This is a little bit different question from what I'd normally ask. Back in my teens (after I graduated in 07), I originally started in 2D RPG design. I used to study games to see how they were plotted, in comparison to how I was plotting JRPG styled games.
When you play an JRPG, do you have different expectatons in how it is plotted in comparison to how something like Infinite Jest would be plotted.
I ended up quiting game design because my plotting was a little different from your typical JRPG. It was primarily relationship-driven as suppose to action-driven. Like the objectives within the stories framework were centered around getting the girl or boy as suppose to saving the world or preventing the enslavement of the planet.
Yet I'm finding in transitioning to short stories about a dark contemporary present, the writing is a little be iffy to get used to. I'm used to thinking in terms of objectives, hit points, puzzles, and other general game centered stuff.
Some I'm in this weird not quite game, not quite prose format. Like when I plot, I tend to think of resolutions as the conclusion of a puzzle as suppose to the conclusion of a romantic pairing for example.
It was primarily relationship-driven as suppose to action-driven.
The relationships and back stories in Final Fantasy 7 made me want to play it all day, every day. I feel like some JRPGs created without an emotional foundation are just And-Then* stories.
*And-Then stories resembles something like this: Go here And-Then Go there And-Then beat this And-The go back there.
Your past training in gaming plot structure could take you down some unique and awesome paths. I say embrace it. Write expermintal short stories until they become something you are confident in.
Try writing one short story strickly about a love story. It can be simple one. Then write a story about a hero solving puzzles. Come up with antagonist hell bent on stealing the heroine then mix the two stories.
I know it sounds like the outline for a Mario Bros game but it's an exercise.