Compulse

Gimme gimme treasure!

There's a fork in the road, and the doe-eyed, spiky-haired mute pauses to think. He leans on his gigantic sword, frozen in indecision. Left, up through the craggy rocks? Or right? He has time to contemplate: No beast will attack while his feet remain firmly planted on the path. The world waits for him. If he does a jittery little dance, however, or paces back and forth, they will come. Oh, they will come. And his friends will appear from nowhere, swiftly murder the monsters, say something pithy, and leave, as they've done hundreds of times.

Neither path seems more promising than the other. There's no sign of rest along either route. No light. The hero doesn't understand why, but every time he sees a pillar of light he rushes to stand in it, to savor its glow. They make little chimes when he approaches, a song of greeting. "Hello," they seem to say. "Everything is safe now." The pillars of light wait for him everywhere: city streets, mountain passes, the depths of dungeons.

The hero would know what to do if this familiar sight lay along either path. First he would rush to embrace the light. Then he would backtrack and take the other road. Because, inevitably, there is treasure there. He would find a weapon somewhat better than the one he wielded, or a healing item to add to his enormous stockpile of goods. And, more importantly, there would be a dead end: a definitive signpost pointing in the opposite direction. The hero's curiosity would be sated, and he could proceed onwards past the saving light with confidence.

Before one can take satisfaction in the correct path—and there is always a correct path—they must first exhaust all alternatives. This is the Way.

The hero shifts his weight, looking warily at the two routes. He knows well the indicators of failure: If his friends suddenly appear all around him and begin yammering about love or insane philosophy, he has chosen incorrectly. If he arrives at a new location or battles an especially fierce monster, he has chosen incorrectly. If he witnesses a majestic scene involving airships or steam-powered trains or supersized cannons, he has failed.

The consequences are less predictable.

Sometimes the hero is able to retrace his steps once he regains control of himself, to collect the bits and scraps he left behind. The treasures are never worthwhile, but the peace of mind is priceless.

Occasionally the hero loses time, awakening inside one of the pillars of light he visited earlier. This is annoying—the one time the light fails to sooth him. The hero must once again fight the same battles, acquire the same items, and endure restaged prattling from comrades and folk he meets—who never seem to remember him, or that they've already told him where the temple is. Still, the hero knows the Way now, and the path is easier.

Once the hero made a terrible mistake, and paid for it dearly. While traveling through an ancient sewer system, he noticed a treasure chest perched just out of reach. It was tantalizing, but the hero assumed that a path would loop back to the chest at a later junction. This thought put him at ease as he traveled further and further away from it. Eventually the hero was attacked by an enormous crocodile and, with the help of his conveniently appearing friends, made quick work of it. In its death throes, however, the crocodile forced the group from the sewers and caused the exit to come crashing down. While the hero's friends rejoiced at their narrow escape, his own heart was heavy, for he knew that he would never acquire that now-inaccessible treasure.

The next thing he knew, the hero was far from heroic. He was an innocent troublemaker in his hometown once again, stripped of all his inventory and power, and reliving an idealized past where he first learned to swing a sword and kill troublesome slimes. And he watched his village get razed by the forces of evil, and his family and friends slaughtered for the second time. He began anew.

This is the Way.

Now the boy stands at a crossroads, a hero painstakingly rebuilt. The left path leads up through rocky formations, winding up the mountainside. The right path delves into a shady tree canopy. There are no clues. The hero picks up his blade and begins to walk, slowly at first but with more confidence when nothing interesting happens.

He sweeps one side of the path and then the other, idly searching for valuables and offshoot trails along the way. If only he could enjoy his travels without having his agency wrested from him at inopportune moments, unseen forces surging him onwards without his consent! That, the hero thought, would be a mighty fine adventure.

From the corner of his eye, at the very periphery of his vision, the hero now sees the sign he was looking for. A treasure chest, snuggled into a crevasse. The chest is on the other path.

But it is too late. The hero takes one step too many and instantly finds himself running up a hill to marvel at a glorious cityscape sparkling on the horizon, airships dotting the sky above. Two of the fourteen-year-old girls he calls companions flank him and begin to bicker about who the hero "like-likes" more, their saucer-eyes extra wide with fury. And as his friends escort him towards the city, willingly but against his will, the hero's longing soars back, back, back to the crossroads and the insolent, unclaimed treasure that he can't ever forget.

"I will return," thinks the hero. "I will come back to the place before the Way was lost."

But in all likelihood, the hero knew, he would be outward bound to faraway climes on an airship before he once again had any choice in the matter.

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Cobble's picture
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That sir, was awesome. bravo!!

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mrtomaytohead's picture
Location: Richmond, VA

Only made it to the sewer crumbling crocodile, but it made me laugh out loud. I am sad though, for now I must leave. Great story so far, Clem!

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ClockworkHouse's picture
Location: In my Clock Tower, clocking like a clocker.

Nicely done.

Quote:
Occasionally the hero loses time, awakening inside one of the pillars of light he visited earlier. This is annoying—the one time the light fails to sooth him. The hero must once again fight the same battles, acquire the same items, and endure restaged prattling from comrades and folk he meets—who never seem to remember him, or that they've already told him where the temple is. Still, the hero knows the Way now, and the path is easier.

There's a whole game's worth of ideas in this paragraph. If a hero in a JRPG were aware of revisiting things...

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stevenmack's picture
Location: Making a return trip to the Queen Zenobia

Argh...I know this curse only too well
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Minarchist's picture
Location: A Rocket-Propelled Confessional

Ah, JRPGs, how I love/hate thee. Allow me to add my congrats, I know the feeling of resetting because I missed some valuable somewhere all too well..

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Fxeni's picture
Location: Making sure no two spies are not on fire in Montreal, Quebec, Canada

I find myself doing that far more than I'd like most of the time. I've gotten to a point where I can usually tell which way I should go, although there are still those crossroads filled with uncertainty. Damn my inner completionist.

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That only reinforces what I hear every time I see your avatar: "Hey, Skywalker, I had sex with your mother!"

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Dysplastic's picture
Location: Ottawa, Ontario

This is totally how I play JPRG's - and this rings way, way too true of the experience I'm having playing FFX right now.

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MechaSlinky's picture
Location: Present!

Not only awesome, but oddly inspiring. Thank you.

adam.greenbrier wrote:
Nicely done.

Quote:
Occasionally the hero loses time, awakening inside one of the pillars of light he visited earlier. This is annoying—the one time the light fails to sooth him. The hero must once again fight the same battles, acquire the same items, and endure restaged prattling from comrades and folk he meets—who never seem to remember him, or that they've already told him where the temple is. Still, the hero knows the Way now, and the path is easier.

There's a whole game's worth of ideas in this paragraph. If a hero in a JRPG were aware of revisiting things...

My thoughts exactly, and I may set out to make it with some added mindf*ckery. Or I might sit on the idea forever and never do anything with it.

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stupidhaiku's picture
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Bravo. Just . . . bravo.

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beeporama's picture
Location: Pittsburgh, PA

The title is the cherry on the sundae.

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dejanzie's picture
Location: the land of Belgiums

Up until this:

Quote:
Two of the fourteen-year-old girls he calls companions flank him and begin to bicker about who the hero "like-likes" more, their saucer-eyes extra wide with fury.

I was picturing playing Baldur's Gate all over again

Well done sir, well done.

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xeneth's picture
Location: Bay Area, California

MechaSlinky wrote:

adam.greenbrier wrote:

There's a whole game's worth of ideas in this paragraph. If a hero in a JRPG were aware of revisiting things...

My thoughts exactly, and I may set out to make it with some added mindf*ckery. Or I might sit on the idea forever and never do anything with it.

I'd play it.

A great read, resurrecting infuriating concerns long since hashed and rehashed! How can such stale design and ideas persist across an entire genre for so long? Why do we put up with it?

I'll thank my lucky stars that the Persona series is somewhat different and shake my fist at my old, jilted partner in role playing, Square...

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breander's picture
Location: Escanaba, Mi United States

Man! I always hate when that happens. The game would never keep me from finding a way to that treasure later would it?

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spider_j's picture
Location: Yorkshire, UK

An excellently written piece, and a keen summary of the JRPG experience.

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Clemenstation's picture
Location: TORONTO

It's getting tougher to slog through JRPGs, and I blame GameFAQs. I start seeing clues that I've missed stuff (why do I have Hurt1 and Hurt3, but not Hurt2??) and, like a moth to flame, turn to a FAQ to find out what the deal is. Then I learn that I was supposed to talk to Billy back at TownOne so he could give me a rabbit's foot to give to Sally in TownTwo, who would exchange it for a bear's honey pot, etc etc etc.

The end result is that I feel despondently retarded about continuing my playthrough, even though I promised myself at the start that I was going to play through 'for the story' and save the completionism for a second round. If I never looked at FAQs, I wouldn't know where I had gone wrong and it wouldn't bother me so much. Note to self: stop looking at FAQs.

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spider_j's picture
Location: Yorkshire, UK

You are, once again, dead on right. I swear that they are constructing these games knowing that the only way to play them fully is using gamefaqs. I won't repeat my FFXII Zodiac Spear rant here.

My most recent JRPG experience was Star Ocean: The Last Hope. The items needed for creation of the best weapons etc. mostly come from random drops, that need powered up skill trees for certain characters. Just trying to work out what you need for the post-game requires thought at the beginning, and extensive notes.

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Jonman wrote:

Little known fact: wench is one of the 4 main food groups (British version): fried, offal, fermented and wench.

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Location: Second star to the right

Consider the nail hit

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mrtomaytohead's picture
Location: Richmond, VA

Clemenstation wrote:
The end result is that I feel despondently retarded about continuing my playthrough, even though I promised myself at the start that I was going to play through 'for the story' and save the completionism for a second round. If I never looked at FAQs, I wouldn't know where I had gone wrong and it wouldn't bother me so much. Note to self: stop looking at FAQs.

I have thankfully been able to do this. I do, however, try to do as much as I can unassisted on my first playthrough of games.

Also, games aren't being made with the existence of GameFAQs in mind, but to justify selling strategy guides.

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spider_j's picture
Location: Yorkshire, UK

mrtomaytohead wrote:
Also, games aren't being made with the existence of GameFAQs in mind, but to justify selling strategy guides.

I never understand why people shell out money on those guides; I know that not everyone has net access, but I just used to use the library or whatever when I was in that state.

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Jonman wrote:

Little known fact: wench is one of the 4 main food groups (British version): fried, offal, fermented and wench.

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4xis.black's picture
Location: Vancouver BC

I have been trying hard to break myself of this habit now that I have enough income that I don't actually require all 60-100 hours of whatever RPG to make my purchase worthwhile. Fable II was great in this regard; it will often force you to make a call and let you know flat out that you aren't really supposed to try both ways so you should just pick the one you think is best. This isn't always the way to go of course, but it's certainly refreshing once in a while.

Quote:
I never understand why people shell out money on those guides; I know that not everyone has net access, but I just used to use the library or whatever when I was in that state.

It's not really about the information for me; it's about adding an extra dimension to the experience. I bought the Wind Waker guide with the game because I knew I wanted 100% completion and I would enjoy flipping through the nicely designed pages of an actual book rather than CTRL+Fing my way down some plaintext file. (Yes, I know there are more robust 'game guides' online as well.) It's not something I do often, though.

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Clemenstation's picture
Location: TORONTO

4xis.black wrote:
It's not really about the information for me; it's about adding an extra dimension to the experience.

I agree about the value-added: concept art is often nice, and you can't beat the portability of a guide sitting beside you on a couch (vs running over to check the computer every five minutes). I still have a Xenogears Prima guide from back in the day that I can't seem to let go of, just because it's so well designed.

Usually the online FAQs will be more 'complete' than the official guidebooks, in terms of listing all item locations, weapons, and so forth. The Lost Odyssey and Eternal Sonata guides, for example, are missing stuff you need to get a couple of achievements. Of course, the FAQ writers take great glee in pointing this out.

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Itsatrap's picture
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Compulsion indeed! The draw of the light is sometimes simply a ruse, its siren song luring the player into an ambush. Sometimes this is intentional, much in the same way that a monster might take up residence inside a treasure chest hoping to snare unwary adventurers. Other times bad luck comes into play, with an adventurer inadvertently stumbling into the light just before receiving a killing blow. The light doesn't care about your well-being; it is simply a tool, methodically keeping a record of those who stray within its beams.

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Higgledy's picture
Location: In reality: Cheshire in the UK. In game: Being shot and stabbed in glorious HD

Great article.

'The treasures are never worthwhile, but the peace of mind is priceless.'

I know that feeling so well.

Part of me knows that all the obscure elements that hide quests or rewards are in the game to give a different experience on multiple play throughs (at least, I hope that's the reason) but, as has been noted, it is annoying as hell to read a faq while fighting a boss on disc 3 and read that you missed a vital piece of kit by not looking in the fountain in the city on disc 1.

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mrtomaytohead's picture
Location: Richmond, VA

Itsatrap wrote:
Compulsion indeed! The draw of the light is sometimes simply a ruse, its siren song luring the player into an ambush. Sometimes this is intentional, much in the same way that a monster might take up residence inside a treasure chest hoping to snare unwary adventurers. Other times bad luck comes into play, with an adventurer inadvertently stumbling into the light just before receiving a killing blow. The light doesn't care about your well-being; it is simply a tool, methodically keeping a record of those who stray within its beams.

- Alan

I like how you avoided using the word trap.

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Location: TORONTO

It's a ruse!

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Concave's picture
Location: UK

A spot-on description of why I failed/lost the will to complete both Final Fantasy VII and VIII.

I managed to get through XII through sheer bloody-mindedness and the saving grace of non-random battles.

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