StuBurns said:
I think the Japanese have a much more narrow approach to design. They want a specific instance to be incredibly polished, at the cost of the greater product. The west seems to be the opposite.
Individual moments in a game like MGS4 are a lot more polished than something like Halo Reach, however when looking at it as a whole, MGS4 abuses you with constant insane loading and a few horrible installs, where as Reach doesn't take you out of the game outside of brief cutscenes.
This is a good way of putting it. The Japanese are "jewelcrafters". Americans paint vast murals. The problem Japanese developers have had this gen is that they are still mostly concerned with oft myopic attention to detail on what they see as the core concept of a game. For example, if it is a mech game, they focus entirely on how the mech moves and strive for a precise feeling in the controls. They put a lot of engineering work into the kickback of weapons and balance of abilities. They create entire systems for just configuring the mech and customizing parts.
But then they place that mech in a sterile, barren world (again, as an example scenario) with nothing compelling or a greater reason for playing the game than paper-thin plot told in a dull, disinterested way with a few text-based mission briefing screens, say.
Westerners meanwhile seem to begin by figuring out how to build overall technology to enable the creation of a world in which a game can then be devised and molded to fit. But westerners until recently didn't care much about how the individual details in that expansive world felt. It didn't matter if your character felt like a manniquin hung on an invisible box that had no physics, engineering, or nuance to its movements and no reaction to the environment. The big picture was all that mattered.
People who grew up on Japanese made games have come to care a great deal about the engineering of the tactile player experience. They do have high standards for it, though if their perspective becomes too Japanese influenced in itself, they can fall prey to failing to see the big picture as well.
Now, where western developers /have/ begun to very quickly catch up to the Japanese is that western devs are fans of Japanese games too - they grew up with them. It's common to find the classic and staple Japanese games, from Metroid to Super Mario to Darius to Gradius to OG Ninja Gaiden cited as inspirations for western game creators. And now that tools and technology have begun to mature a bit, western devs are beginning to incorporate better engineering into player interface with the game world. Some fans laughed or exhibited outrage when a reviewer said that Assassin's Creed II was what a mature themed HD Zelda would be like.
But the truth is that a game like ACII has a fantastic tactile player experience to go along with its vast world and epic canvas. Or we can look at studios such as Blue Castle Games who can get that "Japanese feeling" down precisely in Dead Rising 2. Or a hundred indie games on the internet that have damned good shooting, action, and platforming gameplay and feel, inspired by and building on the Japanese classics that their creators are clearly fans of.
That is how the west is outracing Japan; it's not just about first person shooters being hot in the west (and the first person shooter argument is on the verge of becoming a strawman at this point). The west has surpassed Japan on the whole because the west sees itself as trying to make the best games /in the world/.
I'd say that the reaction of Japanese developers like Inafune is culture shock. They've finally taken a hard look at what is really going on elsewhere, and they are despairing at what seems to be - for the moment - an insurmountable gulf.