Story focus C&C seems to be more of a 90s WRPG thing.
In Japanese gaming term, story focus western c&c just translate to "flag".
It is not really creating a sandbox environment with many variables to simulate organic C&C but just a handcraft if&else flag to create the illusion of freedom.
I am not oppositing that illusion.
But Japanese isn't particular bad at maknig pure flag game.
They just don't mix it with dilute/streamlined wargame mechanics much.
But as a player who grew up with goldbox RPGs and PC-98 and console JRPG and who see things in more of an oriental way. What really differentiate west from Japan is that Western RPGs tend to have a more sandbox elements to it.
For example, even in highly story focus c&c game such as arcanum, there are city and people that work in daytime and sleep in night time. They do things regardless player's agency.
And player can "Interrupt" their life by destroying their store or steeling it.
In game like JA2, you can destroy wall to break through a building.
The wall is fundamentally a flag but the game did not expecting you to go through a very narrowed range of flag flows.
So it just feel less restrictive compare to the typical flag focus games.
It is why Asians players love fallout 3 4 and skyrim.
Because despite being inferior to daggerfall in so many ways as a sandbox game,
It did have a very basic form of sandbox. It just lack the complex variables to make it chaotic, organic and interesting.
Where western players grew up with late 90s c&c RPGs will think it lack both c&c and sandbox elements.
And mostly lack of specific "RPGs system" like attribute which I don't think is necessary good for a pure sandbox game.
Because they aren't complex enough to reflect many variables in a pure sandbox world.
It is a bit like how dynamic campaign vs flag based chained scenario campaign in wargames.
They have their pro and con. I personally prefer dynamic campaign most of the time.
In 80s to 90s western games design seems to be towards the dynamic campaign design.
Like Wing commander. But once those directors became famous, they all want to be hollywood big name.
And design their game very narrowly for cenematic story handcrafted experience.
Not sandbox dynamic experience with organic variables to create chaotic experience.
It is the same with WRPGs, they have more dynamic sandbox elements, but once they get big.
They start to focus more on the story experience. It becomes more and more handcrafted and more and more "flags".
And they aren't as good as handcrafting things as Japanese, but ofc I am biased to like Japanese art/story more by default.
From my perspective, WRPGs is declining because they become more like Japanese but a downgraded one.
And most of the western sandbox elements in WRPGs already moved to other genre.
Can't agree until JRPGs start giving rogues something to do outside of steal in battle.
If you count Elona and lunatic dawn as JRPG.