"They're just radically different beasts. JRPG fans expect their protagonists to be completely pre-established and their stories to thrill them with entirely pre-determined twists and turns. "
"There is something to be said -- or perhaps, was -- for worlds painted lovingly by the hard-working brushstrokes of artists, writers not limited by the myriad potential divergences players desire, but instead freed to tell one linear tale, start to definitive finish."
Just throwing my two cents here.
For me, a linear story in something that calls itself an RPG, is not only bad because of obvious reasons like the lack of player agency, but also because I am less likely to replay it after I finish with it the first time, and in any case it certainly has less replayability value than a non-linear story.
And well, the bit about the hardworking artist is rather irrelevant.
There are hard working artists behind every game, and a *really* good artist, is one that is able to tell a facsinating story even when he or she are limited by the need to connect it to a non-linear game.
And lastly, I strongly dislike the use of artistic excuses for taking "the easy way out" by limiting player agency and making games more linear.
I don't have a particular interest in art, and the fact that the word "art" is commonly used as a shield to hide a game's shortcomings,
makes the entire thing all the more ironic and laughable.




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