Louis_Cypher
Arcane
- Joined
- Jan 1, 2016
- Messages
- 1,991
JRPG towns don't seem to have a lot of interactivity, but are sometimes quite high in purely artistic expression. It might have the feel of being a tourist haven, or a city of high culture, or recently recovering from a war, or have a set-piece calmness to it where people enjoy the finer things in life in peace. CRPG towns are usually highly interactive, more so than the surrounding wilderness. They convey themselves differently, more through dialogue maybe, although the two share a lot in common.
I play both genres, so I can see a lot of common things, and a couple of little differences. But I'm playing an eastern RPG right now, and I was thinking about some of the smaller differences in approach that can be quite hard to explain.
Japanese RPG towns are self-directed artistic experiences
Japanese RPGs have a reputation among CRPG players for having no interactivity. (I think this is actually not true for every JRPG series, some JRPGs even still have CHARGEN like their origins in early CRPGs such as Ultima, however Final Fantasy, which is most people's introduction to the genre, is not very CRPG like). JRPGs can sometimes be hard to approach for a CRPG player because it can seem that control is being taken away from you every two seconds. I had trouble with Final Fantasy for this reason, where every five steps there was a cutscene.
So it came as a surprise to realize that in many JRPGs, the quintessential town experience is actually quite self directed, in a sense. There are no checklists. There are no quest markers. There are no collectables. There are few items to gather from chests, although they might be important. Dialogue seemingly amounts to little. But they are usually quite high on the measure of lived-in artistic detail, with local regional cuisine set out on the tables, different wines and spirits arranged on shelves, different styles of architecture, different environmental conditions, different culture, shrines honoring local deities or philosophical concepts, and a general ambiance of a long rooted culture. If you enter one expecting things to do, in the conventional CRPG sense (side quests, dialogue trees) you are gonna be horribly disappointed, but if you saunter into them like a tourist, visiting the town to look at it's art and natural scenery, these aspects tell a story. In other words, the town (in the best examples at least), is there to tell you something about the world, or further the narrative, but gives you almost no prompting to examine it, you have to appreciate it slowly and soak it in like art.
So Zelda: Breath of the Wild recently got a lot of praise for being a very self-directed open world game (as compared to some previous Zeldas which had been criticized as being on rails from start to finish with an tutorial or fairy always present). The game technically does not have a lot of interactivity in the sense of The Witcher, but rather the player takes in natural vistas like a 19th century romanticist discovering a new valley as they explore the Swiss Alps. Think German painter Casper David Friedrich's "Wanderer Above the Sea of Fog". A reverent awe of nature's majesty. Shigeru Miyamoto talked about how he used to wonder the countryside of Japan and discover hidden lakes and caves, and this was part of the inspiration for Zelda. You want to climb mountains, not to collect anything, or solve a quest, but just to see what is there. Likewise the best JRPG town is something you visit to see what is there, not an obstacle. It's ephemeral beauty is enough.
Japanese RPG towns have mythological themes of life and pollution
In many mythological systems, humanity is seen as in an eternal spiritual battle courageously eking out a home among wild chaos. It's a powerful primordial theme that resonates even today, since we are a species that had to fight to survive it's environment and judiciously ally with aspects of nature. Some philosophers like Spinoza thought that actions could be classified by whether they helped or hindered the flourishing of life; deception and exploitation were entropic, but fidelity promoted orderly civilization, and in the east others framed the same thing differently (with unbalanced behavior leading to pollution/entropy). Depression is likened in fiction to darkness, or an enemy, and so it might have a psychological resonance; the unhelpful thoughts that drive us to despair are entropic, serving no practical benefit, but are seductive.
Fighting chaos/pollution/darkness/impurity is thus a huge thematic aspect in fantasy, and it's fun. Tolkien's famous essay, "Beowulf: The Monsters and the Critics", pointed out that modern people were trying to judge an epic poem from 600 AD by the standards of their modern literature, with it's multi-faceted characters, when the monster were never meant to be multi-faceted, but rather symbolic of an eternal enemy; pollution, chaos and darkness, like the people of the time literally had outside their towns and enclosures when England was still inhabited by wolves and bears. The Lord of the Rings was a work in which the forces of darkness were described as physically corrupted and polluted in contrast to the pure and beautiful mortal races. Orcs, while technically a corruption of Elves, are not meant to be a rival nation to be emphasized with like Klingons or Lannisters, but rather mythical servants of unlife, not overly rationalized into a culture.
So towns are treated as a safe enclosure, because perhaps many Japanese games are quite spiritual in this secular literary sense, dealing with the resonant themes described above. It's not simplistic, just different in focus. Some of them take completely non-ironic glee and fun for fun's sake, but still aspire to be art. When you humanise monsters into a multi-faceted individual, or make fantasy races just different cultures, it moves away from being about primordial themes, and becomes more like historical fiction. Both have their strengths. If towns are like enclosures of orderly civilization, then the monsters outside are often unbalanced spirits, who have tipped too far toward some extreme of behavior, and become literal monsters as a result.
I think the two approaches can learn from each other. There is room for JRPGs to be a bit more interactive. I can see a change happening recently, as Japanese and American developers have always pollinated each other with ideas. There is room for western ones to get back in touch with the mythical themes of the genre, which are sometimes poorly translated. Just some random thoughts.
I play both genres, so I can see a lot of common things, and a couple of little differences. But I'm playing an eastern RPG right now, and I was thinking about some of the smaller differences in approach that can be quite hard to explain.
Japanese RPG towns are self-directed artistic experiences
Japanese RPGs have a reputation among CRPG players for having no interactivity. (I think this is actually not true for every JRPG series, some JRPGs even still have CHARGEN like their origins in early CRPGs such as Ultima, however Final Fantasy, which is most people's introduction to the genre, is not very CRPG like). JRPGs can sometimes be hard to approach for a CRPG player because it can seem that control is being taken away from you every two seconds. I had trouble with Final Fantasy for this reason, where every five steps there was a cutscene.
So it came as a surprise to realize that in many JRPGs, the quintessential town experience is actually quite self directed, in a sense. There are no checklists. There are no quest markers. There are no collectables. There are few items to gather from chests, although they might be important. Dialogue seemingly amounts to little. But they are usually quite high on the measure of lived-in artistic detail, with local regional cuisine set out on the tables, different wines and spirits arranged on shelves, different styles of architecture, different environmental conditions, different culture, shrines honoring local deities or philosophical concepts, and a general ambiance of a long rooted culture. If you enter one expecting things to do, in the conventional CRPG sense (side quests, dialogue trees) you are gonna be horribly disappointed, but if you saunter into them like a tourist, visiting the town to look at it's art and natural scenery, these aspects tell a story. In other words, the town (in the best examples at least), is there to tell you something about the world, or further the narrative, but gives you almost no prompting to examine it, you have to appreciate it slowly and soak it in like art.
So Zelda: Breath of the Wild recently got a lot of praise for being a very self-directed open world game (as compared to some previous Zeldas which had been criticized as being on rails from start to finish with an tutorial or fairy always present). The game technically does not have a lot of interactivity in the sense of The Witcher, but rather the player takes in natural vistas like a 19th century romanticist discovering a new valley as they explore the Swiss Alps. Think German painter Casper David Friedrich's "Wanderer Above the Sea of Fog". A reverent awe of nature's majesty. Shigeru Miyamoto talked about how he used to wonder the countryside of Japan and discover hidden lakes and caves, and this was part of the inspiration for Zelda. You want to climb mountains, not to collect anything, or solve a quest, but just to see what is there. Likewise the best JRPG town is something you visit to see what is there, not an obstacle. It's ephemeral beauty is enough.
Japanese RPG towns have mythological themes of life and pollution
In many mythological systems, humanity is seen as in an eternal spiritual battle courageously eking out a home among wild chaos. It's a powerful primordial theme that resonates even today, since we are a species that had to fight to survive it's environment and judiciously ally with aspects of nature. Some philosophers like Spinoza thought that actions could be classified by whether they helped or hindered the flourishing of life; deception and exploitation were entropic, but fidelity promoted orderly civilization, and in the east others framed the same thing differently (with unbalanced behavior leading to pollution/entropy). Depression is likened in fiction to darkness, or an enemy, and so it might have a psychological resonance; the unhelpful thoughts that drive us to despair are entropic, serving no practical benefit, but are seductive.
Fighting chaos/pollution/darkness/impurity is thus a huge thematic aspect in fantasy, and it's fun. Tolkien's famous essay, "Beowulf: The Monsters and the Critics", pointed out that modern people were trying to judge an epic poem from 600 AD by the standards of their modern literature, with it's multi-faceted characters, when the monster were never meant to be multi-faceted, but rather symbolic of an eternal enemy; pollution, chaos and darkness, like the people of the time literally had outside their towns and enclosures when England was still inhabited by wolves and bears. The Lord of the Rings was a work in which the forces of darkness were described as physically corrupted and polluted in contrast to the pure and beautiful mortal races. Orcs, while technically a corruption of Elves, are not meant to be a rival nation to be emphasized with like Klingons or Lannisters, but rather mythical servants of unlife, not overly rationalized into a culture.
So towns are treated as a safe enclosure, because perhaps many Japanese games are quite spiritual in this secular literary sense, dealing with the resonant themes described above. It's not simplistic, just different in focus. Some of them take completely non-ironic glee and fun for fun's sake, but still aspire to be art. When you humanise monsters into a multi-faceted individual, or make fantasy races just different cultures, it moves away from being about primordial themes, and becomes more like historical fiction. Both have their strengths. If towns are like enclosures of orderly civilization, then the monsters outside are often unbalanced spirits, who have tipped too far toward some extreme of behavior, and become literal monsters as a result.
I think the two approaches can learn from each other. There is room for JRPGs to be a bit more interactive. I can see a change happening recently, as Japanese and American developers have always pollinated each other with ideas. There is room for western ones to get back in touch with the mythical themes of the genre, which are sometimes poorly translated. Just some random thoughts.