Caiti Voltaire said:
I ... find it disingenuous or perhaps misinformed to say characterise it in such a way that JRPGs have the story/character development and such and western RPGs do not. These labels as it were refer to styles of storytelling and the societal influences that work their way into these stories.
No, it refers for the tendency of Western RPGs in general (and Bioware games in particular) to get so hung-up on the idea of making sure the player has choices and can 'influence' the game, that they make characters without any sense of self. I can't name a Bioware game (and I would challenge you to), where the main character isn't just an avatar for the player's choices.
Character development requires a character. Western RPGs don't make main characters, they make player stand-ins.
Caiti Voltaire said:
There are plenty of western RPGs that are linear and fashion stories with solid character development around them. Planescape: Torment is an excellent example of this that a lot of people will probably chant the moment I say this, but other examples include Eye of the Beholder, and my personal favourite, Bloodlines. And there are plenty of RPGs made in Japan that ape the 'western' approach as well, Demon's Souls being the most prominent in my mind.
You mean the part of Planescape: Torment where the Nameless One has no independent personality? Or the part where any "development" is on the part of the player, and thrust upon the character? The problem with dialogue-based solutions is the same as in Mass Effect: you have to make each conversation independent from every other conversation. If you played Mass Effect, you realize that you can be a royal bastard in one conversation, and sweet as pecan pie in the next, and no one bats an eyebrow.
Any character or development is done by the player, not by the game.
I've not played Eye of the Beholder, but from what I saw on wikipedia, it doesn't seem to be that good about character arcs or development.
Caiti Voltaire said:
I personally don't think there's anything wrong with linear storytelling in a game. Look at Half-Life and Half-Life 2 which tell excellent stories and yet are entirely linear with a protagonaist that never speaks.
[edit]: I meant western, not sandbox.
I have no problem with linear storytelling, just a problem with a lack of true personality for the character you play. Mass Effect 2 was terribly linear. But Shepherd is static. His personality is non-existent until I decide what to do. There's no consistency, no baseline, so there's no change. Any moment I can decide he's an angel, or satan, a pragmatist, or an idealist. I, as a player, have to make the game.
That's just bad storytelling. It's like a make-your-own adventure book.
You're confusing what I hate about Western RPGs (the lack of independent personality for the Main Character, the lack of character development or change in personality of same), with a completely different issue.
I don't mind linear games, or sandbox games. I mind games that force me to invent a character. I'm paying to be told a story about a person, I don't want to have to fill in the blanks myself