I don't like many videogame genres. I've found RPGs are by far my favorite genre, with only a few others (racing and football) coming close, but these generally fail because the games are poorly done. If I had to draw an analogy that best suits my views, I'd say RPGs are pizzas and JRPGs are turds. Sure, there are some nice looking turds, like Chrono Trigger, but at the end of the day they are all shit. I use this rather harsh comparison because it is true that wRPGs and jRPGs stand as different genres of their own, much like games like Baldur's Gate vs games like Wizardry. But while jRPGs have interesting things going on for them, like the ability to tell a controlled story, they are usually crap. Again, I've played plenty of the games on the Codex's top 10 console RPGs, and only one stood out as having a GREAT story, even to this day. The others would be best experienced as animes or something, because the gameplay is crap and the story isn't particularly great to warrant playing through hours of repetitive combat.
Meh. I feel like this is too narrow a view of games, and in some respects too narrow a view of yourself. There's a reason you (and I, and others) enjoyed jRPGs* as 12 year olds. (To be clear, I am not some scholar of the genre. When I talk about jRPGs, I am basically limiting myself to the jRPGs available in English on the NES, SNES, and Genesis consoles from 1986 to 1998, and a few of the Playstation RPGs, which exhaust my knowledge. My sense is that depending on how you slice the genre, it becomes much more diverse -- what I am talking about are the most stereotypical jRPGs, the kind that RPG Maker aims to clone.) Saying "they'd be better as animes" is silly because people obviously enjoy them
in addition to animes, and they're very different media.
I don't count myself as smart enough to be able to understand or explain it all, but if I had to hazard, it would be something like this:
- jRPGs are a very low-friction experience, especially once you get past the early NES RPGs. By this I mean, there is almost no effort that goes into basic stuff like: (1) buying and equipping gear; (2) restoring characters' health, magic, and status; (3) advancing characters in power; (4) composing the party; (5) selecting successful battle strategies; (6) navigating the maps; etc. Part of what is "low-friction" here is the lack of stressful choices -- what I would now consider a core aspect of what RPGs are about, though in my view Western RPGs often have some degree of min-maxing-type choices that are ultimately illusory but fairly frictive. But part of the low-friction is that the mechanical aspects of interacting with the game are easy to handle: you aren't playing inventory Tetris or clicking fourteen times to loot a trashcan or whatever.
- Because jRPGs ask relatively little of the player, it is easier for the player to enter into a passive state that makes longwinded plots tolerable, akin to the state when binge watching a TV show or whatever. Thus, jRPGs serve as a good vehicle for longwinded plots.
- At the same time, jRPGs plainly
do engage the player sufficiently to trigger an immersive quality that purely passive entertainment doesn't have. "I found the Atma weapon!" vs. "The characters on the TV show found the Atma weapon!" This means that stuff that would be totally extraneous and horrible in a purely passive mode (
e.g., the dialogue from townspeople) turns out to trigger some kind of pleasure for players in the semi-engaged jRPG context.
- jRPGs did the Skinner Box / operant conditioning thing before MMOs/F2P games got there, and it's a real thing, but they did it in a way that is (IMO) less exploitative of the player (in particular because they aren't trying to use the player's conditioning to take more of his money).
- They tend to be pretty satisfying to a "completitionist" player -- providing enough hidden content, but ensuring that you can get it all in a thorough play through.
- The overall combination of cartoonish graphics, simplistic melodies, and mindless gameplay is particularly well-suited to a child-like state of mind, whether in actual children or in people straining for some nostalgia or still not fully mature.
I much prefer Western RPGs today (or at least a subset of them), but they don't really do those things the same way, and I don't think they
could do them the same way because the very things that make them better -- like hard choices or interactive dialogues or branching narratives -- preclude the semi-passive experience of jRPGs.
Planescape: Torment being the "best jRPG ever" is sort of a running meme, but it is also a sad truth: western devs made a better jRPG than their japanese contemporaries.
PS:T is absolutely not a jRPG. It smartly stole some jRPG elements, but it doesn't play at all like a jRPG. Aside from the things noted above, another I'd note is that there is
very little "companion autonomy" in PS:T. For example, the moment when Morte is kidnapped feels really out of place, invasive, and dumb in the game, but it is absolutely standard for jRPGs. That it feels so jarring is in part because the companions in PS:T are essentially passive: mostly they speak when spoken to, mostly they speak only to the PC and not to each other (let alone to characters outside the party), they don't really pursue their own agendas except in very limited instances (Vhailor with Trias), they follow the PC as long as the PC wants to keep them around, and none is plot-necessary. That's not how companions work in jRPGs -- they tend to talk a lot to each other and play active roles in cinematic sequences, they come and go at their own whims (often leaving to pursue their own quests), they often die for plot reasons, they are often compulsory parts of the story. This may be an inferior mode of RPG story-telling, but it's a distinctive one that makes jRPGs really different from even PS:T.
Which goes to show jRPGs aren't the pinnacle of storytelling: they just place emphasis on the story, which has no bearing on whether the story is actually good or not.
I certainly agree with this. As I noted above, jRPGs are basically operatic/soap-operatic cartoons for preadolescents.
To give a slightly different metaphor than the pizza/kebab, I feel like you're sort of saying something like, "(S)NES run-and-gun games would be better if they were FPS games." Generally, I think that FPS games (at least the era I played, original Wolfenstein to Enemy Territory, basically) are "better" than run-and-gun games, and they bear certain superficial similarities (you have an arsenal of guns, you kill enemies, you get powerups, you go through different environments, you can duck and jump, etc.) such that you could put them all in a general "shooting game" family. But Contra has its own kind of charm that doesn't exist in Half-Life. Contra-as-Half-Life would just be a crappier game than Half-Life and a different game than Contra, and the world would be a poorer place with that change. In the same regard, I think Final Fantasy 6 reimagined in the NWN2 engine would be an overall loss: you'd trade a dumb charming game but a dumb uncharming game; the former added something special if basic to the stock of games, the latter would add nothing.