My personal problem the most with Console RPGs these days isn't really graphics or cliche's in story, but just that there isn't enough character interaction. Current systems are supposed to be alot more powerful than before, so why aren't intricate stories being setup where players can actually effect the events, rather than go from point a to point b with event a or event b occuring in the same old sequince. If the hardware is there, and it has been since the 16-bit era, then why don't any of the companies use it.
>>8
Oh, I see. Kind of like those adventure games where you are told your surroundings, your situation, and what actions seem to be available. Those are actually alot of fun and alot less arduious then most games. Sometimes, you just want type "go through door" rather than hold a directional key until you get to the same door.
I also like how some of those games can be quite graphic in it's description. For example, Steven King's the Mist, your in a town that is swallowed up by mist. There is this dragonfly that actually decapitates you and drinks your blood. Good times was that game. More fun than most horror games, sorry to say.
I like the idea of a game being like that, but I actually would prefer some level of graphics so it would take some skill on the players part to figure something out. For example, a description that goes "There is a cracked wall with a hole to the north, there is a red door on the east and a blue door to the west, what is your next action." is fine, but can give alot away. Where as if your going from room to room, even though the cracked wall maybe obvious, with a hole large enough to hide an important tool in, it can be overlooked if the player isn't carefully examining it. I would say it is best to balance out the two, much like with point and click adventures. A dialogue box to help better explain what is going on and a section that shows an image of how your general area is.
>>9
Yeah, I know what you mean. In a way, it doesn't bother me too much if it does have some movie scenes, but when it is over done, it just sucks. Same with battling most of the time. You choose an attack and a scinematic follows of what happens as a result of your attack. Then again, even those with more intuitive combat, like any of the Mario RPGs, it still feels dead to me.