{"id":1705,"date":"2009-09-24T02:29:54","date_gmt":"2009-09-24T02:29:54","guid":{"rendered":"http:\/\/danielprimed.com\/?p=1705"},"modified":"2012-03-11T09:38:37","modified_gmt":"2012-03-11T09:38:37","slug":"paper-mario-vs-the-traditional-jrpg-structural-breakdown","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2009\/09\/paper-mario-vs-the-traditional-jrpg-structural-breakdown\/","title":{"rendered":"Paper Mario Vs The Traditional JRPG (Structural Breakdown)"},"content":{"rendered":"
\n
\n
<\/p>\n
Originally I’d planned to write an extensive and thorough analysis of Paper Mario<\/em>‘s RPG system in contrast to the traditional JRPG. I’m still going to do that, right now, albeit, in an appropriately streamlined format.<\/p>\n \n \n Traditional JRPG<\/strong><\/em> <\/strong><\/p>\n – simplistic problem solving (ie. pushing blocks, switching switches)<\/p>\n \/ OR: item dependent problem solving (ie. Lufia 2<\/em>)<\/p>\n – usually dependent on walking through maze-like labyrinths<\/p>\n – difficulty: mazes before longer and more elaborate<\/p>\n \n Paper Mario<\/strong><\/em><\/p>\n – simplistic – mid-range problem solving (ie. pushing blocks, switching switches), also includes jumping, hammering mechanics<\/p>\n – dependent on logic puzzles based on abilities of respective side kick<\/p>\n – difficulty: layers side kick<\/span> abilities to form trickier logic puzzles<\/p>\n \n \n Traditional JRPG<\/em> <\/strong><\/p>\n – swords, shields etc all raise the players stats and ought to be upgraded at townships<\/p>\n – most items are healing or strengthening items<\/p>\n \n Paper Mario<\/em><\/strong><\/p>\n – badges provide abilities for both inside and out of battle (predominately inside)<\/p>\n – items heal, strengthen and attack enemies<\/p>\n \n \n Traditional JRPG<\/em> <\/strong><\/p>\n – four party members<\/p>\n – often exchangeable class types between party members<\/p>\n – frequent random battles<\/p>\n – player advancement through linear statistics progression<\/p>\n – customizable via class and abilities (abilities often purchased or learn)<\/p>\n – teach team member gains abilities through a separate, unified system<\/p>\n – single ‘attack’<\/p>\n – ability system is separate from other areas of the character development<\/p>\n – abilities tied to class<\/p>\n – outcome of battle dependent on prior grinding (ie. player time)<\/p>\n \n Paper Mario<\/em><\/strong><\/p>\n – one party member and a side kick<\/p>\n – one fixed class type for Mario, the side kicks are similar to classes, also fixed but changeable in battle<\/p>\n – enemies appear on screen allowing for preempt attacks and avoiding conflict<\/p>\n – player advancement through selectable statistic upgrades, customizable abilities (badges), discovered equipment (stronger hammer and shoes), special abilities based on progression (Star power)<\/p>\n – customizable via side kick selection and above abilities<\/p>\n – two main forms of attack (jump, hammer), dependent on enemy type<\/p>\n – ability system (badges) affect all of Mario’s ability set (jump, hammer ability set, statistics)<\/p>\n – abilities tied to hammer and jump abilities (Mario) and sidekick’s inherent abilities<\/p>\n – outcome of battle dependent on player skill in sub-games<\/p>\n <\/p>\n From this data we can draw a handful of observations:<\/p>\n -questing in JRPGs often requires little interaction or interplay, you simply walk through the dungeon, Paper Mario<\/em>‘s exploring ties into the skill set of you sidekicks<\/p>\n \n –Paper Mario<\/em>‘s inventory system is less cluttered with ranging weapons and armor, and doesn’t require constant maintenance. Instead Paper Mario<\/em> focuses on the streamlined badge system.<\/p>\n \n –Paper Mario<\/em>‘s combat is skill based, increased difficulty therefore requires the best selections of techniques for the right enemy type (enemy properties (ie. spikes, flames) have a great influence on available move set) matched with good execution of the respective subgames.<\/p>\n \n -players can choose whether to engage with enemies or not in Paper Mario<\/em><\/span><\/p>\n -in Paper Mario<\/em>, the player’s skill and grasp over the battle system improves over play time, rather than simply their raw player statistics<\/p>\n \n -the ability sets in Paper Mario<\/em> are tied to the hammer and jump (or sidekick attributes) rather than a class system<\/p>\n \n –Paper Mario<\/em> has a more rigid customization structure but allows greater degrees of customization on lower level attributes. Tradtional JRPGs allow for a complete overhaul of character through class.<\/p>\n \nPuzzles<\/h3>\n
Equipment<\/h3>\n
Battle System<\/h3>\n