Shouta said:
You could say the same thing about "Western" RPGs. where are all the games that strive to truly play differently from each other? Where's the Tales of Symphonia? Where's the Dragon Quarter? Where's the Star Ocean of Western RPGs?" Sticking to and refining core design elements isn't unique to 'Eastern" RPGs.
Yeah, I mentioned earlier that western RPG devs tend to work for more refinement than innovation, but that they utilize technology to expand the gameplay and to create richer worlds. They introduce more for the player to do and allow more possibilities as far as character construction and, well, role-playing.
A perfect example is how the Wizardry series has evolved on both sides of the Pacific. Wizardry 8 introduced a free-roaming control scheme and battles that happen directly within the same environment that the player explores, along with an interface that is up to current standards for PC RPGs and dungeons with realistic layouts. Wizardry: TFL (PS2) stuck with orthogonal dungeons, tile-based movement, nearly-random encounters that take place in a separate engine, and a single dungeon with a town on top instead of a fully-realized world, just like early PC entries in the series with their town menu and single dungeon.
Wizardry 8 pushed the series' gameplay and immersion forward with technology, while Wizardry:TFL utilized the ancient structure from the series' origin and added modern artwork, 3D graphics, and a combination-attack system. This reflects what I see when I compare western RPG development with eastern. Western developers push gameplay upward and outward making improvements in all aspects of play, while the improvements made to eastern RPGs are mostly peripheral and the gameplay core is kept as close to the original idea as possible.
As far as games that stand out from the others, I think the reason you don't see games that stick out as far as a DQ or a Vagrant Story is that there's enough variation within the genre that there's not a gameplay norm that's well-defined enough for games to stand out from so distinctly. Fallout doesn't play like Morrowind doesn't play like Icewind Dale doesn't play like Planescape: Torment. Core concepts can vary as far as player freedom and battle engines and focus on story, and there's not a single mold that's there waiting to be broken.