Knowledge (XXG)

Talk:Tokyo RPG Factory/GA1

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I didn't want to clutter the article with smaller sales figures that only cover Japan as opposed to its financial stuff which seems to reflect the game's sales as a whole. I can try working JP sales in if needed. The Siliconera article was to support the specific figure in the infobox. I modelled the
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Do we have any RS specifying what golden age elements they were trying to emulate? When I think golden age JRPGs, I think turn-based battle, random encounters, a focus on story and characters, lengthy playtime (15-30 hours), 16- or 32-bit pixel graphics, lots of side quests, and secret crazy-hard
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The whole fact there were three is a retrospective point after Oninaki's reveal. Plus there wasn't a huge amount of clarification what they meant by series and IP, particularly as those are normally focused around a narrative connection. The previous attempts were trying to wrangle this, and it
641:- can we clarify why? Did the game not sell, or were there other reasons for the loss? For example, you can sell something like gangbusters but fail to make money because the price was too low, costs were too high, or you got hit with some other exorbitant expense that you had to cover for. 730:
Did my best to address the points you raised. As to the ones I couldn't... No, there's no update on their fourth project, no I couldn't find a place for the link without disrupting the flow and going outside the sources, and no there wasn't much detail on Oninaki sales.
241:- This sentence is a bit oddly placed at the end of the paragraph. It would make more sense earlier in the paragraph to provide context as to why Matsuda wanted to found a studio focused on these kinds of games. You may also want to clarify that "successors" refers to 196:- This phrasing is confusing; to me it implies that the company makes modern remakes of golden age games. Maybe something like "...to develop modern games in the style of "golden age" RPGs", or "to develop modern games that drew inspiration from "golden age" RPGs"? 585:- Lots going on here. Campaign length isn't really a game mechanic, and also, long campaigns to me are pretty standard for classic JRPGs. Do the sources indicate differently? And in what ways did the game continue to evoke older RPGs while shifting away from them? 494:
clearly wasn't working. I've tried to do something with it using this phrasing: "Matsuno had a plan for multiple related titles related to Tokyo RPG Factory's IP, though this first game was created as a standalone project without plans for direct sequels.". --
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I'm not sure why you jumped right to cutting it. It is interesting and relevant; considering that many classic JRPGs (Dragon Quest, FF, Phantasy Star) spawned franchises, it would have made perfect sense for the team to have thought about doing the same for
327:- planned is unnecessary, since all three games were released as opposed to planned then cancelled. I am curious as to whether they set out to do the snow/moon/flowers theme right off the bat, or if they came up with that after designing the very wintery 708:
At this point I haven't reviewed the sourcing as I'm at work and it's not accessible to me there, but on a quick scan I don't see anything that jumps out as unreliable or problematic. No copyright or POV issues. Sole image is fine.
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With a longer campaign than earlier titles and gameplay which shifted away from turn-based to action-based combat, Oninaki was a mechanical shift for the studio despite retaining their initial design philosophy of evoking older
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21:28, 12 February 2022 (UTC) As a note, my reviewing style tends be weighted towards highlighting what I see as issues with prose style/flow, but I'm not necessarily going to die on the hill of every change I suggest.
321:- I suggest moving this so it's before the name change. Possibly reworking it so it's combined with the first half of the second sentence; in my opinion their ethos and aims are more important than the staffing policy. 202:- Tense confusion - if the company still exists, why past tense? If this structure changed later, it should be clarified as such. Also, the sentence is a bit grammatically awkward - structures don't focus. 592:
I don't feel that this sentence is any clearer now. In what way does the game retain a design philosophy while shifting away from it? (You also have "shift" twice in one sentence).
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I expanded the sentence a bit. Actually, it occurs to me that the article doesn't specify which game goes with which component, which it ought to if it's going to be mentioned. ♠
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for Setsuna having a "positive responses from fans," but I don't see that in the text of the article, and a single positive critical review isn't quite the same thing. ♠
47: 70: 232: 126: 338:, could we get a touch of context here for non-Japanese readers? Describing it as a recurring motif in Japanese art, or something similar, might help. 652:
article mentions specific earnings figures for the company that aren't in this article. Source 4 from Siliconera also has concrete loss figures. The
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was conceived as a possible launching point for a new series, although staff later determined that the concept worked better as a standalone." (
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I know Takashi Tokita is linked, but can we get brief context for why he matters? Also, how is providing input different than a creative role?
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Come to think of it, this sentence is out of place in this paragraph, as it doesn't describe the origin of the company or its staff per se.
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Fair, I can't check the sources for both language and access related issues, so if you're sure it's not reworkable I'm fine with it. ♠
99: 75: 462: 309:- final makes it sound like the studio is now closed. Something like "...the studio changed its name to Tokyo RPG Factory..." maybe? 409:, is still a bit unclear. Does it mean that they were planning all three of their eventual titles at once? Or do you mean that 245:
here rather than literal sequels, and if there's any RS that say what games he noticed, definitely mention a few for context.
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Tokyo RPG Factory was founded to develop modern interpretations of the "golden age" of RPGs, such as Chrono Trigger.
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He also noticed a number of Western-developed successors to golden age titles which proved commercially successful.
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I've hatted anything that I consider dealt with; anything not boxed up I still consider in need of another look. ♠
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article also has details as to sales figures. Any reason we're not using those details in this article?
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Points have either been addressed in-text or reasonably argued against above, so this is a pass. ♠
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This point remains unaddressed - sentence still in same place, no additional context. ♠
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A bit uninformative as a section header. "Projects" maybe? "Project development"?
787: 774: 753: 740: 717: 700: 677: 625: 608: 563: 520: 503: 477: 443: 425: 371: 353: 289: 276: 260: 182: 160: 315:- you could probably combine this with the previous sentence for smoother flow 469:
article may be of use; I can't access it at work to check for sure.) ♠
457:. The sentence just needed to be clarified. Something like " 267:
Missed that. I tried a rewrite. It can be cut if needed. --
224:- this sentence has the same issues as the one in the lead. 303:- do we know what people? company insiders? freelancers? 165:
Dibsing. Will usually get to GANs within a week or so. ♠
134: 103: 398:- this sentence does not make sense grammatically. 235:somewhere, even though that article is a disaster. 417:games but was instead released as a standalone? ♠ 407:While multiple games were planned from the outset 765:I've tried to address your remaining points. -- 639:...suffered a financial loss during that period 8: 599:This wasn't working, I just cut this too. -- 233:History of Eastern role-playing video games 222:modern re-imaginings of the story-driven... 30: 413:was intended to be first in a series of 396:Despite the concept for multiple titles 61: 33: 638: 581: 537: 406: 395: 324: 318: 312: 306: 300: 238: 221: 205: 199: 193: 7: 538:I Am Setsuna saw positive responses 331:- any sourcing that discusses that? 325:For their first three planned games 572:That was a mistake, now corrected. 307:he final name of Tokyo RPG Factory 301:Matsuda invited a number of people 24: 540:- from who? fans? critics? both? 664:article roughly on the one for 200:Its structure, which focused on 1: 788:15:14, 20 February 2022 (UTC) 775:17:17, 19 February 2022 (UTC) 754:16:49, 19 February 2022 (UTC) 741:19:40, 15 February 2022 (UTC) 718:12:17, 15 February 2022 (UTC) 701:17:17, 19 February 2022 (UTC) 678:17:17, 19 February 2022 (UTC) 626:17:57, 19 February 2022 (UTC) 609:17:17, 19 February 2022 (UTC) 564:16:49, 19 February 2022 (UTC) 521:15:14, 20 February 2022 (UTC) 504:18:42, 19 February 2022 (UTC) 478:17:57, 19 February 2022 (UTC) 444:17:17, 19 February 2022 (UTC) 426:16:49, 19 February 2022 (UTC) 372:17:17, 19 February 2022 (UTC) 354:16:49, 19 February 2022 (UTC) 290:15:14, 20 February 2022 (UTC) 277:17:17, 19 February 2022 (UTC) 261:16:49, 19 February 2022 (UTC) 183:12:00, 15 February 2022 (UTC) 161:21:28, 12 February 2022 (UTC) 810: 231:We may want to link to 688:Any update on game 4? 208:- any updates on this? 18:Talk:Tokyo RPG Factory 313:The studio's name was 243:spiritual successors 648:I noticed that the 281:Nope, looks good. ♠ 206:A fourth project... 761:Premeditated Chaos 726:Premeditated Chaos 489:Premeditated Chaos 147:Premeditated Chaos 434:I just cut it. -- 405:The replacement, 89: 88: 801: 764: 729: 492: 465:source from the 334:On the topic of 139: 130: 111: 43:Copyvio detector 31: 809: 808: 804: 803: 802: 800: 799: 798: 758: 723: 486: 120: 97: 91: 85: 57: 29: 22: 21: 20: 12: 11: 5: 807: 805: 797: 796: 795: 794: 793: 792: 791: 790: 706: 705: 704: 703: 685: 684: 683: 682: 681: 680: 658: 657: 643: 642: 635: 634: 633: 632: 631: 630: 629: 628: 612: 611: 594: 593: 587: 586: 578: 577: 576: 575: 574: 573: 567: 566: 542: 541: 534: 533: 532: 531: 530: 529: 528: 527: 526: 525: 524: 523: 507: 506: 481: 480: 447: 446: 429: 428: 400: 399: 393: 389: 388: 384: 383: 379: 378: 377: 376: 375: 374: 357: 356: 340: 339: 332: 322: 316: 310: 304: 297: 296: 295: 294: 293: 292: 264: 263: 247: 246: 236: 229: 225: 218: 217: 213: 212: 209: 203: 197: 190: 189: 140: 87: 86: 84: 83: 78: 73: 67: 64: 63: 59: 58: 56: 55: 53:External links 50: 45: 39: 36: 35: 28: 25: 23: 15: 14: 13: 10: 9: 6: 4: 3: 2: 806: 789: 786: 782: 778: 777: 776: 772: 768: 762: 757: 756: 755: 752: 748: 744: 743: 742: 738: 734: 727: 722: 721: 720: 719: 716: 712: 702: 698: 694: 690: 689: 687: 686: 679: 675: 671: 667: 666:Monolith Soft 662: 661: 660: 659: 655: 651: 647: 646: 645: 644: 640: 637: 636: 627: 624: 620: 616: 615: 614: 613: 610: 606: 602: 598: 597: 596: 595: 591: 590: 589: 588: 584: 580: 579: 571: 570: 569: 568: 565: 562: 558: 554: 551:article from 550: 546: 545: 544: 543: 539: 536: 535: 522: 519: 515: 511: 510: 509: 508: 505: 501: 497: 490: 485: 484: 483: 482: 479: 476: 472: 468: 464: 460: 456: 451: 450: 449: 448: 445: 441: 437: 433: 432: 431: 430: 427: 424: 420: 416: 412: 408: 404: 403: 402: 401: 397: 394: 391: 390: 386: 385: 381: 380: 373: 369: 365: 361: 360: 359: 358: 355: 352: 348: 344: 343: 342: 341: 337: 333: 330: 326: 323: 320: 319:Their aim was 317: 314: 311: 308: 305: 302: 299: 298: 291: 288: 284: 280: 279: 278: 274: 270: 266: 265: 262: 259: 255: 251: 250: 249: 248: 244: 240: 237: 234: 230: 226: 223: 220: 219: 215: 214: 210: 207: 204: 201: 198: 195: 192: 191: 187: 186: 185: 184: 181: 177: 172: 168: 163: 162: 158: 155: 152: 148: 145: 141: 138: 137: 133: 128: 124: 119: 118: 114: 109: 105: 101: 96: 95: 82: 79: 77: 74: 72: 69: 68: 66: 65: 60: 54: 51: 49: 46: 44: 41: 40: 38: 37: 32: 26: 19: 707: 653: 649: 552: 512:Looks good ♠ 466: 458: 454: 414: 410: 335: 328: 164: 153: 143: 142: 135: 131: 117:Article talk 116: 112: 93: 90: 81:Instructions 650:Lost Sphear 104:visual edit 767:ProtoDrake 733:ProtoDrake 693:ProtoDrake 670:ProtoDrake 601:ProtoDrake 496:ProtoDrake 436:ProtoDrake 364:ProtoDrake 336:setsugekka 269:ProtoDrake 48:Authorship 34:GA toolbox 553:The Verge 547:You cite 387:2014-2019 144:Reviewer: 71:Templates 62:Reviewing 27:GA Review 362:Done. -- 157:contribs 76:Criteria 654:Oninaki 467:Setsuna 455:Setsuna 415:Setsuna 411:Setsuna 329:Setsuna 228:bosses. 127:history 108:history 94:Article 785:(talk) 751:(talk) 715:(talk) 691:No. -- 623:(talk) 561:(talk) 518:(talk) 475:(talk) 459:Setuna 423:(talk) 351:(talk) 287:(talk) 258:(talk) 216:Origin 180:(talk) 171:(talk) 583:RPGs. 136:Watch 16:< 771:talk 737:talk 697:talk 674:talk 668:. -- 605:talk 549:this 500:talk 463:This 440:talk 368:talk 273:talk 188:Lead 151:talk 123:edit 100:edit 781:PMC 747:PMC 711:PMC 619:PMC 557:PMC 514:PMC 471:PMC 419:PMC 347:PMC 283:PMC 254:PMC 176:PMC 167:PMC 783:♠ 773:) 749:♠ 739:) 731:-- 713:♠ 699:) 676:) 621:♠ 607:) 559:♠ 516:♠ 502:) 473:♠ 442:) 421:♠ 370:) 349:♠ 285:♠ 275:) 256:♠ 178:♠ 169:♠ 159:) 125:| 106:| 102:| 769:( 763:: 759:@ 735:( 728:: 724:@ 709:♠ 695:( 672:( 603:( 498:( 491:: 487:@ 438:( 366:( 271:( 174:♠ 154:· 149:( 132:· 129:) 121:( 113:· 110:) 98:(

Index

Talk:Tokyo RPG Factory
Copyvio detector
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Article
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Watch
Premeditated Chaos
talk
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21:28, 12 February 2022 (UTC)
PMC
(talk)
PMC
(talk)
12:00, 15 February 2022 (UTC)
History of Eastern role-playing video games
spiritual successors
PMC
(talk)
16:49, 19 February 2022 (UTC)
ProtoDrake

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