>>3988432 >Define rpg element A non-RPG that contains a non-zero amount of RPG mechanics, for example Disco Elysium (a point-and-click adventure game with light RPG elements)
>>3988449 how do you fuck up responding to a three-word question? an rpg "element" is using stats and dice rolls to determine what happens next. in action games it's this pixel touched that pixel or that ray intersected this hitbox, etc. it's skill-based not stat-based.
>>3988457 >how do you fuck up responding to a three-word question? It was a rhetorical question. Everyone here understands what an "RPG element" is. Anyone who claims to not is baiting.
>>3988297 >I see people say FFVII Remake/Rebirth are the best ever these people are retards. those games are PRESS X FOR AWESOME that literally play themselves. these retards think they are playing it brilliantly when they are literally one button bashers
>>3988297 skyrim did it best, imo your skill matters, but so does your characters skills/equipment quality its just complicated enough to be fairly satisfying, but not so complicated as to be frustrating
>>3988558 For the amount of options, they nailed it very well. With some polish, and maybe a bit more depth to archery gameplay, I would be more than happy to have the same combat in the next game.
>>3988297 People say that it is incompatible because of tabletop but that isn't true. It just needs to be tied to simulation instead of stat/attribute boosts.
>>3988297 IMO Action RPGs are inherently anti-RPGs since they will mostly appeal to reflex-based gamers trying to break the game by abusing dodge rolls and i-frames. Unless they managed to make diverse playstyles viable.
>>3988297 >I see people say FFVII Remake/Rebirth are the best ever. But why? I'll explain why. First of all, it is a party-based game but that actually plays like having a party. The gameplay is designed around controlling each party member like pieces of a bigger body. One party member does X thing, while the other does Y thing, and the other does Z thing and together, they do a bigger combo. Other "party" based games like tales of arise, star ocean 3, kingdom hearts and others dont have this design, they are more around "play however you like, your party members will handle themsleves". Second, all the party members have unique abilities and quirks that gives them a job or something they excell at, which gives variability. Third, the materia system in general is a great customization system. Fourth and most important: the pressure/stagger system and the enemy design. Theres a lot of emphasis on enemy design and how you dont tackle each enemy the same way. Sure, most simple mobs enemies just fall down quickly, but there are many others with unique behaviors that gives them an identity and asks of you to stop, make a plan and execute it. The legendary challenges are king at this because its not so simple as "just stagger, bro". There are more steps to it, and that together with ATB management, synegy skills and abilities makes it really dynamic and gives enough room to play however you want but rewarding those with gameplay sense. It is basically why people, myself included, consider it a hybrid. Other games in genre that have some sort of pause menu dont use it to take a breathe and analyze the battlefield, but to just use something. I dont know about you, but for me i spend a lot of time in the menu thinking "ok i have 2 atb with tifa, barret has overcharge, im low on HP, i have synergy ability available, i have no limits, im about to be attacked, etc". As you keep playing you start to develop plans faster.
>>3988297 My gold standard for combat in a JRPG is Starocean. I like to get into battles and out of battles very snappy, I like when standard combat moves are as seamless as holding an analog stick and pressing the A button, I like when the combat encounter is as engaging as the characters and enemies moving around and repositioning in real time. If you can make combat as engaging and snappy as Starocean, you've nailed it.