Nobody has complained about the other Final Fantasy's linearity, which leads me to believe that this one is going to be INCREDIBLY restrictive.
Obligatory half-angel FF Boss: "Ah, Lightning, so you have come to face me at last."Commander Breetai said:Oh shit.
I was kind of hoping you actually meant Final Fantasy XIII bosses.
Because that would be cool. Also sort of funny.
Now I'm all disappointed.
Maybe because "interaction"(interactivity) is the speciality of the videoludic medium, just as cinematography is to cinema. If you want to be told a story with no interaction, why the hell are you playing a game! If we'd be sick of interaction, we'd be sick of games by now.Axeli said: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.
There's a difference between gameplay interaction and story interaction - games don't need to have the latter. 99% of them don't have it even today.ShadowKirby said:Maybe because "interaction"(interactivity) is the speciality of the videoludic medium, just as cinematography is to cinema. If you want to be told a story with no interaction, why the hell are you playing a game! If we'd be sick of interaction, we'd be sick of games by now.Axeli said: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.
everything in this post is opinionated and not very credible. unfortunately thats how most people see it anyway.JaredXE said:Hmmm, a WESTERN audience judges things from a WESTERN point of view?
Pfft, nah!
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.
Granted, a lot of games have rigid storylines, but most JRPGs go so far as to couple that with extremely rigid gameplay, to the point of it boiling down to "fiddle with numbers, run to next fight, perform systematic attack patterns, repeat." There are definitely times in the series where the gameplay feels like it's actually detracting from the experience.Axeli said:There's a difference between gameplay interaction and story interaction - games don't need to have the latter. 99% of them don't have it even today.ShadowKirby said:Maybe because "interaction"(interactivity) is the speciality of the videoludic medium, just as cinematography is to cinema. If you want to be told a story with no interaction, why the hell are you playing a game! If we'd be sick of interaction, we'd be sick of games by now.Axeli said: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.
Practically only Bioware has done constantly with any success, though they've not really strayed away from their basic formula enough to tell how universally well the gimmick works.
That's what annoys me about JRPGS in general, they tease you with the odd option of what to say in a situation or something like that but then the other character just asks again or "corrects" you and you had no real say at all.Caligulove said:Theres nothing wrong with having linear gameplay for the sake of story, but at some point, the freedom to do things as you see fit also add to making things a bit more personal and more engaging, to have that kind of decision making process.
holy crap, i couldnt have said it better myself.Jbird said:As much as I want to say I prefer the linearity, we have to address both sides this coin:
JRPG's are, to put it simply, single novels that tell a form of epic story. And it is through this linear nature we can see a progression of the plot. A player can see the story unfold and characters become more fleshed out, and interesting; and in some cases, likable.
Not that I'm saying Western RPG's aren't as story-driven as their eastern counterpart, but they are less obsessive of the main plot. Instead of linearity, these games act as a large 1000-piece puzzle, in the sense that every individual plotline will build up the story it's trying to tell.
If I had to describe the two, JRPG's are obsessive compulsive, and WRPG's have attention deficit disorder.