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In the video game industry, one market that is well known to be dominated by Japanese companies are console role playing games (RPG). RPG’s are games where the player controls characters in a fictional setting and how the characters interact with it. In this fantasy world there exists an underlying plot which the player progresses through by overcoming challenges, developing their characters, and exploring the world. This definition is kept vague because of the great diversity of RPG’s though there are clear divisions between western RPG’s and eastern RPG’s as sub-genre’s. Japanese Role Playing Games (JRPG’s) have become their own genre as a result of the prolific Japanese game industry and as a result of JRPG’s having more defined conventions. The progenitor and most well-known of the genre are the Dragon Quest and Final Fantasy series.

JRPG’s are somewhat formulaic in their gameplay and story. The player controls a character of the “hero” archetype that is on a specific quest. The progression from beginning to end is linear and out of the player’s control so that the story can be followed in logical order. The main quest is broken up into multiple segments that involve mandatory travel to different parts of the game world. For the sake of variety, these sections will differ in aesthetics if not culture and peoples. The specific setting depends on the game but most are interestingly built on European medieval fantasy themes instead of Japanese ones. Thus knights are commonplace instead of samurai, dragons exist to be slain instead of revered, and so on. If there is a kingdom or empire in the game’s setting, it is likely a fictional analog of a non-specific real life country. In any case, the typical JRPG game world is not uniform and different countries and places draw inspiration from real life as well.

In spite of this, or perhaps because of it, an ostensibly widespread trope in JRPG’s is the inclusion of a culture, country, or people whose culture is distinctly Japanese. It’s worth noting that this culture is almost never the one that the protagonist originates from; it is not the central focus of the game. This may be attributed to the fact that JRPG publishers that are based in Japan have both a domestic and foreign market to appeal to. By including cultures inspired by both the East and West, game designers are sure that a player will find something both familiar to him and something exotic. This convention serves the same purpose as all fictional elements: create an original experience for the audience while still retaining some familiarity with what they understand. Therefore each fictional analog of Japan will, at least to some extent, reflect foreign audience expectations of what Japan is like.

Influences from Jidai Geki and Pop Culture
As noted earlier, many Japanese fictional counterparts in JRPG’s tend to be what the other cultures in the game world are not:. The whiplash from visiting a traditional country when every other area in the game is progressive can be strong. Many elements present in a medieval Japanese setting are inspired in part by the Jidai Geki genre (works set in feudal Japan). The same works that romanticized ninja, samurai, ronin, and shoguns also popularized several aesthetic tropes associated with Japan, like pagoda and Shinto shrines.

Not all inclusions of Japanese-influenced cultures are historically accurate, however, anachronisms are common as well. In some works the appearance of relatively newer icons of Japanese pop culture appear alongside the historical ones to emphasize the Japanese influence. Such anachronisms are not necessarily bad if it is conducive to either gameplay or storytelling, though they certainly reinforce the images of “Japan” that people have that do not concern particular time periods.

Influences from Post-WWII Relationships
Depending on the game, some Japanese-inspired cultures also serve as historical analogs to other countries, especially the United States or the Allied Powers as a whole (from 1945 to the present). Instances of this will reflect the Japanese point of view after the war by showing the aftermath of a major upheaval and ultimately the physical and cultural reconstruction. Common themes that are reflected by Japanese-influenced cultures include the cultural cross-pollination between Japan and abroad, turning rags into riches for individuals and the entire country, the general loss of faith in traditional deities, and the intergenerational rift of attitudes about everything. On the other hand, hints of racism and resentment may be present to demonstrate Japan’s attitudes toward its conquerors (such as the United States) countries it once conquered or tried to conquer (such as China).

One of the most famous cases of Japanese-inspired cultures is Wutai from Final Fantasy VII. The aesthetically-traditional province clashes heavily with the advanced and industrially-heavy countries in the game. One of the most notable features, however, is the fact that it was intended to be a historical analogue to a defeated post-WWII Japan. In the game’s story, a war against Midgar (Western-influenced superpower where the protagonist is from) defeated Wutai and left it de-militarized and a shadow of what it used to be. It is a clear implication that Wutai is humiliated by the loss but has no choice but to not only bend its knee to the victor but sell its culture as tourist trinkets to it just to survive. There is also a noticeable division of attitudes toward outsiders: older civilians seem mistrustful of the protagonist, while younger ones don’t remember the war as clearly and embrace Midgardians.

Notable features
Alongside fictional cultures that are homogeneously Japanese, there exist others that are not quite so but definitely “oriental”. Upon examination there will usually be elements of Japanese, Chinese, Korean, etc. cultures all in the same society. Some cases are explained as being the result of one population assimilating another while others are simply an amalgamation of popular Asian tropes. This too can have positive and harmful implications, mixed cultures can be seen as people becoming more open-minded and worldly. At the same time, however, it can imply that the original cultures are being corrupted by being mixed, or that the creators or consumers are too ignorant to differentiate between cultures.

Conclusion
Though of course fictional cultures that are derived from Japan do not necessarily reflect it, there is still an interesting blend of fact and stereotypes present. Game designers and all producers of media seek to reflect life and meet certain audience expectations while still creating an original experience. For better or worse, the fictional counterpart of Japan is the image of Japan that most foreigners have. The most important impact of Japanese-influenced cultures in JRPG’s is to illustrate to viewers how people from the outside perceive Japan. This applies to both the domestic and foreign market for JRPG’s. Japanese gamers do not often see how their country and culture are seen from outside; gamers elsewhere may learn about elements of Japan and its culture outside of widespread pop culture. This can be a double-edged sword, however: a portrayal of Japan can bring both awareness to stereotypes and racism and perpetuate it at the same time.