I got over my rage toward Tokyo Mirage Sessions, but it's building back up. I'm grinding in one of the optional dungeons, the last one that only has savage enemies. These savage enemies give a ton of experience but they fuck you right up. The weird thing is that every single encounter is the same group of enemies, but this is a good thing because you can figure out a strategy to easily dispatch them and gain a lot of experience and thus a lot of levels. However, the game has suddenly decided to give me a new batch of enemies and now I have to figure out another strategy not to die over and over again (frustratingly, the characters I need to grind the most are always the ones with severe weaknesses to the enemy attacks). Why, after serving the same enemies over and over again, has the game decided to replace them with new enemies? I feel like the game knows I want to beat it and is actively fighting against me.
I really do still love the game, but this frustrating stretch made me think of ten things that JRPG developers need to stop doing.
1) Stop making people go back to the menu to heal. How this design choice didn't go away in the early 2000s when Chrono Cross came out and gave you an option to automatically heal after battle is beyond me. A fast heal option should be mandatory for JRPGs.
2) Stop using cheap methods to make your bosses hard. Insta death spells should be banned. They just make the battles come down to luck. I know JRPGs are all about probability and what not, but developers should actively work toward eliminating randomness.
3) Stop making players rewatch cutscenes when they retry bosses. Just give an option to completely skip them (and no, fast fowarding through them is not a substitute). Why is that so difficult? I already watched the cutscene. Why do I need to watch it again? The inability of so many developers to implement such a simple feature is outrageous. Respect the player's fucking time.
4) Stop making players rewatch the bosses's long fucking attack animations. This makes already frustrating battles unbearable at times. I can deal with getting my ass kicked by a boss. But watching the same endless animations while anticipating my party getting wrecked is stressful. Just let me skip it. It's very simple.
5) Get rid of grinding in general. Difficulty spikes are not it. Every single RPG should leave you reasonably leveled just by engaging in the fights you naturally encounter throughout the story. If you're skipping and running from too many fights, then yes, you should be underleveled and not able to manage the boss fights because you made bad choices. But you shouldn't have to artificially fight over and over again to raise your levels. It's ridiculous.
Basically, I chose the wrong genre to be obsessed with. I love JRPGs so much but a lot of them have some basic design issues that could be easily sorted out. I don't know why this genre loves to fight the player so much. The developers' mission should be to make the game naturally challenging enough through smart design choices that they don't have to resort to bullshit.