Posted March 26, 2017
low rated
In playing both JRPGs and WRPGs, I have noticed one rather significant difference in the way towns are handled, one that I can date back as far as The Bard's Tale (on the WRPG side) and Dragon Quest (on the JRPG side).
In a JRPG, towns are safe spaces (unless a scripted event says otherwise). Towns allow you to rest (you can't do that in the wilderness in JRPGs), get information by talking to people, buy and sell equipment, and other similar town things. What they *don't* let you do is murder townspeople, steal from shops, and fight random monsters for experience (for that last point, try going into the wilderness or a dungeon). In fact, JRPGs don't *let* you perform combat actions in town; even JRPGs that lack screen transitions for battles don't allow it. Also, sometimes mechanics like poison and (in roguelikes) hunger are suspended in town
In a WRPG, towns are not safe spaces. You can attack (in many, you can attack arbitrary townspeople) or get attacked in town, you can steal (and get caught), and many other things. The role of a town as a place to rest is made unnecessary by the ability to rest in the wilderness, and some WRPGs seem to specifically disallow resting in towns (while letting you rest anywhere else), which I find annoying and (from a gameplay standpoint) nonsensical. Typically, you still have a full range of actions available in towns, unlike in JRPGs.
Part of the reason I have been thinking of this lately is that I noticed that this trend applies to roguelikes. For example, consider Minetown from Nethack and Mountaintop Town from Shiren the Wanderer. In Minetown, you are still treated as being in a dungeon; enemies can spawn (and be killed), shops are dungeon shops, you can starve or die of poison (and regenerate health as usual), and son on. In Mountaintop Town, on the other hand, many of the game's mechanics are suspended; monsters don't spawn, you don't get hungry (and you don't heal either), and the game doesn't behave like you're in a dungeon.
What are your thoughts on this difference? Is there a particular style you prefer? (I think I prefer JRPG-style towns.)
In a JRPG, towns are safe spaces (unless a scripted event says otherwise). Towns allow you to rest (you can't do that in the wilderness in JRPGs), get information by talking to people, buy and sell equipment, and other similar town things. What they *don't* let you do is murder townspeople, steal from shops, and fight random monsters for experience (for that last point, try going into the wilderness or a dungeon). In fact, JRPGs don't *let* you perform combat actions in town; even JRPGs that lack screen transitions for battles don't allow it. Also, sometimes mechanics like poison and (in roguelikes) hunger are suspended in town
In a WRPG, towns are not safe spaces. You can attack (in many, you can attack arbitrary townspeople) or get attacked in town, you can steal (and get caught), and many other things. The role of a town as a place to rest is made unnecessary by the ability to rest in the wilderness, and some WRPGs seem to specifically disallow resting in towns (while letting you rest anywhere else), which I find annoying and (from a gameplay standpoint) nonsensical. Typically, you still have a full range of actions available in towns, unlike in JRPGs.
Part of the reason I have been thinking of this lately is that I noticed that this trend applies to roguelikes. For example, consider Minetown from Nethack and Mountaintop Town from Shiren the Wanderer. In Minetown, you are still treated as being in a dungeon; enemies can spawn (and be killed), shops are dungeon shops, you can starve or die of poison (and regenerate health as usual), and son on. In Mountaintop Town, on the other hand, many of the game's mechanics are suspended; monsters don't spawn, you don't get hungry (and you don't heal either), and the game doesn't behave like you're in a dungeon.
What are your thoughts on this difference? Is there a particular style you prefer? (I think I prefer JRPG-style towns.)