I agree with basically none of your points. I will refute them as such:Argument: Americans love realism.
Counterargument 1: The most popular WRPG ever has blue space cows and werewolves in top hats, also you can ride giant blue cats.
Counterargument 2: Most JRPG art is seriously just godawful and looks like it was pulled from DeviantArt.
Addendum to Counterargument 2: Same applies to M:TG art from the last eight years or so. Seriously, what the fuck?
Counterargument 3: The sort of realism you see in American games and cinemas is more romanticism revival anyway. Muted, natural colors? Bloom? Epic grandiosity? That's by the numbers romanticism.Argument: Americans and Japanese have different views on gender roles which affects how Americans perceive JRPGs.
Counterargument: I haven't actually seen an WRPG player call JRPGs girly or refer to the characters as girl. I've only seen other JRPG players do that. Usually in regards to why Kefka is better than Sephiroth.
Addendum to Counterargument: Sephiroth's in-game art is more malproportioned and preternaturally aged than 'bishounen' anyway. Argument: Americans perceive cartoons as childish.
Counterargument: The Simpsons, Pixar. Also bronies.Argument: Americans love freedom.
Counterargument 1: A lot of WRPGs are not made by Americans.
Counterargument 2: The degree of freedom evolved out of the medium. More open ended games need bigger save files to track all the stuff you can be doing. NES games, by comparison, didn't even really have save batteries till later on and they didn't allow for particularly big saves anyway, so the degree of freedom you had was sort of constrained...
Counterargument 3: Except even then, even early JRPGs weren't THAT linear. Dragon Quest 1 technically let you go anywhere from the beginning. The only constraint was monster difficulty. Zelda wasn't linear. Phantasy Star 1 allowed for quite a bit of sequence breaking.
Counterargument 4: And even then, there were a lot of more Westernish/non-linear JRPGs that never got localized, so the US perception of JRPGs is sort of skewed from that anyway.
Counterargument 5: Extremely open-ended American-made WRPGs are hardly the norm and are pretty much restricted to The Elder Scrolls, Might and Magic, and a few sort-of-obscure titles like Darklands. I was going to list some other titles like The UnReal World and Mount & Blade except those are Finnish and Turkish. The other series that has TES style openendedness, I guess, was Realms of Arkania, except that was German.
Addendum to Counterargument 5: TES is sort of reviled outside of its fanbase. I mean, among WRPG fans. Contrary to popular belief, WRPG fans actually like storylines.
Counterargument 6: Gamers also have really weird notions of linearity and what it even entails. Non-linearity in WRPGs usually means you don't have plot-induced travel restrictions on where you can go in the game world. Storylines are still fairly linear in their basic layout although they generally allow for some branching.
Counterargument Fin: Gamers love to argue and will inflate minor differences until they seem huge to prove that their side is better out of some misguided sense of elitism.Toyota
Americans don't like Toyotas because the brakes don't work.
Oh fuck you WoW was my example.