little sidetracking here. Its internet courtesy to refrain from flaming, especially in discussion threads. If you have the uncontrollable urge to have to chide someone directly, that's what PMs are for. Leave the collateral damage to a minimum.
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There's more "variation" in the design of Cross characters because there's a heaping pile of them. No one's gonna debate whether or not they look cool, because everyone knows the graphics and design were one of the good points of Cross, but they aren't really relevant in a "which has the better story and characters" argument
Cross variation in character designs (and mannerisms) combined with the combat systems customization versatility
are simple game gimmicks designed to allow people someone that they can like to allow themselves to associate with the story. As far as 'characterization' goes in a literal sense, there's been some of the general misunderstandings portrayed here. The 'past' isn't necessarily a part of a character at all. Many characters/protagonists don't have mentioned pasts because it doesn't necessarily pertain to the story, and they still work. Does Crono have a past? He has a Mom, that presumably gave birth to him, and he's been raised
somehow between then and the 'now' of the story, so yes he has a past. Do we need to know it? No, its not included because it doesn't effect anything in the game. Do we know what happened to ANY of the Trigger characters between a few key segments? Did they go to school? Does the world have an observable religion for them to follow on a given day, and if so, what is that day? Who cares. Those are details that don't pertain to the characters as they are involved in the story. One of the hardest, and yet most rewarding, processes any story goes through is cropping. The thing that gives Trigger more characterization than Cross is how its characters are apart of a role archetype, and also how they challenge it. And we get this from concise scenes.
As a character what is Crono? He is the protagonist, or at least initially. He's a flat character (lazy youth who is brave,) yet flat is not a derogatory statement in how Crono is used as a character. I propose that Crono is not excessively dynamic because he is a symbolic character; and he symbolizes 'time'. Time*, "progress as affecting people and things" (and named for it) is exactly what Crono does. He is given a lead role initially because he's a flat, or stable surface, to allow the audience to see the change that occurs through the other characters, particularly in his death, and recovery. He is the progress of how the other dynamic, more rounded, characters are viewed in their initial archetype, and in how they change it; as a means that drives the story.
Even Ayla works into this system. An apparent flat character designed to be and acts on strength. Given her highlight periods, she is the protagonist of the past. Once the past portions are completed (because the focus in on what Lavos does, and not so much did) she does take a bit of a step down, and she's a 'guardian'. However, in her 'flat' characterization, she has purpose and even change. Her conflict with Azla both defines and breaks her philosophy in life. This change is her philosophy is reflected in her role to the parties struggle against Lavos. There isn't another caveman the party can use other than Ayle because of the role she fills as 'strongest' in her dynamic contribution to the game and story.
I could go on in this capacity, but needless to say that is one of the reasons why I like Trigger more than Cross; its characters have 'character' in relation to the story, and not just 'detail'. Despite its character design versatility, aimed for everyone to find someone to relate to, they missed a portion.