Quote:
Originally Posted by g0zen
No, it isn't. Once again you're oversimplifying to be smug. You'll probably roll your eyes, but in WRPGs the weapon type adds a lot of variation. Do you go with the slower stronger axe, the fast but light dagger, or the standard sword? One handed or two?
Um, okay, how does that have anything to do with most rpg battles being 90% normal attacks? Even if you're using a slow halberd, you're still just using your standard attack and not waiting until you can unleash the super-dramatic flashing light show 90 hit combo to do some damage like in Xenosaga.
Quote:
KotOR and Diablo are bad examples, because one was more story-driven and the other was DESIGNED as just a hack-fest. When I think of true WRPGs I'm thinking like Baldur's Gate, Fallout, Planescape, Arcanum, The Elder Scrolls series, etc. These games had a heavy emphasis on equipment strategy, or rather using the right weapons, armor, and abilities for the right situation. That, I believe, is something you find almost exclusively in Western RPGs.
Now, I'm not saying this automatically makes them superior, but personally I preferred it.
You're imagining things. Most jrpgs these days have you changing equipment just as often as western ones do. Morrowind had bugger all to do with changing weapons & armor all the time - you find the best stuff for your class, enchant the crap out of it if it wasn't enchanted already, and never take it off. Your defensive and offensive abilities have far more to do with your strength & proficiency with that type of weapon or armor than the item itself. After the first 20 hours I'd found the cuirass of Saviour's Hide & never needed to change anything. Baldur's Gate uses standard AD&D "this type of armor is better than that type of armor" rules. It's just a matter of finding the stuff with the most +s.