Not sure on what you mean, but they do sport an anime-ish look.
I think I get where he's going. Or at least, it's actually my major issue with JRPG's ever since the PSX era. I used to love JRPG's on the Super Nintendo as not only was the story a key point, but the gameplay was as well. There was a focus on evolving on how the RPG genre played, and you even had a lot of variety in turn based systems. One of the best things to me, though, was that none of the stories felt like the other. They all felt unique, and most of all, they didn't remind me of the episode of Ronin Warriors I had just watched that morning.
Then Neon Genesis became popular, and suddenly a lot of the "mystery" and "mind-fuckery" elements in that were found in, well, Final Fantasy 7. Granted FF7 still managed to be pulled off with a great enough execution that it didn't really feel like anime, but it kind of started the kick off. Now, most RPG's from Japan are better labeled as interactive anime, as not only do they have the art style, but the stories are all the same stereotypes. The biggest issue is that the gameplay isn't even a focus. Anyone that tries to tell me "RPG's aren't about the gameplay, but the story" can go stuff it, because ANY video game should be about gameplay. Hence being a video game. If you don't put much effort into how well the game plays and just put it all into story (which most of the stories are severely uninspired anyway), then you have yourself a bad game.
In the end, you can't enjoy a JRPG nowadays unless you're an anime fan, which I am not. Fortunately, despite the look, I have found Blue Dragon has a very unique atmosphere and style to it, so it doesn't feel like I'm playing an anime. Too bad it's aimed towards a younger, new to RPG audience, otherwise I'd enjoy it more. Hopefully Lost Odyssey will appeal to me more greatly.
Now, as for the actual topic, of course it's possible that you can take an anime show and turn it into a good game. The problem is, a lot of times the designer falls flat in good ideas somewhere, or the game just can't appeal to anymore than fans.
Someone mentioned Goku in the DBZ games. To anyone that's not a fan of DBZ, that is completely cheap, unbalanced and it shouldn't have even been allowed to happen. To DBZ fans, you're not going to want to pit Goku against, say, Yamcha anyway. You're going to want Goku against Brolli or Vegeta or Majin Buu. The fans themselves will balance it out, and if the game did try to balance the fighters out then the fans of the series would be incredibly disappointed. So, the DBZ developers did a good job with their audience. Same goes for the guys who made the Godzilla games on GameCube and Xbox and upcoming Wii. If you're not a Godzilla fan, you won't get it. But if you are (and I am), then it's totally awesome.
Now, an example of a good idea gone bad is Robotech: Battlecry. I love the game. I love how playing the different forms of the Veritech not only felt different, but had different control schemes as well. It wouldn't be right any other way. Where the designers fell flat on their faces, however, was when the missions became nothing but escort missions and "destroy the convoy in x amount of time" missions. Basically the two most annoying objective types ever, and the massive number of them kept me from ever finishing the game.
So, in the end, anime and video games can definitely cross over. However, they'll either appeal to a limited market for being accurate to the franchise (DBZ), or they'll have the potential for a large market but fail due to design shortcomings (Robotech: Battlecry).