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The Guiding Principles and New Rules document is now in effect.
The only exception I can think of is MGS4, and apparently an American staffer had to push hard to reform the camera philosophy.
Even good Japanese games seem to have this sort of hands off quality to them- a highly polished veneer that has an almost "baroque" sense of artisanship. By this I refer not only to camera angles and interactivity, but also animation, the interface of the game- i.e having giant calligraphic text splash on the screen as opposed to a more...software oriented approach.
I don't really play American games over Japanese games, given that 3 of my favorite games ever are Shenmue, Rez and SF2 but Japan seems to hold on to antiquated gameplay and design philosophy.
Some screenshots and an a meatier argument might be in order.
Keep in mind that Japan is really to small a market to make HD games profitable, so only a small subset are going to make those kinds of games and market them world wide. The others are making mostly DS games.
lowlylowlycook on
(Please do not gift. My game bank is already full.)
I always felt like Japanese designed games are more apt to tell the audience "Ok, this is a game. Here are the rules to the game." as opposed to obscuring the medium.
In other words, the average JRPG says "Pick your stats now, ok" whereas say Fallout or Mass Effect go through the subterfuge of you assigning a backstory that establishes character traits.
Dorktron9000 on
0
Johnny ChopsockyScootaloo! We have to cook!Grillin' HaysenburgersRegistered Userregular
It's because Japanese grew up in passive farming communities where they simply went to the fields and gathered things and Americans grew up in rugged wildernesses hunting animals and fighting to survive. The Japanese obviously prefer being told what to do and Americans prefer doing whatever the fuck they want.
Meh. I prefer Japanese developed games. I hate open world games. The only exception was FO3, but that's because I'm a huge fanboy of Fallout, so no matter how the game turned out I would have played the shit out of it.
urahonky on
0
Casually HardcoreOnce an Asshole. Trying to be better.Registered Userregular
edited January 2009
It's my opinion that Japanese games are trying too hard to be too immersive.
Take Kingdom Hearts 2 for example.
The first 2 hours of the goddamn game is a tutorial!
And it seems like they're just getting worse. Instead of having the player figure stuff out on their own, they decided that it's much more artistic to cleverly (not) make the first 3 hours of a game a tutorial and force you to sit through hours of introductions and hand holding, and hide all of this as some prologue or something.
It's my opinion that Japanese games are trying too hard to be too immersive.
Take Kingdom Hearts 2 for example.
The first 2 hours of the goddamn game is a tutorial!
And it seems like they're just getting worse. Instead of having the player figure stuff out on their own, they decided that it's much more artistic to cleverly (not) make the first 3 hours of a game a tutorial and force you to sit through hours of introductions and hand holding, and hide all of this as some prologue or something.
As opposed to not telling you anything at all. Hell in Fallout 3 half the people on this BOARD didn't know you can use the PIP boy for a light.
e: I wouldn't say the first two hours was a tutorial. It was the intro.
It's my opinion that Japanese games are trying too hard to be too immersive.
Take Kingdom Hearts 2 for example.
The first 2 hours of the goddamn game is a tutorial!
And it seems like they're just getting worse. Instead of having the player figure stuff out on their own, they decided that it's much more artistic to cleverly (not) make the first 3 hours of a game a tutorial and force you to sit through hours of introductions and hand holding, and hide all of this as some prologue or something.
As opposed to not telling you anything at all. Hell in Fallout 3 half the people on this BOARD didn't know you can use the PIP boy for a light.
e: I wouldn't say the first two hours was a tutorial. It was the intro.
It's my opinion that Japanese games are trying too hard to be too immersive.
Take Kingdom Hearts 2 for example.
The first 2 hours of the goddamn game is a tutorial!
And it seems like they're just getting worse. Instead of having the player figure stuff out on their own, they decided that it's much more artistic to cleverly (not) make the first 3 hours of a game a tutorial and force you to sit through hours of introductions and hand holding, and hide all of this as some prologue or something.
As opposed to not telling you anything at all. Hell in Fallout 3 half the people on this BOARD didn't know you can use the PIP boy for a light.
e: I wouldn't say the first two hours was a tutorial. It was the intro.
It's my opinion that Japanese games are trying too hard to be too immersive.
Take Kingdom Hearts 2 for example.
The first 2 hours of the goddamn game is a tutorial!
And it seems like they're just getting worse. Instead of having the player figure stuff out on their own, they decided that it's much more artistic to cleverly (not) make the first 3 hours of a game a tutorial and force you to sit through hours of introductions and hand holding, and hide all of this as some prologue or something.
As opposed to not telling you anything at all. Hell in Fallout 3 half the people on this BOARD didn't know you can use the PIP boy for a light.
e: I wouldn't say the first two hours was a tutorial. It was the intro.
The Mako has a CANNON
WHAT THE FUCK?
Oooh, another fine example! :^:
If only there were some kind of documentation that these people could supply with their game. Some means of letting the player know how they can interact with the game.
If only there were some kind of documentation that these people could supply with their game. Some means of letting the player know how they can interact with the game.
It would be even better if a person could access this documentation in game so he can't possibly lose it. If only.
It's my opinion that Japanese games are trying too hard to be too immersive.
Take Kingdom Hearts 2 for example.
The first 2 hours of the goddamn game is a tutorial!
And it seems like they're just getting worse. Instead of having the player figure stuff out on their own, they decided that it's much more artistic to cleverly (not) make the first 3 hours of a game a tutorial and force you to sit through hours of introductions and hand holding, and hide all of this as some prologue or something.
As opposed to not telling you anything at all. Hell in Fallout 3 half the people on this BOARD didn't know you can use the PIP boy for a light.
e: I wouldn't say the first two hours was a tutorial. It was the intro.
The Mako has a CANNON
WHAT THE FUCK?
Oooh, another fine example! :^:
If only there were some kind of documentation that these people could supply with their game. Some means of letting the player know how they can interact with the game.
I have never opened a manual for a game since............ Maybe Harvest Moon, the original one, but that was toilet material. Most games tell you the controls in the game. Not Western RPGs.
I think he means that a lot of american RPG's are sort of "choose your own adventure" open world games, where as the Japanese RPG's and games generally have a very clear and linear direction in their plots.
It's my opinion that Japanese games are trying too hard to be too immersive.
Take Kingdom Hearts 2 for example.
The first 2 hours of the goddamn game is a tutorial!
And it seems like they're just getting worse. Instead of having the player figure stuff out on their own, they decided that it's much more artistic to cleverly (not) make the first 3 hours of a game a tutorial and force you to sit through hours of introductions and hand holding, and hide all of this as some prologue or something.
Just walk to the goddamn train station, geez. You don't need to do chores or get money.
I laugh at anyone that complains about this "problem" in Kingdom Hearts II.
Not only does the Mako have a cannon, but it has a scope that allows you to zoom in for long-range.
When this was first mentioned waaaay back in like the first or second Mass Effect thread, people had gone through entire playthroughs without knowing.
But what I was going to say originally is that some folks from Bungie offered an interesting insight into a difference between Japanese and American video game aesthetics - they like third-person WAAAAY more than first-person. When the aforementioned Bungie folk were showing off Halo 3 at TGS, it was several minutes into the demo and the audience was entirely silent until the demo player ripped off a mounted gun and it went to third-person view - then the audience all went "ooooooooh'.
Not only does the Mako have a cannon, but it has a scope that allows you to zoom in for long-range.
When this was first mentioned waaaay back in like the first or second Mass Effect thread, people had gone through entire playthroughs without knowing.
But what I was going to say originally is that some folks from Bungie offered an interesting insight into a difference between Japanese and American video game aesthetics - they like third-person WAAAAY more than first-person. When the aforementioned Bungie folk were showing off Halo 3 at TGS, it was several minutes into the demo and the audience was entirely silent until the demo player ripped off a mounted gun and it went to third-person view - then the audience all went "ooooooooh'.
They also love games where you grind for levels. I hate them.
Is it too much to ask that in my JRPGs the main character show some semblance of intelligence, and not have to have every plot point, no matter how easy to understand, laboriously explained to him?
Fire Emblem: Path of Radiance got major brownie points when Ike defied this trope during his stay in the Empire.
Is it too much to ask that in my JRPGs the main character show some semblance of intelligence, and not have to have every plot point, no matter how easy to understand, laboriously explained to him?
Fire Emblem: Path of Radiance got major brownie points when Ike defied this trope during his stay in the Empire.
Last Remenant the main character im 100% sure has an IQ so low he is mentally retarded. It annoys the crap out of me every time he opens his mouth and says something so painfully obvious and in the most infuriatingly annoying way....grrr...
It's my opinion that Japanese games are trying too hard to be too immersive.
Take Kingdom Hearts 2 for example.
The first 2 hours of the goddamn game is a tutorial!
And it seems like they're just getting worse. Instead of having the player figure stuff out on their own, they decided that it's much more artistic to cleverly (not) make the first 3 hours of a game a tutorial and force you to sit through hours of introductions and hand holding, and hide all of this as some prologue or something.
As opposed to not telling you anything at all. Hell in Fallout 3 half the people on this BOARD didn't know you can use the PIP boy for a light.
e: I wouldn't say the first two hours was a tutorial. It was the intro.
The Mako has a CANNON
WHAT THE FUCK?
Oooh, another fine example! :^:
If only there were some kind of documentation that these people could supply with their game. Some means of letting the player know how they can interact with the game.
I have never opened a manual for a game since............ Maybe Harvest Moon, the original one, but that was toilet material. Most games tell you the controls in the game. Not Western RPGs.
You are not playing a game right if you don't start pushing every button to see what they do after starting it up. I mean, seriously? It's been part of games since forever.
OP is one of the most subtle "WRPG vs JRPG" posts I've seen, if ever.
So what you are saying is this forum lacks subtlety?
Camera angles can play a part in the immersion but they aren't everything. Story with the ability to make you feel like you are making choices with consequence add more to immersion than just being able to play over the shoulder or in first person. I could care less how the script is presented, provided it is legible.
You are not playing a game right if you don't start pushing every button to see what they do after starting it up. I mean, seriously? It's been part of games since forever.
Explain the Pipboy light then. You have to hold a button, which means many people would look over it by pressing every button.
Almost every single PC game has documentation in some form sitting in the install folder. Some even have .pdfs of the manual install with the game. With links from the start menu. Mass Effect has a button on the launcher that says 'Documentation'.
It's the whole 'video games as an art form' argument. Western developers are more concerned with presentation.
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Keep in mind that Japan is really to small a market to make HD games profitable, so only a small subset are going to make those kinds of games and market them world wide. The others are making mostly DS games.
(Please do not gift. My game bank is already full.)
Sometimes they do come up with stuff that really breaks the mold though and gets repeated forever. The controls in Mario 64 for example.
In other words, the average JRPG says "Pick your stats now, ok" whereas say Fallout or Mass Effect go through the subterfuge of you assigning a backstory that establishes character traits.
Steam ID XBL: JohnnyChopsocky PSN:Stud_Beefpile WiiU:JohnnyChopsocky
I think it was his attempt to defend Japanese games by pointing out the flaws in western ones.
It failed.
GM: Rusty Chains (DH Ongoing)
1,000-year-old demons that just happen to look like 12-year-old girls.
Take Kingdom Hearts 2 for example.
The first 2 hours of the goddamn game is a tutorial!
And it seems like they're just getting worse. Instead of having the player figure stuff out on their own, they decided that it's much more artistic to cleverly (not) make the first 3 hours of a game a tutorial and force you to sit through hours of introductions and hand holding, and hide all of this as some prologue or something.
As opposed to not telling you anything at all. Hell in Fallout 3 half the people on this BOARD didn't know you can use the PIP boy for a light.
e: I wouldn't say the first two hours was a tutorial. It was the intro.
The Mako has a CANNON
WHAT THE FUCK?
Oooh, another fine example! :^:
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White FC: 0819 3350 1787
It does. But how many people read those...?
If only there were some kind of documentation that these people could supply with their game. Some means of letting the player know how they can interact with the game.
I have never opened a manual for a game since............ Maybe Harvest Moon, the original one, but that was toilet material. Most games tell you the controls in the game. Not Western RPGs.
I think he means that a lot of american RPG's are sort of "choose your own adventure" open world games, where as the Japanese RPG's and games generally have a very clear and linear direction in their plots.
Just walk to the goddamn train station, geez. You don't need to do chores or get money.
I laugh at anyone that complains about this "problem" in Kingdom Hearts II.
When this was first mentioned waaaay back in like the first or second Mass Effect thread, people had gone through entire playthroughs without knowing.
But what I was going to say originally is that some folks from Bungie offered an interesting insight into a difference between Japanese and American video game aesthetics - they like third-person WAAAAY more than first-person. When the aforementioned Bungie folk were showing off Halo 3 at TGS, it was several minutes into the demo and the audience was entirely silent until the demo player ripped off a mounted gun and it went to third-person view - then the audience all went "ooooooooh'.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
They also love games where you grind for levels. I hate them.
Fire Emblem: Path of Radiance got major brownie points when Ike defied this trope during his stay in the Empire.
White FC: 0819 3350 1787
Last Remenant the main character im 100% sure has an IQ so low he is mentally retarded. It annoys the crap out of me every time he opens his mouth and says something so painfully obvious and in the most infuriatingly annoying way....grrr...
And.. what does this tell you?
Tells me that Western Developers need to let us gamers know how to do something useful in the game.
By writing it in a handy manual and placing it in the case with the game.
So what you are saying is this forum lacks subtlety?
Camera angles can play a part in the immersion but they aren't everything. Story with the ability to make you feel like you are making choices with consequence add more to immersion than just being able to play over the shoulder or in first person. I could care less how the script is presented, provided it is legible.
Explain the Pipboy light then. You have to hold a button, which means many people would look over it by pressing every button.
It's the whole 'video games as an art form' argument. Western developers are more concerned with presentation.