Tales of Vesperia: Xbox 360 Outsells PS3 In Japan

Sony’s been talking about how they’ve overtaken the Xbox 360 here in the States, perhaps this is because Microsoft shifted their attention to pwning them in Japan? Xbox 360 sold 25,000 units to PlayStation 3‘s minor 9,673 units according to Edge Online, that’s 2.5 times more if you’re into that math thing.

Seriously though, Microsoft didn’t really shift any effort, they just got a Japanese style game called Tales of Vesperia from Namco Bandai. Go figure, when a Japanese focused game arrives for a console Japanese gamer will go out and buy it.

The big barrier to the 360 in Japan is the games and their contents. Microsoft is in tune with the needs and demands of the United States gamers, it usually involves FPS titles and excessive killing. Japanese gamers are not exactly huge FPS fans, we’ve seen the Asian community dominate in RTS style games (Starcraft is a great example) and they’ve always had interest in MMO’s, especially micro-transaction based games and we all know that’s the land of Final Fantasy. Is it so surprising the Xbox 360 moves off Japanese shelves when they have a game or two the gamers actually want to play?

This is only partly Microsoft’s fault, Microsoft doesn’t specialize in Japanese games anymore than Square Enix excels at western style games. The big difference? Square Enix doesn’t manufacturer its own console hardware. It is Microsoft’s console and they should have an interest in making games the Japanese people will like, thankfully Namco Bandai came through for them this time!

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I remember a day when old RPG games had either a level cap or a definite ending. From Pool of Radiance to Secrets of the Silver Blades to Final Fantasy the game had a final boss or stage and often had some type of level cap. Today, gamers don’t want it to end, they’d rather have the option to wonder around aimlessly or completing minor quests in order to soak up every ounce of money they spent on the title.

linkNow even Bethesda is saying “we’ve learned our lesson” from the whiplash of ending their game title and capping levels. Gamers want to go back and re-try content they missed, they want to run side quests and talk to everyone in the world they want to grind themselves to über powerful levels and become a god in their fantasy world. Can you blame them?

You can’t really blame them for wanting to maximize the content, although it’s slightly more evolved than RPG’s of old. Perhaps it was World of Warcraft and other MMORPG’s that brought us to the stage in life where we all want to squeeze every last RPG dime out of the title. As a kid I wondered the world of Hyrule and covered every tile of graphical color, burned every bush, bombed every stone looking for all the content. However, even Zelda had an end with scrolling credits – you didn’t just land on a platform with your master sword and a dream.

Other titles have used level caps to limit you and draw you into the next release of the game. This was popular in the D&D world because the game is designed to target specific levels of difficulty. They may only allow you to gain level 10 because the enemies are no tougher than level 13, allowing the challenge to be good but not overwhelming. If they allow you to get to level 50 they’d have to design the game so all the enemies grow powerful along with you — that’s not always a desired result.

Final Fantasy is a popular franchise that typically allows you to grow infinitely powerful depending on how much time you want to spend repeat killing the same enemies. Gamers aren’t always into the grind, they just want to grind “enough” to make the challenges a little more do-able.

Today, however, with larger storage capacity, larger development teams and the desire to build more value into your gameplay experience titles have dozens of side quests and sub-plots that are totally optional. The result of so many sub-quests results in a player who is much more powerful at the end of those quests compared to a player who sticks to the narrow path of the main plot. So, games much grow dynamically challenging to keep the fun per dollar high.

Do you like your RPG’s to have a definite end and a high but capped level?

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