FF13 Bosses Respond to Western Review Scores

Decabo

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According to gameinformer, the story is FF XIII's biggest problem, they didn't even mention the linearity. Also, it's important to note that it's not only Western reviewers who are disliking the game. A Hong Kong magazine called the game "The biggest swindle in videogame history."

I see what he means about linearity being good to help tell a story, but the story's not that good anyway.
 

Doug

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JaredXE said:
Hmmm, a WESTERN audience judges things from a WESTERN point of view?

Pfft, nah!
How DARE THEY! They should be like us Japanese and judge everything from our point of view - after all, these foreigners, they don't know how to make games!

No, I think it's more along the lines that the last few FF games have had crappy stories. Seriously....12? They try to make it like Star Wars, a tried and true story-line, but then screw it up with the fact that the Empire really isn't bad and that Princess Leia is a *****.

No, it's not that we don't like linearity, it's that you guys can't do a good story anymore.
I've not idea about FF stories, but I'm increasely tried of linearity in RPGs. Hence why Bioware is going so well in my eyes.
 
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A1 said:
If the player has to be given less control for the sake of enhancing the story then I say it's worth it. I too would rather be told a story than be forced to make my own story.
Yes but when the story sucks then it shows way much more.
 

Grampy_bone

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Most FF games follow a linear path towards the end, then open up with more side quests and optional areas. The difference is how each one hides and disguises this linearity. From what I hear, FF13 does a very poor job of hiding it.
 

Escapefromwhatever

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I think linearity is just fine, when done properly, as not every game should have an open-world. Granted, RPGs are a good genre for open-worlds, given the whole "explore places and customize your character" notion, but they do not necessarily need them. Linearity allows one to guide the player along a carefully crafted experience in a way that open-world games do not. For instance, imagine if, instead of just dropping you into a giant, generic meadow, Oblivion sent the player on several quests inside a few really awesome levels in order to tell its story, but kept its leveling system? It wouldn't necessarily be a better game, but it might be just as good. It would probably even appeal to fans of, say, platformers, who want to get right into the action instead of running around Not-Middle-Earthia for five minutes first, thus opening up the genre to a whole new audience. The linear RPG is certainly interesting concept, and a subgenre I feel needs more attention paid to it. I've seen it done well before, in The World Ends With You (which, though taking place in an open-world, often has the non-essential sections of it blocked off during most of the game), and I'm hungry for more.
 

Flames66

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I don't have a problem with how they want to tell their story. I just won't be buying it.
 

Zukonub

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I maintain that FF12 represents the growth of the JRPG and is able to most effectively show its traditions in an open-world context! And then FF's shit-stupid fanbase hated it (which has been going on since IV), and now they hate this game, for basically expanding on X and X-2.
 

Onyx Oblivion

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*is hyped for this game no matter what*

I just wish the US had a collector's edition...
 

A1

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ShadowKirby said:
A1 said:
If the player has to be given less control for the sake of enhancing the story then I say it's worth it. I too would rather be told a story than be forced to make my own story.
Yes but when the story sucks then it shows way much more.

True. The story enhancement approach is a bit of a gamble. There's little doubt about that. Sometimes it pays off and sometimes it doesn't. But when it does the result is often rather remarkable. For this reason I believe that although the story enhancement approach may or may not work out well with regard to any given project, it's still ultimately worth the risk.
 

Krabbenhuhn

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Personally, I too look to find linear games that tell an interesting story (yes, gameplay takes only the second place).
Having played Fallout 3 and being very disappointed by it's way of storytelling, I tend to agree with Toriyama and Kitase. But I've never been a WRPG fan in the first place, so let's see what the other popular WRPGs can offer.
 

Terramax

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xmetatr0nx said:
All the FF games have been too linear...why would this be different? And its perfectly possible to tell a compelling story without holding your hand and leading you to where the game wants you to go....
Likewise, games with incredible stories don't need to be told in a variety of ways. Take... any good film for instance.

But games that have done it well have been the Silent Hill Series, Sanitarium, Metal Gear Solid, etc.

I'd rather they openly admit to it being linear than like certain games that pretend you've got the freedom to change the tides of change when really they're just gimmicks giving the illusion, i.e. a certain, recent, lauded western sci-fi RPG.
 

A1

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Terramax said:
xmetatr0nx said:
All the FF games have been too linear...why would this be different? And its perfectly possible to tell a compelling story without holding your hand and leading you to where the game wants you to go....
Likewise, games with incredible stories don't need to be told in a variety of ways. Take... any good film for instance.

But games that have done it well have been the Silent Hill Series, Sanitarium, Metal Gear Solid, etc.

I'd rather they openly admit to it being linear than like certain games that pretend you've got the freedom to change the tides of change when really they're just gimmicks giving the illusion, i.e. a certain, recent, lauded western sci-fi RPG.

Well said. I completely agree.
 

DRADIS C0ntact

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I prefer linearity to open worlds in RPGs. Leave the open worlds to the GTA type games. Sure, compelling stories can still be told in open world games, but not in the same way that it can be told in a linear game.
 

blindthrall

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If the gainjin don't "get" you, don't expect the West to buy your game. It's a pretty weak defense, that only takes into account games from the past couple of years. Mass Effect mixed open world with a great story, but it was clearly delineated between "story" and "exploration" sections. The original Fallout was open world and had a great story, but it forced interest in the story through a hated contrivance: a time limit.

The lack of freedom is one of the reasons I could never get into JRPGs. You can't explore, you can't even choose where points go when you level up. I see it as developer laziness, not wanting to deal with different choices the player could make. Japanese games are turning into movies.
 
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Terramax said:
Likewise, games with incredible stories don't need to be told in a variety of ways. Take... any good film for instance.
Games are games, not movies. Linearity is not the issue in itself, but it goes back to a balance between emergent and embedded narrative. Sure, jRPGs are going to put a much bigger focus on the story they created for the player but by removing any chances(or seriously reducing them) for the player to create his own little narrative, you are putting way too much weight on cinematographic language in your game. At a certain point you can ask yourself: "Why are they making a game and not a movie?"

Simple. The story couldn't hold itself has a movie and it needs that little part of interactivity they put in to pace said poor story in order to keep the player hooked.
 

Srassy

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I see absolutely no problem with a linear game. There are times when I don't want to just explore a whole lot of nothing looking for something to do but would like to play through a story without wondering what the hell I'm doing.

Linearity is not necessarily a bad thing. It has its good points and bad points, exactly like open-world games.
 

Axeli

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Still not getting how linear is bad.

In story writing it's actually the only thing that works, and there has been no other kind in games that actually have a story. Multi-linear perhaps, but definitely not nonlinear.
Just because it's a game doesn't mean it absolutely has to have a choice system a la Bioware to tell a good story. Every other medium is capable of telling great stories without constant interaction... In truth we'd all be sick of it if every single game used the gimmick.

As for level design, it depends on the game. I don't see anyone complaining that Mass Effect had tunnel-runner maps, though in some games they are genuinely annoying.