+DestinStrider "The rest of your post still doesn't really show evidence of any development. You honestly can't praise Trigger in this department. Were the characters fun archetypes? "
I just mentioned the less developed character, Robbo, Lucca and Marle were developed too. Each one of them have their own characteristics, only Crono receive almost no development, but because he carries the silent protagonist archetype so that he wouldn't do anything the player would consider weird.
"Yes, they were. Were they complex, interesting and motivating? Not really with exception to maybe Magus and Frog."
Complex doesn't mean good. If they are interesting and motivating, it's completely subjective to each player. What if I thing they are motivating and interesting? Depends on your experience with them.
"If it's all based off of her technology, I would ask why we don't get to learn that, and why there are absolutely 0 references to this. It's one thing to leave something open to interpretation and fan theory - give us some clues to bite at and think about."
Maybe I'm wrong with that interpretation, but you have to remember Lucca wasn't trying to build a robot, but only repairing one. If she could make a teleport machine with the technology of the past, why couldn't she only repair a robot with the technology of the future? Maybe she could learn with the robot's architeture and repair it by following the reference.
"And if it were the second thing, I would ask why? Why do we need to establish Lucca as a mega-super-omnipotent genius? If anything, an infallible character is a weaker character."
Because of the accident with her mother in the past, it's more reason than enough for her to follow the steps of her father (who is also a genius, taught her everything) and try to create something that could help her save Lara, which actually happens later in the game. Not by her, of course, but proves that the event with her mother are important.
"There are plenty of amazing games, movies and stories out there that have plenty of side characters (Ever played Suikoden II? One of the best PSX Games out there), but the reader will only deeply get to know one or two."
Thanks for remembering of Suikoden, there are more than the double of characters there than in CC, and they join the party in less senseless ways than in CC.
"Those characters aren't less important, because most of the time, they're pivotal to that main character's change. Such is the case in CC - almost all of the characters end up reflecting back on Serge and building him as a character."
There are other ways to develop a protagonist better, events, concepts, you name it. A useless character is always a flaw, it wastes the chance of introducing creative content and even talent of who created (or played) it. And what you said, "reflecting back on Serge and building him as a character" never really happens, they only have relevant talks when they get the last special tech, because most of them don't even have important reasons to join the party. For the game itself they only have random speeches that are chosen depending on who you have in the party, you only need one character for that, not dozens.
"Clearly it didn't, because the popular opinion is that Cross was a bad game."
I'm not saying the fans are wrong in doing that, CC is indeed a very good game. But the hating started because CC is very different of CT, and lots of players are too dumb and moron so they confuse taste for opinion.
"No, because the characters that were developed were better developed than CT's."
Narrative is not the same thing as character development, one is the sequence of events, the other is characteristics of the cast. Both are creative content, but they aren't the same thing. And it's debatable which has better development, remember both games have very different formats. CT is a 15 hour game, CC is 60 hour, which one depends on more content? In CT, 90% of the main party is developed. In CC, only 10%. Do you really think CC's characters have better development?
"Several plot twists don't make a compelling narrative. In fact, one can make a great story that has no twist."
Agreed, but the ideas in CT were so accurate and developed that the plottwists turned out to be excelent, if they weren't, they'd end up as failure.
"That said, nothing in CT felt that surprising to me. It was fairly clear that Magus wasn't being evil just to be evil. Melchior was so undeveloped that it wasn't really a twist - it was very clear the knife would be important. Etc."
Surprising is subjective, it may have not been for you, but for me it was so great I even got surprised by the second time I played, you cannot put that as a flaw of the game, and not even me as something good.
It wasn't about Melchior, it was about Masamune, that is so important for the game that you see the characters that form it, you find the materials to forge it and plays an important role in Frog's plot.
"The two worlds felt fleshed out and complete, unlike CT's time periods."
No, they didn't. The two worlds are so similar in CC that most of the places are absolutely equal, causing the huge backtracking which is one of the biggest problems of the game.
In CT the periods sometimes have more locations than in CC, and their designs make perfect sense considering their years. Some became ruins, others don't exist anymore, etc.
"These aren't intelligent twists, they're tiny throwaways to make the player realize that their actions are having consequences on the timeline."
Yes, they are intelligent because they make good use of the time traveling feature, making it something really needed for the game and not a useless element.
"CC was a different beast entirely, because instead of having people travel through time and save the world, it was asking the question, "What happens after a timeline has been completely changed?""
Again, that alone is completely subjective, you can like it, but some people wont. You can't say it's a flaw, neither other people say it's something good. If you want to know, I liked.