دانیال ترۆک بەشداربووە لە کۆمپانیای DualShockers کە تایبەتە بە یارییەکانی کۆمپیوتەر و لیستەکان و پێداچوونەوەکان. لە ساڵی ٢٠١٨ەوە بە شێوەیەکی پیشەیی دەنووسێت و لە ساڵی ٢٠٢٠ەوە یارییەکانی ڕووماڵ کردووە، کارەکانی پێشووی ڕێنمایی، هەواڵ، لیست و پێداچوونەوە لە چەندین بڵاوکراوەدا دەگرێتەوە.
پێش ئەوەی پەیوەندی بە DualShockers بکات، دانیال بەشداری لە ڕێنماییەکانی GamerJournalist و لیستەکانی TheGamer کردووە. لە ئێستادا بابەتەکانی تەکنەلۆژیای SlashGear و BGR دەگرێتەوە. خاوەنی بڕوانامەی بەکالۆریۆسە لە دەروونناسی لە کۆلێژی ماریست و ماستەر لە هونەرە جوانەکان لە نووسینی داهێنەرانە و پیشەیی لە زانکۆی ویلایەتی وێستەرن کۆنتێکتیکۆت.
Part of what make JRPGs entertaining is their vast and varied mechanics. It’s a very broad genre, and there are all sorts of fun spins you can put on what has become a more-or-less traditional framework to make it more interesting and distinctive. That said, the best kinds of mechanics are those that clearly exist with both a rhyme and a reason. In other words, something that isn’t intrusive when it occurs, and is immediately understandable, or at least understandable after a modest modicum of practice.
Unfortunately, many JRPGs, even some of the very best ones, have at least one mechanic that is, for one reason or another, utterly inscrutable. Maybe its presence doesn’t make any real thematic sense, maybe the means by which you engage with it is a little too complex, or maybe it just occurs at complete random, often when you’d rather not put up with it. I don’t claim to understand the full development process of a JRPG, but these mechanics in particular make me scratch my head and wonder what was going on behind the scenes.
In the mainline Shin Megami Tensei games, there’s a recurring rule that, in the event your protagonist is defeated in combat, it’s an instant game over, even if your partner demons are fine. This makes thematic sense, because the demons are only fighting if you’re there, and if you’re dead, they’ll probably just leave. What makes a lot less sense is the fact that this mechanic was also carried over into the modern Persona series, starting with Persona 3.
In Persona 3, 4, and 5, if your protagonist character is downed in a fight, that’s it, you’re out. In a game where weakness strikes, critical hits, and instant-kill moves are ever-present threats, this is incredibly annoying. There’s a very loose, handwavy explanation for why this happens in Persona 3, but it’s not really made clear until very late in the game, and 4 and 5 have no excuse. The moment Makoto, Yu, or Joker are downed, the rest of their respective teams just… lie down and wait to die, I guess.
In the vast majority of Final Fantasy games, Summons are classified as a sub-type of magic, something you deliberately cast from your menu the same way you would one of your regular spells. This is a very simple, convenient approach, though I’ll concede that it’s maybe not the most cinematic way of going about it. Final Fantasy XV perhaps overcorrected a little bit on this by making its summons much more cinematic at the cost of making them, essentially, completely random.
After unlocking an Astral over the course of the story, Noctis can summon them once per battle, once per in-game day. That’s good and fine, but the problem is that you can’t actually summon them deliberately. A particular Astral’s summon prompt will only appear under very specific circumstances, and only based on a specific occurrence rate, which supposedly increases for each subsequent encounter where you don’t use a summon. The majority of Astrals will only start to trigger their summon occurrences when Noctis or the party are at critical health anyway, so it’s not even something you can realistically rely upon to help you.
سەرچاوەی فەرمی بە زمانی ئینگلیزی: https://www.dualshockers.com/most-random-confusing-jrpg-game-mechanics/