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Boss Rush Banter: RPGs Should Utilize Life Sim Elements More Often

There is a debate among RPG fans about the merits of life simulators in the genre.

Some see this as a great tool to add further depth to a game that is intended to immerse the player in combat, narrative, and a world. Others see it as an unnecessary distraction from what the purpose of the game is: to save the world.

Despite the debate, life sim elements have creeped into RPGs through games like Fire Emblem: Three Houses, the Persona series, and the Atelier series. Conversely, RPG elements have made their way to game that are more farming/life sims such as Rune Factory and Stardew Valley.

While there definitely is a conversation to be had surrounding farm sims and RPGs, I think the more applicable topic is on life sim elements in RPGs. This is a practice, I think, can benefit games.

First, let me clarify that I don’t think all RPGs should utilize life sim elements. As is the case in all gimmicks, I think the approach should come into play when it makes sense.

That said, I would like to see more games embrace this approach.

Life sims offer a great way to explore a character and add deeper meaning to a world. Games like Persona 5 are enhanced as the player explores who Joker is and how he operates outside of the Phantom Thieves of Heart.

What makes this even better is you can choose what type of person Joker is by pursuing part-time jobs, explore hobbies, and who to romance. This approach offers the player more control over who their character is, breaking a long-standing trope.

RPGs, particularly JRPGs, often utilize a silent protagonist, especially in the early days of the genre. The idea could’ve been to allow the player to figure out what type of character they control rather than the game deciding that for them.

Some down time in Fire Emblem: Three Houses. (Image Credit: Nintendo via Digitally Downloaded)

I think adding life sim elements allows RPGs to take that a step further. It allows to player to figure out what type of character they control outside of the occasional text options.

Personality is a crucial part of any story. Final Fantasy VIII doesn’t have its voice without the angsty Squall and his teenage broodings. That personality clashes with the more optimistic Rinoa and further adds to character growth.

In this case, life sim options might not make sense since the story hinges on a specific personality from the protagonist. That said, I think when it makes sense, it is fun to see characters realized and the player being the one to express that.

Many RPGs have a sniff of this with romance options and bonding with party members. While these are great, I do see them as more lore-building than allowing the player to choose what type of character they control.

Again, this approach isn’t for all games. The games that do use it, however, seem to thrive in it. Both Persona 5 and Fire Emblem: Three Houses excelled upon release with many heralding their approach.

I just think it’d be fun to see more games like as a way to further deepen the genre and provide more freedom to the player.

But what do you think? Do you enjoy life sim elements in your RPGs? Which games do you think did it the best? What do you think is the best approach to utilizing these elements in the genre? Let us know in the comments below or head over to our Discord channel to join the conversation.

Featured Image: Atlus (via Mashable)


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