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Kengo doesn't start you out as a child, you're already an adult, but the inclusion of aging wouldn't be a major distinction if the core gameplay loop remains study - train/practice - challenge other schools/get into fights - repeat.
To be clear, that was one of many examples.
-doesn't start you out as a child.
-doesn't start you off without a sword because you're a child.
-doesn't start you off with an experience that resembles "growing up in Japanese culture".
-doesn't have you enter the service of a Daimyo.
-doesn't include a possibility of having to commit Seppuku.
-doesn't force you to wait until old age to start your own school.
That was an indicator toward multiple elements of difference in what the devs appear to be promoting when compared with Kengo, not just "there's this one little detail that doesn't quite match therefore there are no similarities".
And there is a CHANCE that the "adult" and maybe "old age" portions of the game might resemble some elements of Kengo but there's a lot of different ways to implement the concepts we know the game is planning to include into a game without doing them anything like how Kengo did.
Lordy, you are overthinking this and bending out of shape to illustrate a point that completely misses mine as OP.
Those are all superficial meta gameplay elements, akin to saying a JRPG isn't a JRPG unless it has a FF style Golden Saucer mini-game environment. Seppuku, starting a school how and when, maturation/coming of age are all simply meta elements over what I hope is a core gameplay loop similar to Kengo that Absolver nailed. Train by whatever means/gameplay mechanics whether that be training minigames or challenging opponents/schools - learn new styles/skills to incorporate - fight - repeat loop. THAT is what I'm hoping for, how that core loop is delivered can vary, include marriage, praying to gods, etc. That is all superficial meta stuff, I a hoping for that core build/progress your character with expanding skills/styles over time.