You missed my point. I am more concerned about the latter (feelings, emotions etc etc) because I am emotionally invested in the character. I am not emotionally invested in the faceless "Hundreds of people" mentioned earlier, and as such am pretty happy to mostly ignore that, because its not interesting to me.
I want relatable, not realistic.
You used a pretty inapplicable analogy, though. "Somebody somewhere died" is nowhere near the same as "I killed someone".
My point is "Focus on what I care about. It's not those 100 soldiers (or at least, not entirely), this is why".
And that's fine if that's what you like, although it's not good character writing. A child-minded murderer that doesn't seem to understand the concept of murder is not very relatable as far as I'm concerned, either.
Why is it that being void of emotion is not considered bad character writing?
Regardless, I think this "Kill 100 soldiers" thing is a lot less common in JRPG's then you are making it out to be, to the point where it can hardly define the genre.
Never played it. Isn't everything in To The Moon just going on in someone's head, though?
Most of the game goes through someone's head, yes. It still functions as a counterpoint to this idea that JRPG's consist of smiling children murdering soldiers.
Did you just equate a soldier to a bandit?
No. I gave a description to demonstrate that its not right to reduce bandits to generic-RPG-monsters while raising soldiers to innocent honest people, without any more information about these people.
At this point, I think your just projecting your own ethics onto these games. Which I suppose is fine when it comes to how you relate to characters. My own sense of ethics differs, and I will try to explain why.
Being a bandit, without exception, implies doing harm onto others for your own gain, even if there is a family behind you. There is no realistic path in being a bandit where you do not kill or injure innocents for selfish reasons. Generally nobody forces you into banditry either. Like at least try plain theft before you go out and murder people. And no, supporting a family is no justification. Everyone has a family, and doing banditry you deprive those other families for the sake of your own.
a robber or outlaw belonging to a gang and typically operating in an isolated or lawless area
It does not imply "without exception" doing harm, nor does it define any inherent motivation for any crimes committed. Your defining a specific definition of banditry that you are using to justify your actions, without any knowledge about these people. Feeding your family is not selfishness. That's like, the polar opposite of selfishness. Starving to death will force people to do all sorts of desperate things for obvious reasons that can hardly be considered voluntary. Maybe if you offered some sort of charitable feeding program or something?. This does not excuse their actions, but the reasons must be considered when judging the morality of their character, and when looking for a solution to the bandit problem. You don't know that they have not tried "plain theft" first (They can't be both a bandit and a thief?). Banditry does not necessarily involve the murder of people. Hell, maybe they feel its wrong to murder and the threats are only bluffs. Why can't they have some character depth too? They are still human.
I could consider your character the good guy if they went around and made an effort to help those desperate bandits that wanted help, and help dish out punishment that has been decided by a legal body after a fair legal trial. Or if you attempted to capture one alive that was wanted for trial.
I do not understand how I am supposed to see a character who goes around being the own self-declared judge, jury, and executioner as the good guy. Last time I checked, if someone who was robbed at gun point, and then gave money to someone to kill the person at gun point, they would both be off to jail,
because they both did bad things.
A soldier acts on behalf of a ruler or country for a higher purpose than their own personal ones, whether willingly or not. They fight to provide a better life not only for themselves and their family, but their entire nation, sometimes more than that
Not sure how assaulting, murdering, or looting is now OK because its for some hand-wavey "higher purpose". At best it can be deemed an unfortunate necessity, but I'm going to demand a very good reason as to why its a necessity (which most games rarely provide, since bad guys are bad guys and are little more than fleshy bits of XP).
They fight to provide a better life not only for themselves and their family, but their entire nation
Everyone has a family [in the other nation], and doing [soldier things] you deprive those other families [in the other nation] for the sake of your own [and "your nation"].
There's bad things a soldier can do, but they're in no way inherent to being a soldier.
Soldiers are trained to kill. Killing is bad. Of course its inherent to being a soldier! Not only that, but soldiers are trained to kill
other soldiers. You should try being part of the other nation one day. Again, as above, this killing can be an unfortunate necessity at best.
But I can't make the judgement call if it is actually an unfortunate necessity, because most games just want me to accept that enemies are nothing more than evildoers doing evil to be evil and bad (and drop treasure on death).
That's... pretty terrible writing. That's all I'll say.
Why? Focus more on the parts I
actually care about seems like good writing to me. Again though, this doesn't really seem to be inherent to JRPG's.
Then stop with the murdering. You can't have murder and innocent cheeriness among mentally stable protagonists without it being bad writing or pure comedy.
See above. Your greatly simplifying the situation, where murdering bandits by the hundreds (they are human!) doesn't mentally affect you for some reason, only killing certain humans (like soldiers) do.