Ultra-mega-fail.Joe Myers said:Now, there's no denying that Commander Shepard is a badass, but from a literary perspective, who's more interesting?
Definite second of this point.BloodSquirrel said:Ultra-mega-fail.Joe Myers said:Now, there's no denying that Commander Shepard is a badass, but from a literary perspective, who's more interesting?
We're not looking at literature here, we're looking at video games. Commander Shepard is intended to be interesting to play as the main character of a video game, not as a character to be read about in static media.
If we want video games to be taken seriously as art, we need to stop defaulting to looking at them through the perspective of other media. We need to be analyzing them as their own media against their own standards.
100% agree with this comment. It seems like the author started with the assumption that Western = individualistic / Japanese = collective and then went cherry-picking for evidence.high_castle said:Interesting, but the article ignores the western RPGs out there that also rely on strong supporting characters. BioWare games in particular are defined by their companions....The article also makes the mistake of comparing the player character Shepard with supporting characters like Yuffie. In a WRPG, the PC will always be less-defined. That's because WRPGs have their roots in D&D, where role-playing is about customization and the main character can be played anyway the player wants....I just don't think you can say that the difference between JRPGs and WRPGs lies in an "I" versus "We" mentality, not when plenty of WRPGs also emphasize companions and group-dynamics. I do agree that WRPGs place more importance on the PC, though. And perhaps this lies with the Western emphasis on the individual, or maybe it's just a way of tapping into wish fulfillment.
Hardly. It is, after all, ALWAYS the protagonist that is the catalyst for the entire game, and the main focus point of nearly all character interactions.craddoke said:100% agree with this comment. It seems like the author started with the assumption that Western = individualistic / Japanese = collective and then went cherry-picking for evidence.
Not quite sure what you're disagreeing with here. I'm simply agreeing with an earlier poster who pointed out that the hard-and-fast differences between Western/Japanese RGGs explored in this article just don't hold up to closer inspection. I then postulated that the author started with a (rather stereotypical) perspective on the differences between the West/Japan and then went hunting for examples in RPGs to support that assertion, ignoring any evidence to the contrary. In other words, I'm not taking issue with the examples chosen; but rather with the many counter-examples that are never discussed.MatsVS said:Hardly. It is, after all, ALWAYS the protagonist that is the catalyst for the entire game, and the main focus point of nearly all character interactions.craddoke said:100% agree with this comment. It seems like the author started with the assumption that Western = individualistic / Japanese = collective and then went cherry-picking for evidence.
I couldn't have said it better myself.high_castle said:Interesting, but the article ignores the western RPGs out there that also rely on strong supporting characters. BioWare games in particular are defined by their companions. Dragon Age was very memorable because of Alistair, Morrigan, Zevran, and the others. Many companions--Zevran, Sten, Leliana, and Shale--were completely missable or killable. Seeking them out, fulfilling their personal quests, and getting to know them in general provided new insights into the world of Thedas and their own backgrounds. They are well-written, well-rounded, dynamic characters.
The article also makes the mistake of comparing the player character Shepard with supporting characters like Yuffie. In a WRPG, the PC will always be less-defined. That's because WRPGs have their roots in D&D, where role-playing is about customization and the main character can be played anyway the player wants. This is the greatest strength of WRPGs, because it allows for a story that can unfold in several ways. Look at Alpha Protocol. For as buggy as the game was, it allowed the protagonist to reflect several different personalities. And the choices he made affected the game in wildly different ways. This isn't something you see in JRPGs, which play more like squad-based action games IMO.
I just don't think you can say that the difference between JRPGs and WRPGs lies in an "I" versus "We" mentality, not when plenty of WRPGs also emphasize companions and group-dynamics. I do agree that WRPGs place more importance on the PC, though. And perhaps this lies with the Western emphasis on the individual, or maybe it's just a way of tapping into wish fulfillment. Since on some level we're supposed to be badass Commander Shepard, wouldn't it be awesome if we're the coolest, toughest, most important person in the galaxy?
I am disagreeing with the notion that drawing the following conclusion: Western RPGs = Individualist is an assumption at all, and that to prove said notion, one would have to cherry pick. I'd argue that it's the other way around, that what we have established here is a clear trend, which has prompted WRPG apologists/defenders to find examples of the contrary and presenting them as evidence as such, despite said examples being exceptions rather the norm. Gee, unwieldy sentence...craddoke said:Not quite sure what you're disagreeing with here. I'm simply agreeing with an earlier poster who pointed out that the hard-and-fast differences between Western/Japanese RGGs explored in this article just don't hold up to closer inspection. I then postulated that the author started with a (rather stereotypical) perspective on the differences between the West/Japan and then went hunting for examples in RPGs to support that assertion, ignoring any evidence to the contrary. In other words, I'm not taking issue with the examples chosen; but rather with the many counter-examples that are never discussed.MatsVS said:Hardly. It is, after all, ALWAYS the protagonist that is the catalyst for the entire game, and the main focus point of nearly all character interactions.craddoke said:100% agree with this comment. It seems like the author started with the assumption that Western = individualistic / Japanese = collective and then went cherry-picking for evidence.
I take it you've played 1 JRPG ever?Kenko said:Urkh, since when did J-RPG's have new character casts? Oh thats right. There is only 1 cast, and its a bunch of crying, whining angsty emo-teens and some creepy old guy who for some reason hangs around with them.