So, I was reading through the responses to my last blog entry (all of which, with the singular exception of EmP) were well-thought out (including the one busting on EmP) and one made me do a bit more thinking than normal (ie: a bit of thinking).

Spaceworlder had a good point about how RPGs are being ruined because of how too many new players are buying/playing them just for the story. And you know, that’s probably right and definitely would explain why so many games of the genre today have really easy main quests with all their difficulty being focused on side quests and optional post-game dungeons.

The sad thing is that, for the most part, these “stories” have, to use a tired phrase, “jumped the shark”. Remember how thrilled I was with Wild Arms 3’s story? How my review gave it a high score despite a few admittedly big flaws mainly because I really dug how the game fleshed out the villains, making them more than simple one-dimensional cackling evil-doers?

Well, yeah....that seemed reasonably new to me at the time (and done with better storytelling here than in other earlier games), but it’s gotten really old by now. Virtually every halfway recent game in the Tales of... or Wild Arms series are loaded with overly complex villains whom you oppose because their “noble” goals (tending to involve saving the world from itself or fighting back against the oppression/discrimination of their people) tend to involve less-than-cool methods like purging the world of all who aren’t on their side.

Some do a better job of this than others, but it all gets tiresome after a while. Partly because “complex” villains have become so plentiful they’re now more generic than the lovable old “I gots mad powerz and am taking over the world, you fools!!!! MUHUHUHAHAHAR!!!!!” folks like Garland (FF, not FFIX) and Baramos (DW3). And partly because heroes are still as boring and generic as they were back in the day when you controlled nameless guys with no history....just in a different way.

Nowadays (as in for the past decade-plus, it’s “cool” to have your hero be an angsty dweeb with a big, dark secret that threatens to destroy him....unless he can overcome it, learn the true joy of love and friendship and use that to prevail against all odds against the enemy. Oh, and while looking more like a teenage girl than an actual heroic warrior.

That’s probably why I look at Dragon Quest VIII as, by far, the best RPG of recent times. By making the hero a old-school silent protagionist without a slew of personal issues that come up at really awkward times (like when a really badass enemy turns into a big dragon and starts stomping his hometown), he actually seems like a breath of fresh air, even though he’s the same quiet guy from all the old-school RPGs. And the main enemies tend to lean toward being evil-for-the-joy-of-being-evil thanks to being possessed by an evil deity. The story revolves around chasing evil folk around and stopping them from doing evil stuff.

More or less, it’s the RPG I was playing back in the days of the NES and SNES, but with better graphics and sound. And that’s what I want. A fun romp with good guys fighting monsters and saving the world — not a bunch of emotionally challenged heroes fighting a bunch of emotionally challenged villains in a bunch of fights that make me wonder if I should be happy or bummed out because I won.