The 1990s were a fantastic period for
Japanese video game developers. Amongst the successful array of genres that
came out of Japan to Western shores was the Japanese RPG, a form of computer
role playing games heavily influenced by the early Ultima and Wizardry series
on PC. Fueled by gripping narrative and easy command schemes, RPG made in
Japan represented for many how console gaming could be used to tell fascinating
long-running stories that could almost compare to literature. Until the
mid-2000s, Japanese role playing games were all that gamers would want to play
on consoles and North American RPG were shunned upon for not being able to keep
track with the qualities of titles coming from overseas. JRPG represented
quality and respectability.
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Imageepoch's JRPG brand reveal video - Japan addressing the concerns of Western consumers |
Along the way, however, things went
astray. Western studios now dominates the market in term of computer RPGs and
Japan has been struggling to justify localizing their games to an audience that
now find them either bizarre or juvenile. In recent years, the fall of grace of
JRPG has led several studios to question the tradition of JRPG and to see how
it could be rejuvenated to its former glory. Studios like Imageepoch and
Compile Heart has led this initiative by producing brand names like JRPG
and Galapagos RPG, trying to design games with the tradition of JRPG in
mind first and foremost.
Tales of Fantasia - Anguish, identity crisis and self-reflection in the world of JRPG |
Those initiatives might lead us to take a more critical view on the notion of JRPG itself. Considering that the concept of JRPG itself is never used in Japan except in recent cases involving Imageepoch and Galapagos RPG, it is worthwhile to look at JRPG as a ontological video game category that is more determined by patterns of translational circulation that a real collection of formal qualities. ¨JRPG¨ have not really stopped selling in Japan, so the new efforts to redefine JRPG and re-introduce them to the gaming culture has more to do with marketization of the Western audience than a formal reexamination. At the very least, we can see that the former is motivating the later.
Galapagos RPG - ¨RPGs made for customers of the Japanese taste¨ |
Another consequence of the discourse
separating RPG and JRPGs is that it creates a binary opposition based on
country of origin of those games. Not only is this not a very productive
starting point for the analysis of what those games represent, but it also leaves
no space for alternatives. What if a development studio creates a RPG on tablet
that makes obvious use of the anime aesthetic? Should we call it a JRPG and
ignore the fact that it does not come from Japan at all? This sort of question
really put emphasis on the major issue that comes up when the discourse of
video game culture is tainted by a game genre vocabulary based on national
origin.
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