While I think it's an interesting angle, I can't help but feel that this article presents a gross simplification.
Baldurs Gate 2 (amongst many other WRPG's) was packed full of interesting companions with fully fleshed out back stories and many had sidequests that revolved around them. Indeed, for some people that was part of the main draw of early Bioware RPG's. Who could forget Minsc the Berserker and his miniature giant spacehamster Boo?
And, while I agree with you that the protagonist (in this case the PC) always tended to be at the centre of things, I think there are very few RPG games where that isn't the case - Western or otherwise. And, regardless, success still required the party to work together towards a common goal.
And it isn't like I'm describing some fringe indie hit here. The vast majority of Bioware, Black Isle and Interplays early RPG output was like this.
Sure, in regards to modern WRPG's like Mass Effect your analysis sort of holds up. But does that reflect the West's preoccupation with individualism or does it reflect the fact that it's difficult to transfer the traditional 'party focused' WRPG experience to consoles, and so, as a compromise, developers like Bioware have been forced to put less focus on the more intricate party dynamics which defined their earlier titles, and more focus on ass-kicking and wisecracks?
Either way I have to conclude that you present an interesting idea but it stands on pretty flaky ground.
If I was going to present a concrete difference between JRPG's and WRPG's I would say that JRPG's focus primarily on a theatrical story, often to the detriment of interactivity. While WRPG's focus on world interaction and player choice, often to the detriment of cohesive storytelling.
Obviously there are exceptions and I think the two forms influence each other and exchange ideas a lot more than is perhaps recognised. Regardless, either can be good in the right hands - but devs need to play a delicate balancing act.
Baldurs Gate 2 (amongst many other WRPG's) was packed full of interesting companions with fully fleshed out back stories and many had sidequests that revolved around them. Indeed, for some people that was part of the main draw of early Bioware RPG's. Who could forget Minsc the Berserker and his miniature giant spacehamster Boo?
And, while I agree with you that the protagonist (in this case the PC) always tended to be at the centre of things, I think there are very few RPG games where that isn't the case - Western or otherwise. And, regardless, success still required the party to work together towards a common goal.
And it isn't like I'm describing some fringe indie hit here. The vast majority of Bioware, Black Isle and Interplays early RPG output was like this.
Sure, in regards to modern WRPG's like Mass Effect your analysis sort of holds up. But does that reflect the West's preoccupation with individualism or does it reflect the fact that it's difficult to transfer the traditional 'party focused' WRPG experience to consoles, and so, as a compromise, developers like Bioware have been forced to put less focus on the more intricate party dynamics which defined their earlier titles, and more focus on ass-kicking and wisecracks?
Either way I have to conclude that you present an interesting idea but it stands on pretty flaky ground.
If I was going to present a concrete difference between JRPG's and WRPG's I would say that JRPG's focus primarily on a theatrical story, often to the detriment of interactivity. While WRPG's focus on world interaction and player choice, often to the detriment of cohesive storytelling.
Obviously there are exceptions and I think the two forms influence each other and exchange ideas a lot more than is perhaps recognised. Regardless, either can be good in the right hands - but devs need to play a delicate balancing act.