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Pls no bully, I couldn't think of a better title for this thread. This is also a bit of a broad topic. I enjoy JRPGs on some level, but for some of them, I find myself just waiting for the next major story beat or fight.
What ideas do you anons have? Even if a big company never takes the suggestions here, maybe someone that can into coding could get some value out of this. Here's a couple I thought of to get started.
>Debloat
To be fair, this isn't a problem limited to this genre. Besides being shorter, JRPGs could also debloat based on their encounters. In an FPS, it's bad design to put 20 of the same enemh in a room, and have the player mindlessly kill them. JRPGs can also suffer from this problem if you go through 20 battles in a dungeon and you're just mindlessly selecting the defaul attack option. This is something I think JRPGs could learn from western rpgs by making every encounter handcrafted, but that's not always feasible.
>Overworld Genre Mixing
Outside of combat, I'm not saying that every JRPG needs to play like GTA or have you wall jumping and zipping around like a 3D platformer. Maybe the dungeons could have puzzles similar to what you'd find in a Zelda or Portal game. To progress the main quest, maybe you have to solve a murder mystery like in adventure game, where you're talking to NPCs, piecing together information, combining items, and so on.
>>
What exact problem are you trying to solve?

In my mind the main thing holding JRPGs back is their inability to improve upon archaic design. Things like dungeon design is still fucking terrible in 99.9% of JRPGs (and WRPGs for that matter), more often than not just being hallway sims. Or they double down on the archaic ideas and just make it worse.
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>>3661451
>funner
Yeah, I'm thinking bully.
>>
>>3661472
people love to say "bad dungeon design" but they never say what "good dungeon design" is.
>>
>>3661975
That's the catch, there is no good dungeon design.
>>
>>3661975
Because it's literally just good modern level design.

The bog standard dungeon design in JRPGs and many western RPGs boil down to hallway simulators, often with no verticality, that are very restrictive mazes with a few dead ends with a treasure. Then they have a switch or key you have to get to proceed to the boss or some basic puzzle you solve.
It hasn't advanced at all since the snes era, or even the nes one if we're being honest. It's archaic, basic and just straight up bad.



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