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Explain JRPG combat mechanic to me

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I've never played JRP games. Either the enemies are huge ass colossal monsters, the combat is turn-based or the screen is filled with numbers. Now I started playing Dragon Age Inquisition (I swear I'm gonna finish it, someday) at the start of the year. Starting it right after finishing Witcher 3 was mistake. The character models look bland, the horse is more like a steroid-fed donkey and there's no dodge/parry like I'm used to (although there was a perk/skill I unlocked later that was exclusive to my Rogue build, lucky me). But from that game I got that I can handle colossal enemies, screen filled with numbers (or HP bar in DAI's case) and hate isometric camera and turn-based combat. Will I be right at home with most JRP games then?
The game I'm currently looking at is Tales of Berseria. I hear it's a revenge story at heart. I dig it. If I like it I may become a JRPG fan as well.
 
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JRPG's in their tradition would be like Final Fantasy games (prior to Enix merger (what a horrible mistake that is imo, never liked ENIX games since SNES)). Persona 5 for instance is a great game.

JRPG games are very simple:
- Get into fight
- Turn base
- Select move you want against enemy
- Fight enemy

Games I recommend in that field is: Persona 5, Dragon Quest, Older final Fantasy (10 and prior), Legend of Dragoon (PS1), Chrono Trigger, Xenogears (PS1), Earthbound, and if you like Horror style - Parasite Eve 1 (PS1)

I am not huge into the action JRPG's or any tbh. Turn based ones always been my kind of game. But the ones I mentioned above are very good games.
 
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I am not huge into the action JRPG's or any tbh. Turn based ones always been my kind of game. But the ones I mentioned above are very good games.

Doesn't most JRPG's allow for turn based? Some do anyway.

Another definition of JRPGs (at least of the old kind) is the grind and a tendency for sudden raises in difficulty. In some of the classic ones you can even get stuck because you realise you are too weak for the next boss and you can't go back.
 

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JRPG's in their tradition would be like Final Fantasy games (prior to Enix merger (what a horrible mistake that is imo, never liked ENIX games since SNES)). Persona 5 for instance is a great game.

JRPG games are very simple:
- Get into fight
- Turn base
- Select move you want against enemy
- Fight enemy

Games I recommend in that field is: Persona 5, Dragon Quest, Older final Fantasy (10 and prior), Legend of Dragoon (PS1), Chrono Trigger, Xenogears (PS1), Earthbound, and if you like Horror style - Parasite Eve 1 (PS1)

I am not huge into the action JRPG's or any tbh. Turn based ones always been my kind of game. But the ones I mentioned above are very good games.

If you have an Xbox, play Lost Odyssey. An amazing JRPG for the Xbox 360, available through backwards compatibility.
 
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Doesn't most JRPG's allow for turn based? Some do anyway.

Another definition of JRPGs (at least of the old kind) is the grind and a tendency for sudden raises in difficulty. In some of the classic ones you can even get stuck because you realise you are too weak for the next boss and you can't go back.

Not recently. More recent Final Fantasy games are Action based and not so much turn based. Smashing a button more or less. I can only think of Dragon Quest 11 the most recent turn based JRPG's.

Yeah, very grindy games. But there is mostly a kind of cool concept that while grinding, there are usually quicker ways to grind by finding "hidden" areas and bosses. Best example is Final Fantasy 8 where you can grind a bit before you get Odin and you can get another summon like King Tomberry in same area. One example top of my head at least.

If you have an Xbox, play Lost Odyssey. An amazing JRPG for the Xbox 360, available through backwards compatibility.

Oh yes, I have that game actually. Got it brand new on Xbox 360 back in the day when I heard that one of the original developers of Final Fantasy VII were on the team who made Lost Odyssey. But the story is so darn depressing. But yes, another great turn based RPG game.

Funny too as its sitting on my desk right now. How did I forget to mention that?



Darn shame it never got the sequel they initially promised.
 
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Not recently. More recent Final Fantasy games are Action based and not so much turn based. Smashing a button more or less. I can only think of Dragon Quest 11 the most recent turn based JRPG's.

Yeah, very grindy games. But there is mostly a kind of cool concept that while grinding, there are usually quicker ways to grind by finding "hidden" areas and bosses. Best example is Final Fantasy 8 where you can grind a bit before you get Odin and you can get another summon like King Tomberry in same area. One example top of my head at least.



Oh yes, I have that game actually. Got it brand new on Xbox 360 back in the day when I heard that one of the original developers of Final Fantasy VII were on the team who made Lost Odyssey. But the story is so darn depressing. But yes, another great turn based RPG game.

Funny too as its sitting on my desk right now. How did I forget to mention that?



Darn shame it never got the sequel they initially promised.

I remember discovering this game via a trailer, on one of those xbox 360 consoles in a supermarket. Badass intro video. And the story is always epic. And those dream sequences... beautiful. I absolutely loved it, sunk 100+ hours into it, and yes, I agree... A shame about the sequel never getting done.
 
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I remember discovering this game via a trailer, on one of those xbox 360 consoles in a supermarket. Badass intro video. And the story is always epic. And those dream sequences... beautiful. I absolutely loved it, sunk 100+ hours into it, and yes, I agree... A shame about the sequel never getting done.

Company now mostly just makes mobile app games or something like that. Maybe one day they will work on a sequel or a spiritual successor. Just hope it wont get the Chrono Cross treatment. Dear lord that was bad.
 
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I am not huge into the action JRPG's or any tbh. Turn based ones always been my kind of game. But the ones I mentioned above are very good games.
I'm the opposite otoh. Can't stand turn-based games.

Doesn't most JRPG's allow for turn based? Some do anyway.

Another definition of JRPGs (at least of the old kind) is the grind and a tendency for sudden raises in difficulty. In some of the classic ones you can even get stuck because you realise you are too weak for the next boss and you can't go back.
Are there action JRPGs? Or like most other games some are action, some are turn-based.
 
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I liked the old phantasy star games on the sega systems (even played PSO on dreamcast) but what really drove me nuts on JRPGs was the random battle generators. Take three steps to you left, random battle. Oh, I see a cave entrance take one step south, random battle. Rinse and repeat. Do JRPGs still suffer from random battles (I havent played one in almost two decades)?

Are there action JRPGs? Or like most other games some are action, some are turn-based.
Zelda and zelda clone style games.

Not recently. More recent Final Fantasy games are Action based and not so much turn based.
Out of curiosity, which FF games are action games? I haven't played a FF since VII on the playstation first came out.
 
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Tales of Berseria isn't turn based. It's active action AFAIK.

 
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Out of curiosity, which FF games are action games? I haven't played a FF since VII on the playstation first came out.


I'd say FF13 Lightning Returns, FF15, FF7 Remake are the most action heavy.

Although FF7 remake can be somewhat switched to turn based....

Tales of Berseria isn't turn based. It's active action AFAIK.

Both it and Tales of Zestiria are very good imo.... Almost better to play Tales of Berseria first as it's a prequel to Zestiria
 
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Tales of Berseria isn't turn based. It's active action AFAIK.

Is it just me or is the camera kind janky? Or maybe cause it's on a console (a Playstation by my guess).
 
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Out of curiosity, which FF games are action games? I haven't played a FF since VII on the playstation first came out.

Final Fantasy 15 and VII remake. VII remake less actiony with some select attack base, but not much. 15 was "Press O to win" kinda nonsense for me.
 
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I'd say FF13 Lightning Returns, FF15, FF7 Remake are the most action heavy.

Although FF7 remake can be somewhat switched to turn based....
Final Fantasy 15 and VII remake. VII remake less actiony with some select attack base, but not much. 15 was "Press O to win" kinda nonsense for me.

So they got rid of the random battle generator? That's interesting, I may have to put them on my wish list and see if they go on sale in the future. Thanks.
 
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So they got rid of the random battle generator? That's interesting, I may have to put them on my wish list and see if they go on sale in the future. Thanks.

Final fantasy 13 and it's sequals are some of the worst final fantasy I have ever played. 15 is a button mash and I don't see how anyone finds that enjoyable (no thinking required) but it has a good story and FF VII versus was OK but I was mad at the story changes.

Dragon quest 11 is great though and it isn't random battle generator either.
 
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BTW, Anachronox absolutely falls into JRPG territory, which honestly is the reason I haven't played the game much. The setting is absolutely amazing though, I have tried to get into it several times but it is slow, and the combat makes the game grind to a halt.
 
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I've never played JRP games. Either the enemies are huge ass colossal monsters, the combat is turn-based or the screen is filled with numbers. Now I started playing Dragon Age Inquisition (I swear I'm gonna finish it, someday) at the start of the year. Starting it right after finishing Witcher 3 was mistake. The character models look bland, the horse is more like a steroid-fed donkey and there's no dodge/parry like I'm used to (although there was a perk/skill I unlocked later that was exclusive to my Rogue build, lucky me). But from that game I got that I can handle colossal enemies, screen filled with numbers (or HP bar in DAI's case) and hate isometric camera and turn-based combat. Will I be right at home with most JRP games then?
The game I'm currently looking at is Tales of Berseria. I hear it's a revenge story at heart. I dig it. If I like it I may become a JRPG fan as well.

There's two things you're conflating.

* Styling is "anime". With non-realistic cartoonish physics... typically about heroes wielding unrealistically big weapons and smacking things with them. Gun Kata, Gun Swords, Mecha-robots, etc. etc. Its just styling. If its not "cool" for you, don't sweat it, its not for everyone. What is and isn't "cool" is very subjective. IMO, its best to be "introduced" to this style with shows like Full Metal Alchemist or Kenshin: these shows have a somewhat realistic slant to combat, and "introduce" the concept of the big-weapons and magic laser-battles.

In effect: a lot of anime requires you to watch other anime first, before you "get" what's going on. Its a culture. There's an order to getting introduced to the culture, otherwise you'll just not really understand what's going on. Some people are able to just jump into the deep-end... but in my experience, its better to start off with a "starter anime" like Full Metal Alchemist: Brotherhood.

------

* The mechanics: Turn-based JRPG combat basically comes down to four choices. 1. Damage. 2. Buffs. 3. Debuffs. 4. Healing. Damage is often split into multiple categories (usually a classical element: Fire, Water, etc. etc.), or maybe Physical vs Magic. A lot of JRPGs are about memorizing your enemies stats, and choosing the most appropriate damage option. Some games provide an in-game "attack" that allows you to see the enemy's stats (which allows you to slowly learn the characteristics of enemies).

2. Buffs give up your turn, but allow you to deal more damage (or take less damage) in future turns.

3. Debuffs give up your turn, but cause the opponent to deal less damage (or take more damage) for future turns.

4. Healing gives up your turn, but allows you to live longer, maybe even resurrect your allies.

Learning to balance your turns between buffing, debuffing, healing, and damage is what the game is about. The AI in JRPGs is very simple: various monsters always follow the same pattern. The "hard" part is that there are many, many, MANY different monsters in the game, which means you'll have to spend a lot of time learning the various AI patterns of many different creatures and characters. The name of the game is discovery: once you figure out how various AIs work, you learn the proper buffing / debuffing / damage order to progress through the game.

There's a 5th option: Leveling up. The level up system is the crutch that allows any player to eventually win the game if they put enough effort in. A stronger player can win JRPGs with fewer levels, by simply making better tactical choices. But if at any time you feel like the game is "too hard", the JRPG key to widespread acceptance is... its self balancing. Different players approach the game at different skill levels: maybe you're a newbie at JRPG tactics and need to level grind to level 50 before you can beat the game. Or maybe you're an expert and can beat the game only at level 10.

As such, JRPGs self-balance across different players and different skill levels. If you're finding yourself relying upon "level up" too much, the game can become boring. I always suggest players try to learn the underlying tactics... maybe not enough to become an expert, but enough to at least accept the buff / debuff / damage tradeoffs.

-------

Pokemon is a great introductory JRPG by the way, with all of these mechanics built into the game. Most children beat Pokemon by just leveling up until they're stronger than all other characters in the game. But an expert player instead uses "X Attack" or "Screech" or "Swords Dance", granting buffs and trying to set up a "sweep condition". Pokemon even has a "Battle Tower" at the endgame, fully optional, where players can learn the tradeoffs associated with buffs vs debuffs vs damage.

Yeah, Pokemon slants for children. But more importantly, its an introductory JRPG. If you've never played JRPGs before, you probably should start with the easy games, rather than jumping into the harder ones.
 
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I've played all the FF's from 1 through 10, all are more or less consistent and it was during these the "Active" turn combat system was introduced.
JRPG's are more of a traditional anime look, feel and story in my opinion but again they all have elements of it, JRPG or not.

I'm not familiar with the Xbox lineup but for the Playstation I've done a few.
Mind you I only have a PS3 but even that has a few turn-based combat titles such as the "Record of Agarest War" series, "Natural Doctrine", The "White Knight Chronicles" series and so on.
I know the entire Agarest series itself is JRPG but as for the other two named I'm not sure if that's how they would be classified.
 
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"Record of Agarest War"

Why would you even bring up that name in a beginner JRPG thread?

Its fun but... dear lord, its not beginner friendly at all. Lol. The harem-theme waifu simulator anime style is also difficult to explain to general audiences. Its one of the crunchiest / math-heavy JRPGs I've probably played. Don't get me wrong: the game knows its audience and it knows its niche. But... some niche games are just not destined to be consumed by the general audience.

I'd say if people are willing to "lean towards niche" titles, Nippon Ichi's games (ie: Disgaea) are more hardcore + more anime than most... while the general audience at least has a chance of accepting the artstyle / mechanics. The Atelier series is also niche, but probably fine. The Atelier series does cool things with item-crafting / preparation portion of the game loop. The core attack/buff/debuff thing is extremely simple in Atelier, its just that most of those buffs/debuffs come in the form of equipment that you have to figure out the crafting formulas for (and therefore go on a quest to find the right items / play Microsoft Excel to optimize your item drop rates and whatnot... lol)
 
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It was just an example and nothing more of what a JRPG is.
When I first got the game I had no idea what it was I had bought but I found out quickly.

You are right about certain elements being difficult to explain which is why I said they all have an anime theme to them. I was kinda suprised yet no suprised when it appeared in this game.
I more or less ignored it and just played on.

However if really wanting to "Know" all about JRPG's, there ya go.
 
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It was just an example and nothing more of what a JRPG is.
When I first got the game I had no idea what it was I had bought but I found out quickly.

You are right about certain elements being difficult to explain which is why I said they all have an anime theme to them. I was kinda suprised yet no suprised when it appeared in this game.
I more or less ignored it and just played on.

Well... for future reference... Compile Heart is a company that strives to push the limits on sexual content in their games. That's not "normal" even by Japanese standards, its a Compile-heart thing. Agarest is probably one of the better games they've made (especially because they lovingly put a huge amount of effort into the turn-based mechanics). Its an absurdly complex game, with absurdly sexual situations being pushed... but it works out in the niche.

Compile Heart basically makes it an exercise to see how sexual their games can get before their games get straight up banned. And indeed, their games are regularly banned in various countries...

I think what makes Agarest War charming, is that the wife chosen in each generation changes the stats and abilities of the child of the next generation. So by the time Rex (the last child of the final generation) is born: you have the decisions of 5-generations worth of stat-points / abilities that make up Rex's abilities. If you married the magic-caster of each generation, Rex will be strongest in Magic. If you married the warrior each generation, Rex will be physically stronger. Etc. etc. There's even a flying heroine available in 4th generation, and if you marry her Rex will have wings (and immunity against ground-based attacks). There's a lot of detail put into this aspect of the game.

So on the one hand, the sexual content exists as an excuse to sell sexual content. That's just how compile heart operates. But on the other hand, they actually integrated it into the game really well. So it doesn't feel like just an excuse for T&A.

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But Record of Agarest war does bring up one more element of JRPGs: meta-preparation. The game makes it clear that the decisions each generation affect the stat-points, weapon choices, and abilities. Pulling up Microsoft Excel and mapping out your decisions and optimizing it... that's part of the game and considered "fair" in the hardcore JRPGs. The harder games (like Agarest) practically make it mandatory (6th generation / the War vs Heaven secret ending is so difficult, the only way you can possibly beat it is by having a highly optimized Rex with maxed-out stats leading your charge).

More mainstream games: like your Final Fantasy series, make it very hard to find the "secret extra hard dungeon", so that the typical player never even encounters this hard mode... and that such preparation is fully optional.
 
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Get a GBA and play some Pokemon. Get all your turn-based needs.
 
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Well... for future reference... Compile Heart is a company that strives to push the limits on sexual content in their games. That's not "normal" even by Japanese standards, its a Compile-heart thing. Agarest is probably one of the better games they've made (especially because they lovingly put a huge amount of effort into the turn-based mechanics). Its an absurdly complex game, with absurdly sexual situations being pushed... but it works out in the niche.

Compile Heart basically makes it an exercise to see how sexual their games can get before their games get straight up banned. And indeed, their games are regularly banned in various countries...

I think what makes Agarest War charming, is that the wife chosen in each generation changes the stats and abilities of the child of the next generation. So by the time Rex (the last child of the final generation) is born: you have the decisions of 5-generations worth of stat-points / abilities that make up Rex's abilities. If you married the magic-caster of each generation, Rex will be strongest in Magic. If you married the warrior each generation, Rex will be physically stronger. Etc. etc. There's even a flying heroine available in 4th generation, and if you marry her Rex will have wings (and immunity against ground-based attacks). There's a lot of detail put into this aspect of the game.

So on the one hand, the sexual content exists as an excuse to sell sexual content. That's just how compile heart operates. But on the other hand, they actually integrated it into the game really well. So it doesn't feel like just an excuse for T&A.

---------

But Record of Agarest war does bring up one more element of JRPGs: meta-preparation. The game makes it clear that the decisions each generation affect the stat-points, weapon choices, and abilities. Pulling up Microsoft Excel and mapping out your decisions and optimizing it... that's part of the game and considered "fair" in the hardcore JRPGs. The harder games (like Agarest) practically make it mandatory (6th generation / the War vs Heaven secret ending is so difficult, the only way you can possibly beat it is by having a highly optimized Rex with maxed-out stats leading your charge).

More mainstream games: like your Final Fantasy series, make it very hard to find the "secret extra hard dungeon", so that the typical player never even encounters this hard mode... and that such preparation is fully optional.
And that's what I discovered after getting the game.
If I had known about it before buying I would have passed but that's not how it turned out. The game itself is very good and have to say if they had left all the sexual stuff out it would have been MUCH better but as you put it (Accurately), it's a Compile Heart thing.
I know that now and will skip the rest from that publisher.

The others I named aren't like that, "White Knight Chronicles" is good and doesn't have all the Compile Heart-style crap in it and it also leans more towards a traditional RPG style of play but there are a few JRPG elements to it.
"Natural Doctrine" I haven't really played yet so can't just say it's JRPG or not or even somewhere inbetween..... Yet.
 
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I've never played JRP games. Either the enemies are huge ass colossal monsters, the combat is turn-based or the screen is filled with numbers. Now I started playing Dragon Age Inquisition (I swear I'm gonna finish it, someday) at the start of the year. Starting it right after finishing Witcher 3 was mistake. The character models look bland, the horse is more like a steroid-fed donkey and there's no dodge/parry like I'm used to (although there was a perk/skill I unlocked later that was exclusive to my Rogue build, lucky me). But from that game I got that I can handle colossal enemies, screen filled with numbers (or HP bar in DAI's case) and hate isometric camera and turn-based combat. Will I be right at home with most JRP games then?
The game I'm currently looking at is Tales of Berseria. I hear it's a revenge story at heart. I dig it. If I like it I may become a JRPG fan as well.

When the difficulty level goes up in a JRPG, its often NOT a stat wall you're running into (ie you need X damage per second or HP to get past etc.) but rather a puzzle of some sort. Big elements in that sense are turn order / initiative and influencing the turn order is often the best way to get ahead of enemies. Weapons and skillsets are quite fixed really. Combo elements / party synergy is another. JRPGs aren't really the 'numbers game' they seem to be most of the time, while most Western RPGs really are open to swapping in some gear and items to get to godhood - and lots of balancing issues to go with it. JRPGs are also keen to offer the classic style of boss fights, with phases and very specific approaches to destroy them.

DAI is more akin to the Western RPG as well, there are builds you can play where you really can't ever die (hint: it involves barriers), and its as easy as picking up basic skills. The freedom of choice kind of destroys a tight, managed playthrough at times, if you know how to abuse mechanics. And if you don't many fights may even feel tedious or impossible - the RPGs where people complain about fighting 'HP bars' - they're often balanced around a very tight subset of builds, the so called 'meta'. Kind of an 'illusion of choice' if you will and current game design is absolutely filled to the brim with it. It passes off as 'more difficult' to many.

There is a big, big quality gap between great RPGs with lots of choice, and RPGs with lots of pseudo-choice that outright suck if you figure that out.

An example of an (A)RPG that nails the quality with lots of choice, is Grim Dawn - but ARPGs in general are much more tightly fixed around (loot and build-) balancing and not so much the story.

Divinity Original Sin 1/2 are also very high up the ladder, but still rather easy to 'break'.
Perhaps Baldur's Gate 2 qualifies too but then only for the vast amount of choice, not so much for balance.
And of all Dragon Ages I think Origins (1) stands out for offering the highest degree of freedom without being game breaking. DAI a good second, but its a shame they oversimplified everything.

For the JRPGs... I didn't play most of the more obscure stuff, but one of those that really stayed with me is Shin Megami Tensei / Nocturne. Its like diving into a parallel universe, it has typical Pokemon style gotta catch em all party building (truly awesome stuff, fuse creatures you fought into new ones etc.) and the whole visual design is just way out there. Learning curve is a bit steep perhaps and you'll be looking for quest steps all over the place... but somehow that only adds to the atmosphere - a melancholic sense of being lost. The soundtrack alone just spells it out.

Turn based is a theme though in the JRPGs, even the ones that fake some sort of realtime combat like certain Final Fantasies.

There's two things you're conflating.

* Styling is "anime". With non-realistic cartoonish physics... typically about heroes wielding unrealistically big weapons and smacking things with them. Gun Kata, Gun Swords, Mecha-robots, etc. etc. Its just styling. If its not "cool" for you, don't sweat it, its not for everyone. What is and isn't "cool" is very subjective. IMO, its best to be "introduced" to this style with shows like Full Metal Alchemist or Kenshin: these shows have a somewhat realistic slant to combat, and "introduce" the concept of the big-weapons and magic laser-battles.

In effect: a lot of anime requires you to watch other anime first, before you "get" what's going on. Its a culture. There's an order to getting introduced to the culture, otherwise you'll just not really understand what's going on. Some people are able to just jump into the deep-end... but in my experience, its better to start off with a "starter anime" like Full Metal Alchemist: Brotherhood.

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* The mechanics: Turn-based JRPG combat basically comes down to four choices. 1. Damage. 2. Buffs. 3. Debuffs. 4. Healing. Damage is often split into multiple categories (usually a classical element: Fire, Water, etc. etc.), or maybe Physical vs Magic. A lot of JRPGs are about memorizing your enemies stats, and choosing the most appropriate damage option. Some games provide an in-game "attack" that allows you to see the enemy's stats (which allows you to slowly learn the characteristics of enemies).

2. Buffs give up your turn, but allow you to deal more damage (or take less damage) in future turns.

3. Debuffs give up your turn, but cause the opponent to deal less damage (or take more damage) for future turns.

4. Healing gives up your turn, but allows you to live longer, maybe even resurrect your allies.

Learning to balance your turns between buffing, debuffing, healing, and damage is what the game is about. The AI in JRPGs is very simple: various monsters always follow the same pattern. The "hard" part is that there are many, many, MANY different monsters in the game, which means you'll have to spend a lot of time learning the various AI patterns of many different creatures and characters. The name of the game is discovery: once you figure out how various AIs work, you learn the proper buffing / debuffing / damage order to progress through the game.

There's a 5th option: Leveling up. The level up system is the crutch that allows any player to eventually win the game if they put enough effort in. A stronger player can win JRPGs with fewer levels, by simply making better tactical choices. But if at any time you feel like the game is "too hard", the JRPG key to widespread acceptance is... its self balancing. Different players approach the game at different skill levels: maybe you're a newbie at JRPG tactics and need to level grind to level 50 before you can beat the game. Or maybe you're an expert and can beat the game only at level 10.

As such, JRPGs self-balance across different players and different skill levels. If you're finding yourself relying upon "level up" too much, the game can become boring. I always suggest players try to learn the underlying tactics... maybe not enough to become an expert, but enough to at least accept the buff / debuff / damage tradeoffs.

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Pokemon is a great introductory JRPG by the way, with all of these mechanics built into the game. Most children beat Pokemon by just leveling up until they're stronger than all other characters in the game. But an expert player instead uses "X Attack" or "Screech" or "Swords Dance", granting buffs and trying to set up a "sweep condition". Pokemon even has a "Battle Tower" at the endgame, fully optional, where players can learn the tradeoffs associated with buffs vs debuffs vs damage.

Yeah, Pokemon slants for children. But more importantly, its an introductory JRPG. If you've never played JRPGs before, you probably should start with the easy games, rather than jumping into the harder ones.

Fantastic insights!
 
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I'm not going to reiterate what everyone has said but i'm recommend some available JRPGs on Steam that i've experienced or my partner has played that you can check out and the other cool thing about JRPGs are the awesome battle music.
Turn-based:
Final fantasy upto 13
Persona 4 golden
Octopath Traveler
Yakuza Like a Dragon (highly recommend playing Yakuza 0,kiwami and kiwami 2 though they are action games)
Ni no kuni 1&2
Trials of mana
Dragon quest
Grandia 1&2
.//hack GU

Action RPG:
Nier Automata
Tales of Symphonia,vesperia,zestiria, berseria
Final fantasy 15
Code Vein
Dark Souls 1-3( one might argue its western style RPG but it is from a japanese dev)
 
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