http://insomnia.ac/c...-playing_games/
Might be useful to read, if you are going to make rpg.
I'd say that was a waste of 20 minutes. The history parts were interesting, but overall it was a rant (NOW FEATURING: f-bombs!).
I respect his opinions, which they were, and I want to also state that opinions are all anyone has who is not in control of their own computer game project.
Thoughts on the article that pertain to this thread:
In my opinion, the article's author misses the point of the JRPG. When Wizardry and Ultima (a few people have said specifically 3) came over to Japan, the style of gameplay was found to be fun (alot of people over there still find classical Wizardry combat to be a favorite, apparently). Secondly, the stories in JRPGs are as they are because that is what resonates with the players (mostly young to late teens but there is some crossover that can be appreciated by adults). Thirdly, battle systems change between games so often because they are being made to suit new games and do not require reuse for many adventures like PnP (the author mentions that learning new rule systems would make creating adventures difficult in a PnP format, but this is untrue for a video game RPG, playing which is no different than playing another genre of game like Madden and then going for a game of Baldur's Gate). Also, there is no reason battle systems can't range from the simple (Dragon Quest, Pokemon, etc.) to the complex (Temple of Elemental Evil). The author does not allow for differing opinion on what is enjoyable.
As for JRPGs not striving to be or developers being too stupid to understand PnP RPGs, I think there could be some cultural barriers, but we live in a connected world that doubtless leaves one ignorant of very little (especially subjects sharing the same acronyms). I think it is worthwhile to address whether emulating PnP RPGs is the goal of JRPGs in the first place. I argue that emulation is not their goal. Yuji Hori of Dragon Quest reportedly was a big fan of Wizardry and DnD PnP at the time of Dragon Quest's development. Rather than try to replicate what rulebooks, a DM, and a host of players can do, he and many other JRPG developers created games based off the gameplay framework for battles and exploration in Wizardry and Ultima that had become so beloved and a "re-experiencing" of the exciting adventures one could have with characters one could make in a PnP format.
The current state of WRPG popularity in the east right now shows that for the time being, Japan hasn't found a modern WRPG gameplay framework that captivates them as much as Wizardry and Ultima (3) did. As for in the west, JRPGs are still liked by many and are still quite accessable to new, young players as they always have been (an entire genre of games "growing up" with their older fanbase would start to erode what allowed them to be so enjoyable to them when they were new, young players) and to people who don't necessarilly enjoy PnP and its conventions.
Sorry that was so long (I think reading the last paragraph sums things up nicely enough).
"... the challenge isn't beating the game but rather slaying the final boss in one round, with just one character, at level one, with the TV off, while having sex with a burning lawnmower."
- Best quote about Final Fantasy EVAR! by HtR-Laser from Penny-Arcade Forums
... Also, I was formerly Glass2099 here at Gamedev.