Western RPGs vs. Japanese RPGs

Cheat Code Central took notice of the endless debate about Western RPGs versus jRPGs and how it’s growing increasingly heated, and decided to jump in to point out how they both have their strong and weak points.

Another main difference between the two RPG types is the overall tone. Western RPGs, and many Western games in general, are often darker and grittier than Japanese games. Especially in recent years, Western games have become dimmer and dirtier (and often more brown) in the name of realism. They also tend to have very masculine male characters. JRPGs, however, are often bright and smooth, with much effort going into making the game look as dazzling and beautiful as possible. Characters are fair and smooth-skinned with outfits designed to stand out. Male characters are often more feminine, though there is usually an exceptionally masculine character somewhere in the mix. The emotional (and vocal) range of these characters is more pronounced, as the JRPG goes for more of the dramatic spectacle than realism.

One thing that Western RPG fans complain about is the linearity of JRPGs. Japanese role-playing games are indeed almost always more linear than their Western counterparts, but whether or not this bothers you depends on what you value in a game. As I said before, Japanese games often focus more on the story and characters than anything else (except maybe hair styles). Linearity is an asset to games like this. Being able to name your own character and run around doing whatever you want is fun, but it’s hard to keep the player focused on a carefully crafted narrative when there are long pauses in between main plot points. However, if you don’t care so much about the story, or if the story’s no good, then linearity makes for a dull game.

In opposition to the linearity of JRPGs, Western RPGs have grown to involve more and more choice. Many allow you to choose your moral path and individual responses in conversation in addition to choosing which quest to go on first. Western gamers have responded positively to this increase in decision making. It makes a game’s story more dynamic and makes the player feel more invested. However, this feature has its own set of flaws. Often choices are limited, with responses being too far into the “good” or “bad” realm. Plus, players are sometimes penalized for remaining neutral, which can be annoying for players who want their characters to be real people, rather than Jesus/Hitler incarnate. In these cases, the main character can seem flat and unrealistic, which does a lot of harm to the overall narrative.

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