Most video games celebrate the state of the present. However, the JRPG, with its arduous focus on the task at hand, reveals that that is rarely the goal or even pleasurable in the moment, but bearable only because of the knowledge that once it ends, the player will be rewarded with more story.
Video games celebrate the state of the present. They’re always centered on the immediate action the player can take: where and how he moves and what result this brings. Games do not cue us to their pasts easily or frequently. Maybe the blank space will tell the player where he’s already moved in a Pac-Man maze or maybe finding a broken crate where a health pack should be reminds him that he’s already been past this area in Tomb Raider, but there is very little sense of an archived human history in these spaces. If nothing else, the past is hard if not impossible to access, seeing as the state of play resides in conflict with the immutable record.
Some games do indeed play with time, like Metal Gear Solid 3‘s unconventional game overs when you create a time paradox or many of Braid‘s platforming mechanics. But for the most part, video games are experienced in the present tense. Yet, I would argue, there are some games that strongly privilege the future state over the player’s current action, and these are usually the games that we find most difficult to talk about in conventional ludological terms.
I’m speaking, of course, of the Japanese role-playing genre.