Batman90 wrote...
Secondly, WRPGs are no different; ultimately, it's about a lone hero (Or a band of plucky adventurers) taking on the "dark lord" (And/or THOSE GODDAMN ORKS) and bringing peace to the land. It isn't any more sophisticated, at all.
Finally, that's a grotesque stereotype. FFVII, for example, has far more
complex themes than most WRPGs (Which are usually straightforward "good
versus evil" adventures), touching on eco-terrorism, the effects of
letting unregulated oil (Which "Mako" pretty much represents) companies
run rampant, genetic engineering, reincarnation, and whatnot. Certainly
not your average "four year old's" themes. FFIX is another great
example, which is pretty much all about existential crises--what it
means to be alive, self-discovery, would you rather live an incredibly
long life with no emotions or a short emotional life, do artificial
constructs have "souls"--and there are plenty of other games with, at
the very least, mature presentation,
such as the Persona series.
While we're on the subject of grotesque stereotypes, there have been a few gross generalizations about WRPGs in this thread. I'm just picking this one because it's the easiest to disprove. It's easy to look at the genre as a whole and pick out games like Fallout or Alpha Protocol that don't fit with the Tolkein-esque model, but we don't even have to look outside BioWare's portfolio. Their most recent RPG franchises include The Old Republic, Jade Empire, Mass Effect, and Dragon Age, the latter being the only one with "goddamn Orcs," or their close analogues.
It's also a grotesque stereotype to so freely conflate the FF series with JRPGs as a whole. If you want to see real stagnation, look at Dragon Quest. I'm a big fan of the Tales series myself, but even I can recognize that nearly all their recent titles have the protagonist (male) running around the same fantasy/soft sci-fi fusion world used by so many other JRPGs, FF included, saving the world from yet another technolgoical apocalypse brought on by man's reckless use of EX-spheres/fonons/blastia. I'm just waiting for the next game when the player must solve yet another energy crisis after reckless mining exhausts the world's supply of MacGuffinum. To be fair, someone mentioned something about finding a key a few pages back- JRPGs have been doing that forever, it's called "missable sidequests" and when you fill the game with them it can really ****** people off.
There are certainly JRPGs that don't fit this model, such as the MegaTen series, but I'm confident in saying that by and large, WRPGS offer the player a hell of a lot more choice than JRPGs. (That's what this thread is about, right? Options?) In most JRPGs, the only influence the player has over the storyline is whether or not to complete it. You ARE going to save the world, like it or not, and Companion X is going to die and Companion Y is going to betray you, and there's nothing you can do about it. The choice systems in most WRPGs may not be as robust as some of us would like, but if you're dying of thirst in the desert you're not going to turn down a drink just because the water is a bit sandy.





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