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Whatcha Playing: Persona, Fallout, and the Trans-Pacific RPG Ideal

Posted by John Constantine



Somewhere, probably not too far from Hawaii, the perfect role-playing game is waiting to be discovered. A volatile, volcanic outcropping boiling over with an expert blend of relatable, colorful characters, deep, directed narrative, and open, exploration-rich adventuring, alongside intimidatingly deep avatar customization. Its game world is both fantastic and hyper-real, vast yet structured enough to inexplicitly guide the player along scaling challenges.

Alright, I’m kidding. I know this game isn’t real. Of course it isn’t. But after the past couple of weeks, I sincerely wish it was.

It’s been a very long time since I last took a two week vacation, and even longer since I took one where I played so few games. It was strange that I spent so few hours with a controller in hand, especially considering what I was playing when I fired up one of the boxes. Coupling Persona 4 and Fallout 3 as your outlets for digital shenanigans might seem like a recipe for life-threatening anti-social tendencies, but I managed to keep things in check, a couple of hours here and there for each game. But now that my vacation’s over and I’ve barely dented either, I almost wish they could be a single game. I wish they could be that mythical mid-Pacific island I just described.

This is the first time I’ve ever played a Japanese RPG and a Western, D&D-style RPG simultaneously. Detailing the differences between the two styles of game is a like pointing at the moon. They’re flat-out different genres. Heather Campbell of Play said it best: JRPGs are a story that’s told to you, whereas WRPGs are a world that you investigate. But why is it that, with East and West borrowing and imitating one another so frequently in the past decade of game design, no game has successfully made an RPG that marries the best bits of both into a single game? Why can’t I have the freedom of Fallout 3 but also the cast of characters with rich personalities and stories of their own that I get in Persona?

There are great games that have come very close to pulling this off. Bioware RPGs, particularly Knights of the Old Republic and Mass Effect, effectively marry the directed narrative of JRPGs with the customizability and freedom of your average Elder Scrolls adventure, but even those suffer from extreme linearity. You can choose whatever you want to do next, but eventually you have to go to the one planet/town to go any further, and there’s no masking the inevitability of that choice. (The same can be said of Peter Molynuex’s Fable and its sequel, but those games are concerned with their own sort of freedom and narrative.)

Strangely enough, I think the makings of a model blend of Eastern-aesthetic and Western-mechanic can be found in Quest for Glory II and III. Those games are less classic adventure than they are role-playing games, asking you to constantly solve moral quandaries that will affect a plethora of very well-defined characters in unreal yet familiar landscapes. Maybe some development team will look at those games again and see an opportunity to offer RPG fans something altogether new. In the meantime, I’m off for some more post-apocalyptic roaming and high school classes. See y’all in a couple of months when I re-emerge.

Related links:

Whatcha Not Playing: Persona 4
Persona 4: Harrowing, True Pre-Order Tales! With Prizes, Prizes, Priz-izes!
Too Soon? No Nukes for Japanese Fallout 3
For Love of the Game: Quest for Glory II
Screen Test: Fallout 3


Comments

Demaar said:

Fallout 3 nearly does that with the companions you can recruit. They have personalities and they say stuff, but they're incredibly passive when it comes to the story. Well, except for the very end of the main quest, I hear.

Actually yeah, Mass Effect. Jeez, I guess I should have finished reading before I started commenting. ME is a perfect example of almost being there. I'm kinda hoping Bioware takes a long hard look at Fallout 3 before they finish ME2.

January 6, 2009 3:39 AM

Max Polun said:

Actually I can think of one game that did that: Saga Frontier. It combined a mechanic where the abilities you used improved but not ones you didn't, with a fairly nonlinear gameplay. There were several characters (7 I think) and each had their own storyline and could recruit a bunch of other characters, possibly including the other main characters. Alas even it couldn't have both a strong storyline and nonlinear gameplay at the same time: some characters had much stronger storylines than others. One character had essentially no story. It did have colorful characters even when there was little or no storyline.

January 6, 2009 5:53 PM

Nick said:

Short answer: money

Making a game with a detailed story, freedom of movement and action, and modern production values requires a lot of money.    

January 6, 2009 6:01 PM

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