Final Fantasy 13: Of Catch-22s and Double Standards

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Saturday, March 27, 2010


Editor’s note:
Japanese role-playing games receive criticism for being stuck in the past. But when one dares try something different, like Final Fantasy 13, it receives criticism for not following the formula orthodoxy. Sarah suggests that gamers should applaud developers who break genre conventions instead of adhering to them. -Jason


I wrote about the little-known role-playing game Infinite Undiscovery several months back. While that analysis came across as a much more glowing endorsement of the game than I intended, it focused on the argument that Japanese RPG developers now face a textbook catch-22 when they create a game. Should the game mimic the storytelling techniques and gameplay mechanics of the countless RPGs that have trod that well-worn path, it's brushed aside as derivative and archaic, which was the predominant reaction to Infinite Undiscovery.

Now, nearly a year later, the pitchfork-wielding masses have taken the liberty of proving the other side my catch-22, declaring that when an RPG dares to stray from that predetermined path, it's condemned for not adhering to the decades-old standards that have single-mindedly become associated with the genre.

Case in point: Final Fantasy 13.

 

I count myself among the camp in favor of Final Fantasy 13. Detractors complain that the game's streamlined, mass-appeal approach damages the experience and sets a poor precedent for the genre because it removes more from the original formula than it adds. While that may be true from a purely mathematical stance, these critics overlook the value of addition by subtraction, a phenomenon witnessed frequently in daily life. You see this when a sports team trades a good player who happens to be a complete prima donna, and the team then shocks everyone by winning more consistently in his absence. Simply put, "more" does not equate to "superior." More often than not, it simply overcomplicates the matter.

It's as true in games as it is in life; by removing outdated elements of the RPG genre, most of which were only implemented in the first place because of technological restrictions, Square Enix crafted Final Fantasy 13 into a much more refined experience. While the execution fell short in some places, we should applaud the developers for their daring approach to what RPGs can offer over what they should offer. While games like Infinite Undiscovery, Star Ocean: The Last Hope, Lost Odyssey, Blue Dragon, and Tales of Vesperia may have their redeeming qualities, none of them contributed anything to the genre, and that’s precisely what will kill it.

The irony is that we've all been down this road before. For better or for worse, my favorite Final Fantasy is Final Fantasy 8. While playing Final Fantasy 13 and pondering some of the criticisms it has received, I couldn't shake the feeling that FF13 reminded me far more of FF8 than any other game in the series. In terms of storytelling and gameplay alone, Final Fantasy 8 and Final Fantasy 13 share absolutely no common ground.

But the spirit of the two games, influenced by the overall design direction of each game, couldn’t be more similar, even if the intentions behind them are different. Final Fantasy 8 is arguably the first game in the series to challenge the norms of the RPG genre, since the developers didn't want it to grow in Final Fantasy 7’s shadow. Aside from their storylines and character-development systems, the first Final Fantasys 1-3 and Final Fantasys 4-6 share very similar gameplay experiences. FF7 gets all of the attention because it took the first steps toward the cinematic style that’s been since associated with the series, but in terms of gameplay, FF7 had very little that we hadn’t seen before.

While many of its ideas were interesting conceptually but failed in execution, FF8 was the first game that braved the unknown in a genre where familiarity breeds satisfaction. As a result, the game became one of the more polarizing entries in the series, mostly due to fans who’d jumped on the bandwagon with FF7 slamming it because they convinced themselves it should look and play more like FF7. Those who appreciated FF8 were willing to view the game as an independent entity and take it completely on its own terms, rather than comparing it to what it should’ve been.

About 11 years later, FF13’s in the same situation. Even though most of its reviews present the same statements with different phrasing, some praise the game for its approach while others stomp it into the ground. I eventually noticed that most of the negative reviews of the game often couched their biting remarks with qualifications of what a Final Fantasy game or an RPG should do.

While we all have different ideas of what those requirements might be, the fact remains that, like FF8, the people who gained absolutely nothing from playing FF13 are those who wanted it to be a certain way instead of letting it be the game it was designed to be. While it isn't perfect (show me a game that is), I think FF13 is far more successful in the execution of its ideas that FF8. In fact, it's probably the first time Square Enix has sincerely questioned the RPG formula since FF8 -- and that’s likely because of the backlash that game ignited.

While I don’t suggest that room no longer exists for traditional RPGs (just look at Shin Megami Tensei: Strange Journey), the genre is long past due for a makeover. If it continues to cater to the wishes of one group of fans and insist upon clinging to genre tropes that are older than I am, it will not survive.

In addition to the catch-22 presented to Japanese RPG developers, I also see hints of a double standard. Since the onset of this console generation, many have labeled JRPGs as insipid and derivative while hailing Western RPGs as the pioneers of originality. Sure, games like Blue Dragon certainly don't have much going for them, and I love Mass Effect 2 as much as the next person, but "insipid" and "derivative" are two words I would never use to describe FF13. And yet, when Mass Effect 2 came out, critics and fans alike began throwing around the phrases "best RPG of 2010" and "game of the year" like snowballs at a fat kid, precisely because the game streamlined the experience to the point that it was Gears of War with moral choices. Looting, character customization, nonlinear maps, and other common features of RPGs were either trimmed down to a stub or sliced off completely.

Ultimately, FF13 takes the same approach; it cuts all the fat to give players a streamlined adventure that focuses on getting the two most critical elements of any RPG right: story and combat. In my opinion, it succeeded, but many would disagree with me. Yes, some fundamental differences exist between Mass Effect 2 and FF13, but those differences are rendered negligible when you consider that both games shared the same goal. So, why is Mass Effect 2 the golden-haired child and FF13 is the red-haired stepchild? Are only Western RPGs permitted to innovate and shake up the formula because that’s what they're supposed to do? By extension, does that mean it isn't permissible for Japanese developers to do the same thing to improve their segment of the genre, because that's not what they're supposed to do? When you hold a game like FF13 against such conditions and limitations, how can it win?

I’m a woman of simple tastes, so the only two things I truly care about in an RPG, Japanese and Western alike, are storytelling and combat. As long as a game presents those two features well, everything else is gravy. In fact, I liked FF13 because it only focused on story and combat without relying on other aspects of the genre that are often used as crutches. Maybe this explains why I appreciated FF13 as much as I did, but the game is strong enough to stand on its own merits. The developers crafted a thoughtful, character-driven story set in a fantastic world, giving the characters very tangible human personalities as they struggle to salvage some tiny vestige of hope in a seemingly impossible situation. Keeping the story together is a frenetic but tactically driven battle system that adds a fun twist to the class system from previous games. The system challenges to player to figure out the most effective approach to battle, since spamming the attack option only takes them so far.

FF13’s not designed to conform to expectations of what an RPG should be but rather presents a proposal for one of the many things an RPG can be, given the fluidity of the genre. That fact alone should be enough for gamers not to dismiss it outright.

Just let the game show you what it can do, and you might walk away pleasantly surprised.

 
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Comments (21)
Default_picture
March 22, 2010

I read your blog on 1UP the other day and was impressed with your detailed examination of Final Fantasy 13. I also really like your FF8 article.

"Is is only permitted for Western RPGs to innovate and shake up the formula, because that's what they're supposed to do?  By extension, does that mean it isn't permissible for Japanese developers to do the same thing to improve their segment of the genre, because that's not what they're supposed to do?  When you hold a game like Final Fantasy XIII against such conditions and limitations, how can it win?"

Honestly, I don't think most people give Japanese game developers a fair shake because they're constantly derided in the press as companies that can't innovate. People focus on a few familiar cliches and character designs they don't appreciate -- and discard the entirety of the experience as a result.

It's now "cool" to hate JRPGs, so instead of examining them thoroughly, people regurgitate the expressions of a few journalists who rarely understand this genre to begin with. It's a shame, because Square-Enix innovated with Final Fantasy 13 and made an effort to appeal to those who were disappointed with the franchise following the release of Final Fantasy 10.

Anyway, nice work!

Bmob
March 23, 2010

Top article, and your two main points reflect things I badger on about to anyone that will listen.

If it's similar, it's derivative. It's killing the genre. It's proving that JRPGs have been stagnant since the original Playstation. It's proof that the West is overtaking the East.

And if it makes a lot of changes, it isn't an RPG. It's missing key features. It's a step backwards.

Then there's the obvious East vs West. Japenese games are stale and unmoving, even though the West's favourites (Modern Warfare 2, Halo 3, Gears of War etc) have changed precisely nothing about anything.

At the end of the day, people just don't know what they want, so they start throwing around accusations that are either baseless, or are better levelled at games they prefer.

Plus, on the whole, gamers are incredibly easy to manipulate. If their top three reviewers say something, they will agree with it, months—or even years—before the game is even released. This bias will be there, making them over-analyse parts that their reviewer has pointed out, and ignore all of the good things they've skipped over.

As Brian says, it is cool to hate JRPGs, but I'd take my sexually-ambiguous, whining spikey-haired bloke with an actual story over a baseless 'cool' dudebro, any day of the week.

As an aside: I liked Infinute Undiscovery. It was very short, it didn't offer you enough direction, and the characters were as cliché as it gets, but it was a solid RPG, and why do you need anything more? Games are for your enjoyment. If people stopped expecting them to redefine the genre -and- keep the parts that they love, criticisms would be a lot further apart.

Default_picture
March 27, 2010

Thank you so much for this. You hit the nail on the head. I have lost count how many times I've had to defend FFXIII to people online who hate on it so much for being different. I applaud you.

Christian_profile_pic
March 27, 2010

I love you.  And I love this article.

I actually am one of the people who constantly decries JRPGs and Japanese games in general as being derivative and stagnant.  I do believe that to be true (as a broad generalization).  I liked Lost Oddysey, but often I felt that I liked it in spite of many of its formal and narrative qualities, and not because of them.  Like many JRPGs the plot leaned on tired cliches and liberal use of deus ex machina.  I enjoyed Tales of Vesperia, not for its uneven pacing, paint-by-numbers plot, one-dimensional characters, or simplistic combat, but for how it appealed to my OCD tendencies.

FF13 has its problems -- dungeons can drag on just to extend the length of the game, some misuse of a largely western RPG mechanic (the Datalog), and the weapon upgrade system seems like it had no actual thought put into it -- but for the most part I see it as a bold and successful experiment.

I do disagree on the similarities between ME2 and FF13.  Both are more linear in their level design, but are approaching the genre firmly from their respective legacies.  ME2 streamlines itself, makes itself more accessible by abandoning numbers and dice rolls, while blowing up its actual roleplaying, allowing everyone to have "their" Shepard by exploring an ever-branching tree of choices and consequences.  FF13, on the other hand, is still very reflective of Japanese design at its core, embracing linearty while abandoning the illusions of freedom/progress (grinding, backtracking)  that's come to define the genre in the eyes of its critics (like myself).

But as I've said before, the FF victory theme was innocent and its murder was an unjust sacrifice. : (

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March 27, 2010

I'm sorry but, I whole heartedly disagree with you.  Please understand, this isn't a case of "every Final Fantasy game should be the same", no it's not Zelda.  But there is a huge differences between, "creating a new genre purposefully", and "running out of time".  Which is what THIS IS.

 

They "left things out", because they were doing TOO much to begin with.  This is a clear case of shooting for the moon, but ending up in a puddle.  Game play took a back seat to graphics.  That is clear.  Yes, it's a "new way of playing", but that doesn't mean it's better --- just different.

 

I have played all the final fantasy game.  Over and over again, all of them different (including FF8).  But with FF13 I am bored to tears.  There is much more going on here then just "Eastern vs. Western RPG Styles".

 

- Not being able to control any of other characters actions.  If she dies, game over.

- Splitting them up in teams early on, and doing it in such an asinine way.  

- No decent monster drops or money

- Having to upgrade 8 sets of weapons, per character with NO MONEY or decent monster drops

- Capping the "Crystal License board" to force job directions. 

- No Puzzles, No exploring, No discovery of any kind.  Just un-ending hours of spoon feeding

- No down time, No breaks, No side "quest" or fun to keep me interesting in playing this.

 

These are all legitimate complaints concerning BASIC GAME PLAYING MECHANICS. It's not just one thing, but several little things that makes the game play of  FF13 --- mediocre at best.

 

The best created games, including Mass Effect 1 & 2 KNOWS, that the "story follows the player".  The player play the game and discovers the story, at his/her own pace, not the other way around.  When everything is said and done, this is a game -- not a movie -- that's what FF13 needed to be first.  Not last.

 

Final Fantasy 13 is a good game, yes it is.  But it's boring.  "Insipid" is a word that 'I' would use to describe it, because it goes on and on and on.  Without end, and not fun.  Sometimes, the old way of doing things works well for a reason -- because it works.  And if it's not broken.....

Bmob
March 27, 2010

"Not being able to control any of other characters actions."

But it's the same in Tales of Vesperia, Star Ocean: The Last Hope, Infinite Undiscovery...

"Splitting them up in teams early on, and doing it in such an asinine way."

Personal preference comes into play, but I thought that was brilliant. Why do you need to run around in parties of six when you'll learn much more about the characters and their development when they're forcibly forming their own bonds?

"No decent monster drops or money"
"Having to upgrade 8 sets of weapons, per character with NO MONEY or decent monster drops"

I can't disagree here, though. Shops, weapon upgrades, cie'th missions. All item-based stuff seemed completely tacked on, and largely useess.

"Capping the "Crystal License board" to force job directions."

I'm not sure it's such a bad thing. As with the straight-line maps, I think it's more a case of dropping the illusion of freedom, as opposed to actually being any more restrictive.

"No Puzzles, No exploring, No discovery of any kind.  Just un-ending hours of spoon feeding"

This doesn't seem to be the case on Pulse, though for the first twenty or so hours, you're absolutely right. Going from XII, which had so much to do it could tack on an extra 100 hours to the game, it does seem a bit 'cheap' that they've pulled all of that away.

"No down time, No breaks, No side "quest" or fun to keep me interesting in playing this."

Again, can't disagree. Even on Pokémon, if you get bored you can do something else.

I think the overall package is far beyond the sum of its parts though, and I am thoroughly enjoying every second of it.

Christian_profile_pic
March 27, 2010

@Camille: Not that you have to like the game, but I think you just illustrated on of Sarah's points: few of the items on your list are actual criticisms.  All you did was list facts about the design of the game -- most of them deliberate choices made by the developers -- as if you were writing the back of the box (but with a hugely negative slant, obviously).  

That would be like if I "criticized" Gran Turismo for being too "realistic."  I'm not making any claim to its execution or content; it's merely a fact of the game itself.  The conclusion is that racing sims don't appeal to me, not that GT is a "boring" game.

Default_picture
March 27, 2010

@Christian

Yes, but isn't that the point? To have a discussion of the Final Fantasy 13 as a game -- on the whole.  Ignoring Sandy's little "sentence pull-apart", which is always helpful, and not at all fanboyish.  There MUST be a counter-point, in order for there to be a real topic for discussion.

 

The points I brought up, were legitimate.  And yes some of them were criticisms -- as a "critic" of the game.  If you just want to have a happy little forum, where everyone agrees.  That's fine.  That is not a discussion --- that is a fan club.  

 

Everything that I stated above, have been mentioned by several legitimate gaming journalist.  And what wrote for giantbomb was much nicer.

http://www.giantbomb.com/final-fantasy-xiii/61-20664/user_reviews/?review=13323 

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March 27, 2010

I want to hear your view points.  All of you.  I could honestly be looking at this the wrong way.  However, I have played 95 hours of this game.  And started over from the beginning with in the first week of it's release, just to make sure I was giving it a fair shake.  The actually battle are amazing.  The "staggering" is very difficult to learn and master.  

 

I understand what happened during Square's development of FF13, realize this was a business decision, why they cut out all the classic RPG elements.  But it's not some magic wand that brought these things about.  They ran out of time, because of having to build "Crystal Tool" from sratch.  That took longer then expected, and had to be done before they even started making the game.

 

 Believe me, this isn't just a "Square sucks rant".  I thought about this, written about this.  I KNOW the flack I'm going to receive for saying this.  That is why I writing to everyone calmly and decidedly so you understand.  I DO like the game, I just wish that it was called, something else, and not Final Fantasy.  

Christian_profile_pic
March 27, 2010

@Camille: You completely missed my point.  I want criticism; you aren't providing any.  You just stated bullet-point facts in a negative tone.  That's not criticism.

Simply stating, "you control one character" isn't a criticism.  It's an observation.  There is no counterpoint o that other than, I think it's a good thing and you think it's a bad thing.  Analyzing the execution of that concept is criticism.  If the simple facts of the game's design don't appeal to you, that's fine, but that's just basic disinterest, not bad game design.  It's like when people criticize MGS for its long cutscenes; that isn't a criticism of MGS, it's just not liking cutscenes.  Criticism would be not liking the long cutscenes of MGS because they delve into too much exposition and not enough plot/character development, they break the economy of the story, etc.

You're point about the "story following the player" is a good one because you actually bothered to explain it.  The others are just facts of the game that you dislike.  I can't debate the simple fact that you just dislike something; I can debate your reasons for feeling that that fact makes FF13 a worse game.

So, more on-topic: I like that you only control one character.  It eliminates the need to micro-manage your party, enabling you to focus on puzzling out how best to stagger your opponent, which is what the combat system is built around.  Being able to coach my teammates with simple instruction and let their AI handle the details makes the battles much faster, which for me is a welcome change from spending several minutes in a given fight navigating menus.  Instead of wasting turns selecting spells and items, I can focus on tactics.  My mind is engaged like it is when I'm playing an action game, not being allowed to fall into redundancy and rote memorization.  It's the same reason I played FF12 with the battle speed at max.

EDIT: I hope this didn't come off as condescending because that's really not how I meant it.  I really am interested in why you think all of those bullet-points are bad things, because I see them (well, most of them) and think the exact opposite.

Christian_profile_pic
March 27, 2010

@Camille: Sarah pretty much summed up my viewpoint.  FF13 is a huge departure and a bold experiment.  And I love it.  I was sick of JRPGs before FF13, and while not all JRPGs should try to emulate FF13, I hope that more of them try to experiment and risk pissing people off.  At the end of the day, I think the strong love/hate reaction we have to the game will be a good thing.  Conflict breeds innovation.  I hope that Square doesn't just backpedal out of fear of more backlash.  I'll really lose hope in the genre if FF15 falls back on outdated design.

But I think Sarah summed up my viewpoint perfectly when she said it "cuts all the fat."  That's what all of those old-school JRPG tropes are to me.  The grinding, backtracking, illusion of freedom, convenience in the narrative...

One of the things I like most about FF13 is how long it takes everyone to come together and for the "real story" to get started.  They don't simply stumble from the prologue and instantly become the best of friends and decide to risk their lives saving the world.  They all depart on their own journeys and their coming-together feels organic and believable.

I DO feel, quite strongly, that all of what I just gushed about isn't presented well or, sometimes, at all.  Often the only way to understand what a character was feeling, or what their motivation is, is by reading the Datalog where the game literally explains it to you as exposition.  As natural as the plot feels, it isn't always presented in a natural way.

I also feel that the game holds you hand too much, but not for the same reason as most.  I got used to the hand-holding and then the game abruptly let go, leaving me confused and intimidated by the options that became available.  I still can't ever seem to be happy with my party selection or choice of weapons; I always feel like I'm doing something "wrong," despite the fact that there is no "wrong."  It's just like my parents failing to prepare me for the real world. ; )

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March 27, 2010

Thank you to Jason and the Bitmob staff for the feature!

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March 27, 2010

This is an awesome article on Final Fantasy XIII. I just got done with the game 2 days ago, and I have to say I'm in the camp who favors Final Fantasy XIII. Like Sarah, my favorite game in the series was VIII. It was my first, and before the release of XIII, has been my personal favorite. Personally, I felt that XIII had everything I wanted out of a Final Fantasy game. And threw away what I didn't enjoy. Thanks for the inspiring article =)

Aaron

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March 27, 2010

I /agree to all of this article.

Bmob
March 28, 2010

@Camille: Though it was a little fanboyish of me, the reason I 'pulled apart' your key points was so that you could see where I was personally coming from. It wasn't an attack on your opinion, but an attempt to showcase that your points are neither set in stone, nor absolute negatives.

I agreed with over half of your key points anyway, so I'm not sure you can accuse me of pulling them apart. I was just addressing them separately. If you didn't want anyone to do that, why did you bullet them?

Again, I'm not attacking you, just issuing counter-points to your argument. It would be a thoroughly boring debate if you just said "yes, okay" to those with an opposing viewpoint, in the same way that "There MUST be a counter-point, in order for there to be a real topic for discussion."

I apologise if I come across a bit too forum-fanboy, though. I'm genuinely just trying to have a debate. ;)

@Christian; RE handholding: I felt much the same way. When I reached Pulse, I was rather overwhelmed by its scale. Instead of heading out into the huge wilderness in front, I decided to pop back to the valleys behind and see if I could find things to do in a more linear portion of the world. I still don't really know which characters to use.

Also, on 'trimming the fat': Any good chef will tell you the fat's got the most flavour. Certainly it's the 'fat' I most enjoyed on The Last Remnant and Final Fantasy XII. I don't feel it detracts too much from the overall game, here, but I can definitely see where people are coming from.

Default_picture
March 28, 2010

Final Fantasy XIII didn't just cut the fat.  It also cut a lot of muscle and bone.  The game isn't streamlined, it's dumbed down.  The world is one of the worst realized worlds yet in a Final Fantasy game.  It never feels like an actual place - merely a series of disperate levels, disconnected from the last.  The only time I felt a sense of wonder and scope was during the cinematics, then the game started and that was gone, and I was left to walk through a tunnel to the next cinematic checkpoint. 


And Jrpg's that do new things are often praised.  Go look at FFXII's score on meta critic, much of it's praise was based on the fact that it did new things.  I'm not sure what new things FFXIII did, other than strip essential segments from the series.  They took the "battle, explore town, talk to people, watch cinematic" dynamic of the previous games and simply made it "battle, watch cinematic". 


The game's design struck me more as a decision based on laziness rather than a decision made for the sake of innovation. 

100media_imag0065
March 28, 2010

I hate this argument. Mostly because it is lazy, just like Final Fantasy 13 was. As I am sure everyone has heard before, there is a massive difference between innovation and catering to the casual. This game was a massive step backwards, not a step forwards. This arguments suggests that if people ask for change, and they get it, they should accept that change no matter what it is. Like if everyone was to scream that FPS's are getting stale and we need to innovate, and then EA comes out with the most linear FPS ever made, that auto targets enemies for you, and with only two weapons. Are we supposed to cheer the fact that they made changes, or despise the fact that the changes were misguided?

 

I am the first person to tell you that the JRPG genre needs to reboot itself. It has gotten stale, to be kind. Final Fantasy 13 had some really good ideas, but none of them were for the core gamer. All of their ideas were for the casual audience. They disguised watering down the franchise under a very thin veil of what you are calling "innovation". There were plenty of Final Fantasy games in the past the drastically changed their mechanics to great effect, never did they simply remove, water down, or butcher the mechanics like they did in 13. Try and justify it any way you want, Final Fantasy 13 was not made for the core fans, it was made for new fans as a stepping stone into the franchise. The same thing has happened with Mass Effect 2, and it won't stop here.

 

Prepare to see a lot of your favorite franchises butchered for the casual market. Publishers can't seem to realize that a casual person is not going to walk into a store and buy Final Fantasy 13 or Mass Effect 2. Until they realize that we are going to have to put up with this.

Default_picture
March 28, 2010

You make very good points and I agree completely.  However, it must be remembered that many(like myself) didn't like FF13 simply because it wasn't enjoyable to us.  I was excited for this game because it was different, but the game had so much hand-holding, bad melodrama, and poor pacing that I just couldn't go any further.  The linearity was fine, I feel that FF13's biggest problem is that the devs place no trust in the gamer to understand the systems without doling them out at a very slow pace.

Dcswirlonly_bigger
March 28, 2010

This article makes points that I definitely agree with, but I'm not sure I would apply them to Final Fantasy 13.

In my opinion if there's one Final Fantasy game that took bold steps forward and got criticized for it it's Final Fantasy 12.

That game managed to streamline the entire experience of playing Final Fantasy without removing much at all. Things like completely real time combat and the nature of that game's story (despite not having the best execution) seemed to speak directly to people who didn't like JRPGs. One of the things I like to call FF12 is "Final Fantasy for people who don't like Final Fantasy."

The automatic nature of the gambit system (which was completely optional), and the story which didn't all come together. I'll admit right now that I'm one of the few people who likes good JRPGs but doesn't really care about the storylines in them. FF12 was a game that turned away from the JRPG norms by prioritizing progressive gameplay, and a lot of people couldn't accept that.

Default_picture
March 29, 2010

@Christian

Maybe you did come off a little condescending, but that's ok.  I'm a big girl.  Let me address the first point.  Making bullet points was to show where the serious game playing problems are.  I'm sorry, 95 hours of game play is LOT more then simple observation.

 

The topic was how Square made all these "bold new choices"....... bluh, bluh, bluh.  And the "dev" information NEED to be brought the table.  Because this had nothing to do with "design choices", and everything to do with --- running out of time --- which is NOT  a choice.

 

The whole point of a Role Playing Game --- Is for you, the player, to take on a "Role", like an actor.  In this case, the roll of six characters.  Of which you have complete control over all of them (or micro-manage as you say).  Secondly, a sense of exploration.  That you, the player, are discovering these things for yourself.  Both of these key elements have been present in every Final Fantasy game for the past 20 years.  But are missing in this one.  This is not a RPG, what this is a RPS = Rail Playing Story.

 

 

@Sandy

That's fair enough.  But when you (or anyone) does that.  All the person actually sees is the top 2 sentences and then ignores the rest, with a nice big "eye roll".  (it's cool)

 

 

@Ladies

I like the game.... Ok.  I don't love it.  I am disappointed, which is very true.  This had the potential to be SO MUCH more then a "baby sitting service."  I mean, you walk down a beautifully rendered, never ending corridor and shout out play-book commands to your teammates.  It's Halo.  Not Final Fantasy.

Default_picture
March 30, 2010

@Chris Ovoian: I have to agree with you wholeheartedly. When it comes to creating a believable world, FF13 went overboard on "cutting off the fat".

Although I praise the article for pointing out that innovation is something that is needed to keep games new and refreshing, the fact that FF13 straight up neglected certain aspects of the game is blatantly obvious. The world, is at most, a colorful wallpaper that has nothing to do with the story or the characters. It was more a show of technically proficient graphics than a well thought-out, compelling world. Like Chris said, it never does feel like you're actually immersed in the area, nor are the areas in any way related to the characters or the story.

Previous FF games succeeded in creating a world that engulfs the player by making the areas explorable, interactive, and purposeful. Each area had NPC's who lived there, which gave the world a more grounded existence. Most of the areas you encountered in past games had a reason to be there, whether it was part of the main story, or the player had to meet someone, or a mission took place at that certain location. But in FF13, you simply walk through the environments without a second glance.

In a nutshell, the areas in FF13 are just tunnels that look amazing, but they're nothing more than that. They don't feel like real places, and the areas have no effect on you as the player, or the characters in the game. The sense of awe is also lost due to tunnel-vision. None of the places are memorable, in fact I can't even name one area other than the two major cities in the game. 

That said, the game itself is a huge achievement when it comes to graphics, and the battle system is one of the best in the FF franchise, but the world and the characters are too shallow and petty for the game to be considered one of the greatest.

I appreciate the developers' initiative to create something fresh and new because the game industry wouldn't exist without innovation and experimentation with new ideas, but they slimmed FF13 down too much to be impactful. The story lacks direction, the script is overly dramatic, the characters are interesting at first but turn out to be extremely shallow, and the world is tacked on.

The battle system is, however, fantastic.

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