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[Pokémon ZA] What is weak as an RPG? A structural explanation of why people say it’s boring

“Pokémon LEGENDS Z-A (hereinafter ZA)” is attracting attention for its
action nature and new elements, but

  • Weak response as an RPG
  • Not immersed in the story
  • I don’t really feel like I’m growing

There are quite a few voices like this.

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These are not just a matter of taste; there are
structural reasons why elements that are considered important as an RPG feel weak.

In this article,

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  • What elements are required for an RPG
  • In what respects does ZA feel weak?
  • Why it leads to lack of things
I will organize and explain

.


Basic elements required for an RPG in the first place

The elements that are generally evaluated as RPG are as follows.

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  • Feeling character growth
  • Feeling like traveling around the world
  • Changes due to choices and consequences
  • Immersion in the story
  • Room for player intervention

Looking at this standard,
While ZA places more emphasis on action and creating an atmosphere,
its design tends to make it feel less satisfying than traditional RPGs.


Weakness ① There is little sense of “traveling” the world

This is ZA’s biggest feature, and also the biggest reason why it feels weak as an RPG.

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ZA is basically

  • Center of Lumios City
  • Limited area configuration
The story progresses with

.

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What’s wrong with RPG?

In the traditional Pokemon RPG,

  • Move from city to city
  • Environment changes significantly
  • Expectations for a new world

supported player motivation.

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In ZA,

  • Little change in scenery
  • The search range is psychologically narrow

As a result,
the “feeling of being adventurous” tends to be weakened.

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Weak point ② Little sense of character growth

Growth is very important in RPG.

In ZA,

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  • Level up is less important
  • There are few changes in techniques and tactics

There are many players who feel this way.

Why is it difficult to feel growth

  • Combat is closer to real time
  • Operations take precedence over numbers
  • Tactics are difficult to change significantly

This result,

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  • I don’t really feel that I have become stronger
  • Small return on effort
This leads to the impression that

.


Weak point ③ Choices are difficult to reflect in the story and world

One of the elements that strengthens the RPG-like feel is

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  • Select a limb
  • Player’s judgment

It is.

But in ZA,

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  • Almost no story branches
  • Less changes in the world through action

Because of this,
there is a tendency to feel like “watching” the story.

Common complaints

  • Results do not change no matter what you choose
  • I don’t feel like I’m intervening

This is a factor that reduces the immersive feeling of an RPG.

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Weak point ④ The ups and downs of the story are too gentle

ZA’s story is

  • Focus on atmosphere
  • Quiet development

is a feature.

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This is a matter of personal preference, but

  • Not much excitement
  • Hard to see strong purpose

Many people feel this way.

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In RPG,

  • Clear enemy
  • Big goals

pulls the player.

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In that respect,
ZA tends to be evaluated as having a weak narrative propulsion.


Weakness ⑤ NPCs and towns don’t function like an RPG

NPCs support the world of RPG.

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In ZA,

  • Poor relationship with NPC
  • Conversation lasts only once
There are many situations where it feels like

.

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The reason why RPG is weak

  • Less chain of quests
  • Difficult to see changes in NPC

As a result,

  • The city looks like a “stage set”
  • The world is not alive
It gives the impression that

.

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Weak point ⑥ Too much emphasis on operations rather than numbers and strategy

ZA’s battle is

  • Focus on action
  • Depends on operation skill

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This is also a freshness, but

  • Preparation
  • Construction
  • Thinking

It’s a design that tends to diminish the RPG-like fun.

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As a result,

  • More action than RPG
  • Weak sense of training game

There will be players who feel this way.

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Why is it often said to be “weak as an RPG”

It’s important to note that
ZA is not a “bad game.”

The problem is

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  • Play expecting an RPG
  • Imagine traditional Pokemon

And
I feel strongly that there is a gap between the genres.

FORは、

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  • Atmosphere experience type
  • Action-oriented Pokemon
If you view it as

, the evaluation will change.


Weak as an RPG = Not that you can’t enjoy it

For those who are enjoying ZA,

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  • Worldview
  • Performance
  • Action operation
I see value in

.

On the other hand

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  • Growth
  • Strategy
  • Story selection
For RPG fans who place importance on

,
the structure tends to feel unsatisfactory.


Summary: Why ZA is said to be weak as an RPG

  • Weak sense of adventure/travel
  • Low sense of growth
  • Less choice and consequences
  • The driving force of the story is weak
  • Less reaction from NPCs/world
  • Action-oriented design

These factors combine to lead to the
rating that it is “weak as an RPG.”

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FORは、

  • People looking for traditional RPGs
  • People who like numbers and strategy

than

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  • Focus on atmosphere
  • New Pokemon experience
This is a work for people who are looking for

.