Posted February 01, 2022
Just one observation, and one that is rather easy to explain. In summary: WRPGs are more complex than JRPGs, and therefore have a much bigger bug surface, and as a result are typically buggier.
In particular, we can look at various types of bugs:
* Game mechanic bugs: Sometimes the game's mechanics are coded incorrectly. For example, the game may be coded so that blindness increases the chance of an attack hitting, instead of decreasing it. (Two examples: SaGa 1 (for basic STR weapons only) and Morrowind.) This type of bug can be found in both CRPG subgenres, and is in fact found in both.
* Quest progression bugs: Here we start to see some differences. JRPGs are typically linear, to the point where some of them even have a single variable that describes game progression. Hence, there's only one path through the game that the developers have to test. This is not the case in WRPGs. There's also other factors; for example, what if a character who the game is expecting to be alive is killed earlier by the player? In a JRPG, this can't happen, since NPCs can't be interacted with that way outside of combat, and they don't even have stats. In a WRPG, however, the situation is typically different; every NPC has its stats, and can be killed unless the developer has made them unkillable (and quite often the developer overlooks some way of doing so).
* Memory bugs: In a JRPG, typically the amount of space used by the game can be reasonably bounded, as the game doesn't have to keep tracks of large amounts of information. For example, the stats of NPCs do not need to be stored in writable memory (and, in particular, don't need to be saved) unless the player is in combat (where saving is normally not possible anyway). In a WRPG, however, the game needs to keep track of the state of all NPCs, not just those involved in combat; this includes things like inventories, the NPC's health and status conditions, and disposition toward the player. WRPGs also typically allow the player to drop items on the ground and then pick them up, which is another thing the game needs to keep track of. This results in WRPG save files getting bigger as the game progresses, and also makes them more prone to memory bugs. (I *have* seen memory bugs in JRPGs, like with 64 stair bugs in earlier Final Fantasy games, but they're not as common and are generally less random.)
So, in summary, WRPGs, due to being more complex than JRPGs, tend to be a lot buggier as a result.
In particular, we can look at various types of bugs:
* Game mechanic bugs: Sometimes the game's mechanics are coded incorrectly. For example, the game may be coded so that blindness increases the chance of an attack hitting, instead of decreasing it. (Two examples: SaGa 1 (for basic STR weapons only) and Morrowind.) This type of bug can be found in both CRPG subgenres, and is in fact found in both.
* Quest progression bugs: Here we start to see some differences. JRPGs are typically linear, to the point where some of them even have a single variable that describes game progression. Hence, there's only one path through the game that the developers have to test. This is not the case in WRPGs. There's also other factors; for example, what if a character who the game is expecting to be alive is killed earlier by the player? In a JRPG, this can't happen, since NPCs can't be interacted with that way outside of combat, and they don't even have stats. In a WRPG, however, the situation is typically different; every NPC has its stats, and can be killed unless the developer has made them unkillable (and quite often the developer overlooks some way of doing so).
* Memory bugs: In a JRPG, typically the amount of space used by the game can be reasonably bounded, as the game doesn't have to keep tracks of large amounts of information. For example, the stats of NPCs do not need to be stored in writable memory (and, in particular, don't need to be saved) unless the player is in combat (where saving is normally not possible anyway). In a WRPG, however, the game needs to keep track of the state of all NPCs, not just those involved in combat; this includes things like inventories, the NPC's health and status conditions, and disposition toward the player. WRPGs also typically allow the player to drop items on the ground and then pick them up, which is another thing the game needs to keep track of. This results in WRPG save files getting bigger as the game progresses, and also makes them more prone to memory bugs. (I *have* seen memory bugs in JRPGs, like with 64 stair bugs in earlier Final Fantasy games, but they're not as common and are generally less random.)
So, in summary, WRPGs, due to being more complex than JRPGs, tend to be a lot buggier as a result.