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Japanese vs American character development
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<blockquote data-quote="Zelda Themelin" data-source="post: 672166" data-attributes="member: 167"><p>Sure I do. It's one of my favourites and I've played it many times. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I don't really think new game+ options are different endings though, since they expect you to play game again, and are impossible to have on first time through (without cheats, that is).</p><p></p><p>Chrono Cross I have, but I didn't really like it. Dunno that.</p><p></p><p>However, there are more 'kind of different' endings than, really different endings. </p><p></p><p>For example Star Ocean 2 (japanese, playstation) kind of had different endigs, but not really.</p><p>the Torment (american, pc), also had few different endigs, but not really either.</p><p></p><p>I thought this linearity issue might be more pc vr consoles thing, until I played games like Shadow Madness (american, playstation) or Silver (european, originally pc), and noticed that plot-making and character devolopment issues seem to be cultural style preferance after all. I didn't like neither of those examples, btw, for multiple reasons.</p><p></p><p>Japanese game market has long console game history, where american and european game market has long pc-history (or spectrum, commandore, amiga etc. before that).</p><p></p><p>I think that somewhere along the line, when adventure games didn't sell so well anymore, somebody realized that certain type of rpg happened to sell well. And after that every rpg that was made follewed the same basic format.</p><p></p><p>I've played Mights and Magics, Wizardys, Daggerfall to Morrowind, gold box ad&d games and a lot of games without serial numbers. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>And all those games that are termed rpg (unlike those termed adventure) seem to lack strong story-drive. Ok, there is story, but character has little to do with it, you are playing "just some adventuring hero". Only amount of non-relevant much-talking npcs' seem to vary in number.</p><p></p><p>And those few games that follow style more common to japanese console rpg:s seems to mostly fail IMO. I don't know why, americans and europeans have written many good adventure game plots. Why then does plot seem to be the thing in which those games fail most, if that game happens to have character/s with stats and killable critters aka rpg? My opinion, of course.</p></blockquote><p></p>
[QUOTE="Zelda Themelin, post: 672166, member: 167"] Sure I do. It's one of my favourites and I've played it many times. :) I don't really think new game+ options are different endings though, since they expect you to play game again, and are impossible to have on first time through (without cheats, that is). Chrono Cross I have, but I didn't really like it. Dunno that. However, there are more 'kind of different' endings than, really different endings. For example Star Ocean 2 (japanese, playstation) kind of had different endigs, but not really. the Torment (american, pc), also had few different endigs, but not really either. I thought this linearity issue might be more pc vr consoles thing, until I played games like Shadow Madness (american, playstation) or Silver (european, originally pc), and noticed that plot-making and character devolopment issues seem to be cultural style preferance after all. I didn't like neither of those examples, btw, for multiple reasons. Japanese game market has long console game history, where american and european game market has long pc-history (or spectrum, commandore, amiga etc. before that). I think that somewhere along the line, when adventure games didn't sell so well anymore, somebody realized that certain type of rpg happened to sell well. And after that every rpg that was made follewed the same basic format. I've played Mights and Magics, Wizardys, Daggerfall to Morrowind, gold box ad&d games and a lot of games without serial numbers. ;) And all those games that are termed rpg (unlike those termed adventure) seem to lack strong story-drive. Ok, there is story, but character has little to do with it, you are playing "just some adventuring hero". Only amount of non-relevant much-talking npcs' seem to vary in number. And those few games that follow style more common to japanese console rpg:s seems to mostly fail IMO. I don't know why, americans and europeans have written many good adventure game plots. Why then does plot seem to be the thing in which those games fail most, if that game happens to have character/s with stats and killable critters aka rpg? My opinion, of course. [/QUOTE]
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