Thread: Which RPGs have the best pacing?

Franky Family

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Platforms
  1. Xbox
  2. PlayStation
  3. Nintendo
Off the top of my head, I feel like Super Mario RPG: Legend of the Seven Stars is one rpg with superior pacing. It's all one very fluid and adventure that takes place in a flash because it's fun, not overflowing with sidequests, and the story doesn't overstep at any point either
 
Chrono Trigger. Near perfectly balanced game, no grinding or open world bloat while still having good progression, optional quests, gear and multiple endings. Still unmatched, still arguably the single best RPG ever made and the single best game ever made.
 
Suikoden II. Starts off small-scale and manageable, then gradually ramps up in complexity and scope. I'd say the same applies to Shining Force II. You feel like you've taken your tiny team and made a kingdom out of it.

Several of my favorite modern cRPGs — Pillars of Eternity 2, Pathfinder WotR, 40K Rogue Trader — have excellent pacing and amp up from small-scale conflicts to epic dilemmas at a steady pace. Very good sense of progression for the player and the party. All of these have some kind of "kingdom building" alongside the main story path which is truly epic, the sort of stuff that Baldur's Gate II only lightly touched upon with the "stronghold" concept.

Mount & Blade 2 Bannerlord has excellent pacing. The game world is a fine-tuned contraption that pushes back and rewards you from the very start but remains challenging even 100 hours into a playthrough. Improving your stats and skills feels so rewarding. The campaign is good, but the sandbox mode is where it's at. Taking any kind of character you can imagine — a slaver, a merchant, a knight, an archer, a thief — and carving out an entire kingdom and building a huge army is an incredibly staffing feeling. Very few action RPGs can match the scale of Mount and Blade.

The Last Spell - this game is hands down the best modern strategy RPG. It packs a city-building Lite formula with RPG character progression and just… clicks. Each run is only 2-3 hours, then you start fresh with a new team and town on the next run. It successfully condenses the full spectrum of first feeling helpless then crawling your way upward until you're game-breaking unstoppable. Every run. I love it. Great music, too.

 
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I bought this on because @Kadayi mention it…. Jagged Alliance 3. Funny, interesting, and tough from the moment you begin, but it peels open like an onion and by the end of a campaign (highly repayable game btw) you feel like you've come so far. Never boring.

Mechwarrior 5 - so much content to consume in this game. I'd call this Mount and Blade with Mechs (kinda). You start as a pathetic mercenary then slowly build yourself up into the best team in the Inner Sphere. Always something interesting to do with plenty of side content and one-off mission sequences to mess around in.
 
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Grandia - The combat system is so great you never mind the battles, and everything else about the game is so good it's just a joy from beginning to end.

Valkyria Chronicles - The skirmishes being optional is smart, because it means you can focus on just the story based battles if you want. VC shakes things up from battle to battle too so it never gets boring and the story is constantly engaging.

South Park The Stick of Truth - Literally NEVER gets boring at any point during it's playtime

Jeanne D'Arc - Never have to grind.

Chained Echoes - Somehow the game manages to constantly be engaging.
 
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FF9

This is gonna be pretty much all JRPGs because pacing isn't the point of WRPGs
I'm not a fan of those enormous worlds unless the lore enters into novel territory and the writing is excellent on top of that. Enormous overworld kind of suck. I'm sure some WPRGs do well.with their large world to explore but in the end I only trust devs to create more compact overworlds. Not necessarily linear, just don't make them too large. I liked FFXII's overworld a lot for its size, which was expansive. But the bigger the game, the more likely it is for the game to miss the mark imo
 
I'm not a fan of those enormous worlds unless the lore enters into novel territory and the writing is excellent on top of that. Enormous overworld kind of suck. I'm sure some WPRGs do well.with their large world to explore but in the end I only trust devs to create more compact overworlds. Not necessarily linear, just don't make them too large. I liked FFXII's overworld a lot for its size, which was expansive. But the bigger the game, the more likely it is for the game to miss the mark imo
The problem comes in when the game has a huge game world, and nothing fucking interesting to do in it.

What's the point of this big ass empty world?

The only RPG in recent years to do it well has been TW3, the world is so densely packed with interesting shit and characters that it makes it worthwhile.
 
Chrono Trigger. Near perfectly balanced game, no grinding or open world bloat while still having good progression, optional quests, gear and multiple endings. Still unmatched, still arguably the single best RPG ever made and the single best game ever made.

It's so good and well paced that even my RPG intolerant ass loved it, finished it last week.
 
I bought this on because @Kadayi mention it…. Jagged Alliance 3. Funny, interesting, and tough from the moment you begin, but it peels open like an onion and by the end of a campaign (highly repayable game btw) you feel like you've come so far. Never boring.

Glad to hear you had a good time with it DDDP.
 
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