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Op Ed

Elder-Geek.com - Video Game Violence: What Do Gamers Really Want?
It’s a topic that gets a lot of attention. And for good reason. Violence is an easy talking point for the media. It’s an intense allure for a gamer. It’s a wonderful tool for the developer. Violence can be the central theme of an entire marketing strategy. I’ve heard that love and peace are the great unifiers of civilization. Nonsense. Nothing reaches across multiple demographics like some simple, in your face, head exploding, shotgun pumping, shovel to the back of the head style violence.

That said, I’m starting to find modern video game violence a bit… lacking.

Gamasutra - 2009 - The Last Days of the Japanese RPG?
The post-PlayStation 2 era has not been kind to the Japanese role-playing game. At the start of the decade it was easy to imagine Japanese RPGs taking over the world. Titles like Final Fantasy X and XII, Shin Megami Tensei: Nocturne, Xenosaga, Shenmue, Shadow Hearts, Skies of Arcadia, Legend of Zelda: Wind Waker, and Phantasy Star Online were just some of the highlights of time when another new JRPG was added to the stack faster than we could play them.

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18. Re: Op Ed Dec 30, 2009, 09:31 briktal
 
Jerykk wrote on Dec 30, 2009, 03:59:
1) Do JRPGs present you with meaningful moral choices? No.
2) Do JRPGs force you to play as predefined characters with their own personalities, appearances, backgrounds, etc? Yes.
3) Do JRPGs let you fight, sneak and/or talk your way through the majority of situations? No.
4) Are all the stats in JRPGs combat-related? Yes

1) Pretty much no, but few western RPGs really do that.
2) Very rarely, though in the SNES/PS1 era there wasn't a ton you could do for meaningful character appearance customization, and few games really give you a lot of background room, maybe giving you a choice of a few backgrounds or leaving some of the minor details blank but still filling in important parts.
3) They sometimes give you options to avoid battles, especially ones that don't have random battles. Usually through avoiding a patrolling enemy or somehow distracting/stunning an enemy. Can't think of any that let you talk your way through. However, this is something that is really lacking in a lot of games, but that's really a different balance issue.
4) I suppose, but because of many of the above points, there isn't really anything else to use the stats for. They also tend to not be quite as meaningful, used more for the effect of your level and character differences.

Thinking about it, I don't think JRPGs are really THAT different from western RPGs, except for sidequests. A big part of it is that a lot of the main quests in RPGs are pretty railroaded and generally combat oriented (another issue related to my reponse to #3) and they put a lot more of the decisions and options in the various little sidequests.
 
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