[QUOTE="lightleggy"][QUOTE="hakanakumono"]
Well, Square said that they didn't feel that they could "create an open world game like western developers and still tell a story," but I don't think they referenced this afterwards. I know they said something, but I don't think it was this.
Which was a misinterpretation of western expectations to some degree. They're just generally very confused about the whole linearity thing.
hakanakumono
but fans were not asking for some open world game like shadow of the colossus or fallout or stalker...they were asking for a regular final fantasy...where you could travel through the world map/use an airship to move also, the western thing they said is bs...we received FF13 expecting it to be as good as the previous tittles have been...and if the other tittles have not had a problem with that, then why FF13 did? let me answer you: because the game actually sucksI don't think fans really know what they want.
Many fans talk about "linearity," when in reality they mean "diversity of/and optional content." Moreover, fans complained about the nonlinearity of FFXII. A lot. More than that, FFXIII was originally less linear but was changed to be more linear so "it would be less confusing," which probably suggests that focus groups originally complained about more complicated areas in the game like the areas where Lightning makes reference to more complicated map designs that are now completely linear.
Playing FFXIII and FFX back to back and comparing actual map design, the dungeon design is very similar, but FFXIII is actually often more open than FFX and offers more to explore on the sides and more optional routes. I don't think it's the actual linearity of these dungeons that bothers people so much as how obvious it is. FFX was split into multiple maps and utilized set camera angles that masked the linearity and element of "moving forward." They were also much smaller so the length of the main path didn't make it as obvious how prominent it was. Perception is everything (yet I do think FFX is a less linear game in a broader sense).
How do world maps make a game better or worse?
I don't think FFXIII "sucks," especially not based on the idea that it's not designed exactly like previous FF games which were flawed in their own right. FFXIII offers what is probably the best battle system in the series, and passable design as a game. Yet the lack of diversity in content, the poor pacing and use of resources, as well as the failure to tell and communicate a decent story bring it down.
the point of making a turn based game is basically to allow you control your whole party at once...without having to use a "swap button" that might cut the action/focus...and since you can only control 1 char in FFXIII I really dont see why they didnt made the game in a kingdom heart style...where you only controlled one character and had 2 AI support characters behind you
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