what would you like to see more of in rpgs & jrpgs in the future?>remove progression systems/levels or greatly minimize them>greatly reduce the need for menuing and excel sheet autism and inventory management>more focus on roleplaying, action, gameplay density and risk managementBasically let's go back to jrpg roots, pic rel, and improve on that style. I don't understand how rpgs got bogged down with so many menus, inventories, and progression systems that act as a crutch rather than expression of player skill---oh and of course hours and hours of dead air where nothing risky or challenging is happening at all.
Less randomness.
>>3914940Oh man, I'm still mad that I've got an inferior SMD version without cleric and ninja. I'm gonna replay it right away, properly this time.
rpgs are my favorite genre, specially jrpgs.because they are comfy, I can turn my brain off and enjoy them, I beat all of them pretty easy not like action games or arcade games, I like building characters up when the hard part comes, they have cool characters, sexy girls too with boobs big, cool loot, the game play like slot machines with cool storylines
>>3914940I used to love that game so much. I could 1cc it with every character on the harder Jap version back in the day. But I got so good that I started noticing things that just really bothered my autism so much that I haven't touched the game in more than 15 years. For example, your AC is basically irrelevant after level 10. Starting from level 10, you take minimum damage based on your level number, so you take 20 minimum damage no matter what at level 20. Blasted by a red dragon? 20 damage. Poked by a mechanical spike trap? 20 damage. Touched by the weakest monster in the game? 20 damage. So it's pointless to buy the later armors, and the Fighter takes the same damage as any other character. What's even gayer is that the Fighter actually has the lowest natural HP out of all the characters, so you need to buy more bells with him to boost his max HP.
>>3914940In Exile/Avernum 3 the world will get more destroyed as time passes in-game, it's a neat way to create a sense of urgency without just having a time limit but AFAIK only this one game made by one guy has ever done something like this.
What's up with all these "I don't like RPGs and you should really be mad at me please" threads? New gimmick from Codextards?