
Originally Posted by
miokomioko
Well, I'm saying that missables are fine to some extent... if you have actual control over whether you miss it or not by your thoroughness. What I am definitely against is (the decidedly western RPG approach of) placing multiple metaphoric forks in the road in terms of decision making (rush the front door vs. sneak in the back door) and forcing the player to miss something no matter what they choose. What I really enjoy about old school JRPGs, especially older FFs, is the general ability to go back and eventually collect everything and for the most part "100%" the game without having to start from scratch. The only game that actually got me to do multiple playthroughs as a game design thing was Dragon Quarter... and it hasn't worked for me since.
If a "branching path" has different rewards on each path, then I just really hope they have alternate methods of obtaining whatever was on the path you didn't choose. A few pieces of dialog (FF7's Golden Saucer ride) is no big deal to miss/obtain via decisions, but actual, items, armor, spells, and other gameplay-affecting items shouldn't be a missable if you're 100% thorough. At least in my opinion as I was never into playthrough-heavy RPGs. Dragon Age comes to mind. Obviously, the quintessential JRPG isn't going to be that extreme though.