A strength of Japanese games has always been that they can embrace limitations as form and tradition and work them towards clever and charming ends. Elements of crpgs that stick always seem to be arbitrary, and sometimes defended on schizophrenic grounds like "realism", or "depth"/"strategy". Product of tech and computer culture designers who see themselves as progressing towards some kind of more perfect realisation of whatever they're into at any time, rather than embracing the state of things as a convention.
JRPG game systems and tools utilised tend to feel very complete, even if novel. CRPG game systems to me always feel incomplete, like I'm meant to be enjoying what they're working towards, and what this system is ideally meant to be doing. "Bro every NPC has an inventory it's so deep and realistic" [proceeds to practice save-scum pickpocketing to become a billionaire, can kill every boss by save-scumming a grenade up their ass].
Atelier Iris is entirely made out of old established conventions and complete, simple systems. The introduction of Atelier's item combination rules and mechanics into a more stock Final Fantasyish frame doesn't really mess with anything. Just a simple gimmick. The presentation is what really grabbed me. Lots of 2D and sprites, feels like a Japanese PC game.
Isometric world, sprite characters, matte painting style illustrated backgrounds, VN style high detail portraits for dialogue scenes. And of course the amazing opening sequence is also an old established form. It's an anime OP.
JRPGs are all about this economy of media. CRPGs manage to be boringly the same to me, but also never give off the sense of being an established form. Instead it's the same folly repeated over and over again. Trying to create the world on a wire and getting about as far as is plausible with the resources of a game production, and the next guy is going to start again at zero using that as a template. I see that people make entirely new games on the Fallout engine, which is kind of nice. I really like total conversions. But to me it begs the question of "why?" I've never seen the Fallout engine or core mechanics as being particularly good vehicles for any particular general thing. I suppose if you really like brown dirt, square buildings full of people who look like shifting brown dirtpiles, and the world's shittiest "combat" and character builder. Yeah I think there's a reason not many people do this. LORD Todd Howard's engine has always been a more justified modding platform. Because looking at three dimensional stuff is inherently kind of interesting. You can make an idea you have more interesting by rendering it in 3D. Rendering something into Fallout 2 though... well it will eventually be rendered into a Warlockcracy video. So if your final goal is to have your shitty stock genre fiction plot rendered into a bedtime creepypasta for mexican 13 year olds, yeah making your thing in Fallout 2, that's the go.
JRPG makes perfect sense as a kind of stock way to make a game about anything. Basically interesting and non-intrusive refined game-element surrounded by presentation-oriented stuff that's all about acting as a vehicle for your anime thing. JRPGs are like an evolution of tv-anime. While CRPGs are of course an evolution of RPG game/worldbooks and tabletop. But the latter is a very confused tradition in which the vehicle form becomes the point and isn't even very good on its own. People like Fallout 1+2 for the parts that could be reworked into a novel or a scenario book. I read about the games on the old wiki (it used to be
excellent) before I played them and enjoyed that more. Maybe that's
kind of true for JRPGs too, but far less so. A JRPG is a lot to play through today, can get a big bogged down in all the
stuff. But I'll still play one now and then. I don't think you could get me to play a classic CRPG at gunpoint.