hidden grottos off a branching path where a item hides below a telegraphed ledge.
>Character Design
Make your characters likeable and striking.
>Combat mechanics
Tricky one. The easy answer is "make them engaging", but what is engaging? Persona 5 and DQ11 prove you dont need to innovate too hard on the battle system itself, yet the action JRPG is pretty popular. I personally think giving players freedom to customize loadouts in any way is a good thing, yet that mentality easily unbalances the game and homogenized your characters.

So honestly, everything that a good game does, a good JRPG should strive for, except it doesn't really worry about combat gameplay as much.

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Pacing, too many bad JRPGs take way too long establishing the backstory and the world and the characters, look at FF7 and how fast paced its opening is, it peppers little information but makes sure you are excited and enjoying the game before slowing down to give a few exposition dumps.
I also think an interesting character/party build system can make or break a game.