Love having all my party members twiddling their thumbs defending and healing while one guy fails his steal rolls 10 times in a row

I extra love it if the steal move deals damage so you have to also worry about the target dying from too many failed attempts

I double extra love it when it’s a boss battle when on top of everything else the story momentum just grinds to a halt while you fuck with a stupid RNG for 5 minutes

  • Barx [none/use name]@hexbear.net
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    34 minutes ago

    My favorite is the games where if you don’t use the stealing mechanic in just that one boss fight at just the right time you lose out on a substantial game element, like some major boon. I always miss that stuff unless I read a guide.

  • WhyEssEff [she/her]@hexbear.net
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    8 hours ago

    my hot take is that steal checks should be a timing/rhythm challenge in 90% of video games where they exist and any rolls regarding them should pertain to how tight the timing is

    • DamarcusArt@lemmygrad.ml
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      5 hours ago

      I think it depends on the game a lot. If the game has no other mechanics like that, it really shouldn’t. If I’m just trying to relax with an oldschool style RPG, I don’t want to have to suddenly focus on a timing minigame just for a single ability. Something like Lost Odyssey’s ring system could be really good for this though, just holding down a button and then releasing it at the right time.

  • SadArtemis [she/her]@hexbear.net
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    7 hours ago

    Admittedly while I dislike all the steal mechanics you described (especially FOMO and having no damage/target dying) I really like the concept of stealing in games goblin-dont-care

    • GarbageShoot [he/him]@hexbear.net
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      3 hours ago

      It seems like the logical conclusion is to have no one-of-a-kind items be steal-based, just money and replaceable items, and bosses (short of the final boss) can give you early access to what will later be a normal resource or something like that.

  • NoYouLogOff [he/him, they/them]@hexbear.net
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    8 hours ago

    Not a turn-based JRPG, but Dragon’s Dogma 2 I think nailed its steal mechanic. The skill is just a little yoink that can only happen when an enemy is staggered, but gets you an extra drop. The table is slightly different than actual drops, but you aren’t getting unique equipment from stealing, and those drops can help with your forging or selling mats for money. Having a Thief in your party with Pilfer/Plunder and the grapple hook that can knock down enemies easy does give you more loot. Certain NPCs can also be stolen from once, but there’s near 0 risk or test involved, it’s just finding out who has what.

    • Awoo [she/her]@hexbear.net
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      7 hours ago

      DD2 has so many interesting things and just a weirdo vision to it but lacks the polish to bring it together properly that someone like Fromsoft or Kojima would give it.

      It feels like Baldurs Gate 3 if it had action combat instead of turnbased. But without the writing, level design and freedom that it deserves. I mean, it has the freedom but it doesn’t give you enough creative options for solving quests in off the wall ways outside of a couple of them.

      With that said, the weird way you can piece together the story through 3rd-hand info rather than being spoonfed it sometimes feels like archaeology and I really dig it.

  • queermunist she/her
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    11 hours ago

    It’s also immersion breaking.

    So the thief character can steal a unique item from the boss, but I can’t loot it from the boss’s corpse? What?

    • doublepepperoni [none/use name]@hexbear.netOP
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      11 hours ago

      To be fair, I don’t think JRPGs concern themselves too much with immersion. The story and the gameplay just exist in completely separate bubbles and most of the creatures you fight make no sense at all . You’re just supposed to accept that It Is A Video Game and you do Video Game Stuff in it

      Semi-related tangent, but it amazes me that there’s tons of Japanese media where they take all these weird video game systems, tropes and abstractions and make them explicit parts of the setting and narrative. Like these things were invented to help portray Lord of the Rings or Conan the Barbarian-esque adventures in pen-and-paper game form in the 70s

      • TheLepidopterists [he/him]@hexbear.net
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        10 hours ago

        make no sense at all

        Is that Wild Arms?

        EDIT:

        Also

        Semi-related tangent, but it amazes me that there’s tons of Japanese media where they take all these weird video game systems, tropes and abstractions and make them explicit parts of the setting and narrative. Like these things were invented to help portray Lord of the Rings or Conan the Barbarian-esque adventures in pen-and-paper game form in the 70s

        I tried to watch Delicious in Dungeon because everyone talked it up so much and at one point in E1 the guy in plate armor started rambling about they didn’t have enough money for food so maybe they could sell their weapons and armor and buy cheaper weapons and armor along with rations and I just immediately bounced hard off of it because of the “all goods including form fitting plate armor are totally fungible and you can get an equitable deal selling this equipment and also there is a shop that carries and sells swords, but not as good as regular swords, and charges less money for them”

        I felt like I was watching a direct adaptation of Final Fantasy 1 or something.

          • TheLepidopterists [he/him]@hexbear.net
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            10 hours ago

            I don’t recognize those bosses, I assume they’re from the first one (I only ever played 2 and 3) but the text box background and font are pretty recognizable.

            Loved the science fantasy western setting they had, I don’t think I’ve seen it anywhere else.

            • doublepepperoni [none/use name]@hexbear.netOP
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              10 hours ago

              It is indeed the first game, but these are all just random monsters you run into in dungeons and the overworld. At least bosses tend to have some kind of story justification. The same criticism about the enemies you fight being kind of silly and random could easily be made of many classic franchises, like Final Fantasy. insert picture of the haunted house enemy from FF7 here

              Loved the science fantasy western setting they had

              I’m currently playing through the second game but I have to say that at least judging by the first two entries, despite the series’ reputation as the “Western” JRPG franchise they’re remarkably light on actual Western elements. Sure, there’s some spaghetti Western flourishes to the music sometimes, some characters wear duster coats and the landscapes tend to be kind of arid but everything else is just regular JRPG stuff through and through. (Also plenty of JRPGs throw in random Western elements anyway)

              Also with regards to your edit to your previous post, I think that’s just because modern anime audiences and creators are more familiar with RPGs than they are with fantasy literature or the things that inspired fantasy literature

              • TheLepidopterists [he/him]@hexbear.net
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                10 hours ago

                Sure, there’s some spaghetti Western flourishes to the music sometimes, some characters wear duster coats and the landscapes tend to be kind of arid

                Yeah but I like the dusters, deserts and Western musical flourishes.

                I think the amount of guns in a not-modern setting makes it feel pretty Western to me also.

                I also feel like some of the towns look really Western. Big metal windmills and water towers, saloony architecture etc.

                This also doesn’t apply to 2 obviously but this is the frontwoman for 3

                Look at those six-shooters.

                • doublepepperoni [none/use name]@hexbear.netOP
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                  9 hours ago

                  So far 2 actually feels somewhat less like a Western than the first game. The first game had Jack:

                  His jeans and the tassels on his coat contributed like 40% of that game’s Western vibes. Funnily enough, he doesn’t even use guns despite his special skill being named Fast Draw

                  I also feel like some of the towns look really Western. Big metal windmills and water towers, saloony architecture etc.

                  I feel like a ton of JRPGs have at least one town that looks like this

  • ReadFanon [any, any]@hexbear.net
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    10 hours ago

    This is partly why FF9 was a terrible installment in the Final Fantasy franchise. Such a garbage thing to centre the game around and with zero innovation in this aspect.

    At least 7 played around with a magic system and the way it interacted internally.

    At least 8 changed the system for summons and stat boosts, despite being flawed.

    Each of those were central to the story and the way the game played. What did 9 do? Uhhh… you have to steal. A lot. Also there’s a job system except it’s a pseudo-job system which is really anaemic. How thrilling!

    • doublepepperoni [none/use name]@hexbear.netOP
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      10 hours ago

      First of all, I will not stand for this FF9 slander. It’s my favourite or 2nd favourite behind FF7 depending on what phase of the moon you ask me. Seriously though, replaying and playing through classic turn-based JRPGs as an adult has led me to realise the underlying gameplay systems just suck in general. The games are all piss easy and there’s basically zero skill or thought involved

      I mostly just enjoy and evaluate them on aesthetics, music, characters and story. Someone should try making a classic JRPG but with the game mechanics replaced with something that’s actually good

      • GarbageShoot [he/him]@hexbear.net
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        3 hours ago

        Someone should try making a classic JRPG but with the game mechanics replaced with something that’s actually good

        Have you played Omori? It’s not rocket science, but I thought the emotion system was fun to play with.

      • BashfulBob [none/use name]@hexbear.net
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        8 hours ago

        I mostly just enjoy and evaluate them on aesthetics, music, characters and story

        9 has that in spades.

        One thing that frustrated me with FFs starting at 12 was relative improvement to combat coming at the expense of more and more story beats. 15 was the worst offender, but it was all downhill after 10.

        • doublepepperoni [none/use name]@hexbear.netOP
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          8 hours ago

          15 was the worst offender

          I haven’t played it but I struggle to imagine how it could be worse than FF13, a game that was nothing but a bunch of cutscenes strung along by narrow corridors

          but it was all downhill after 10

          Give me my guy running around on a big globe map representation of the game world or give me death

          • Findom_DeLuise [she/her, they/them]@hexbear.net
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            I know I say this like every time it’s brought up, but I will reiterate yet again: FF13 is the ideal JRPG to play while drunk. The out-of-combat mechanics are “Hallway Simulator 2009.” The in-combat mechanics are “mash these three buttons in this sequence, unless it’s this slightly more annoying type of encounter, then use this other sequence instead.” The rest of it is forgettable cutscenes where Snow yells a lot over his shitty nu-metal leitmotif, and the story is so incoherent that it wouldn’t matter if you were sober anyway. Some people drink to forget; if you’re playing FF13, you drink to not remember in the first place, and it’s a better experience for it.

      • TheLepidopterists [he/him]@hexbear.net
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        10 hours ago

        Someone should try making a classic JRPG but with the game mechanics replaced with something that’s actually good

        Gonna make Final Fantasy nerds mad, every time they try a new system that isn’t just “select attack until you win, heal as needed” they get mad and claim that changing away from that system “dumbed it down” and “made it a mindless button mashing game” ironically.

      • Dessa [she/her]@hexbear.net
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        9 hours ago

        Someone should try making a classic JRPG but with the game mechanics replaced with something that’s actually good

        That sort of thinking is what got us in the mess we’re in today, with everything being just shittier action game.

        JRPGs were fine

      • LaGG_3 [he/him, comrade/them]@hexbear.net
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        10 hours ago

        It’s like arguing that maxing out Freya’s dragon slayer move is a necessary mechanic. Sure, it’ll make the optional super boss less annoying, but it’s really not necessary.

      • ReadFanon [any, any]@hexbear.net
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        9 hours ago

        In the same way that you can beat FFX without playing Blitzball (aside from half of a mandatory game) but my point isn’t that you must do it, rather that it’s central to the story and yet it’s straight up tedious and completely lacking in any imagination.

        I guess having more than one item available to steal was the major innovation in this respect?

        • TheDrink [he/him]@hexbear.net
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          7 hours ago

          Blitzball is a major aspect of FFXs story, but in FFIX stealing is just an option on a menu. I guess I agree that it’s not a good mechanic but I disagree with the weight you put on it.

  • Infamousblt [any]@hexbear.net
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    11 hours ago

    I like them when they act as a bonus way to get extra materials or extra chances to get materials in games that do that. Like you’re trying to get 25 griffon ass feathers and each one can drop one feather but also they can be stolen, so you can have extra chances to get them if you’re grinding for them.

    But as the only random chance way to get unique items from bosses…yeah that rubs me the wrong way. How are you supposed to even know you have to do that in the first place. It’s anti fun

    • MayoPete [he/him, comrade/them]@hexbear.net
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      5 hours ago

      I felt like it was put in to force players to buy the $15-20 game guide.

      WTF was Square thinking putting a chest super early in Final Fantasy XII that shuts off a really sweet drop later on, and it’s completely randomly placed, no warning. You just have to remember to skip this one chest. The whole series is riddled with random BS like this… even the original Mario RPG had a missable chest if you forget to jump on a Koopa head in one spot… and it’s a place you visit multiple times. Bad design imo

  • dumpster_dove [he/him]@hexbear.net
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    10 hours ago

    I think it was in Final Fantasy 3 that you had to do this massive grind to get your thief level high enough to steal from bosses, and it turns out there’s only 1 interesting item in the whole game that you get by stealing