Jeff Dunn said:
No, I don't find that unreasonable Atmos, not at all. But when the guy who makes the game tells you this before the game comes out, I think you should adjust your expectations accordingly. The interview I referenced came before the NA release of the game (or at least right around the same time), so it was before all the backlash.
Ah, well I must have missed that.
Then again, I was away from civilization around when FF13 launched; I mostly remember being worried about my back yard flooding.
Also, "something new" up there refers to it being new relative to the franchise, not to the genre as a whole.
Actually, looking at it a bit more closely, shaking up the mechanics/mood started from about FF5 onward. It's not that new to the franchise. I'd argue that Squaresoft actually experimented a fair bit during their "glory years" (1994-2000).
FF5 introduced the class system, FF7 and FF8 are very unique installments, FF9 was a throwback to (especially to FF4 and FF6 mechanically, where characters had more unique skill sets), FF10 was sort of a hybrid of FF8 and FF9, and mechanically is very similar to FF13 in character progression.
FF12 was literally designed to play like an MMO, but as a single player title.
So for me, it wasn't any great shock when they "changed" in FF13. It's just that the changes weren't interesting or good. Adding "live-action" timing to what is essentially a turn-based game (there's a rhythm to it) didn't really bother me; I like a couple of Namco's "Tales Of..." games and they essentially treat combo chains as turns taken in real time.
Oh, and Zell is a tool. You guys can't change my mind there. Think of hanging out with that guy. I guess I'm a little like Seifer then.
I consider him a prime example of an "attitude" character taken too far.
There were points where he was approaching Bubsy levels of douche. I cringed when he launched into his "chicken strut" upon making it to SeeD.
Gatx said:
To me, the Final Fantasy series, past one at least, has only been an RPG in mechanics only, that is to say the stats and combat and what not. I don't know if you've noticed but you don't actually do any "role-playing" in them, you just play out a pretty linear plot.
Heh, part of the problem is that "RPG" has the broadest definition of any genre/element in the entirety of gaming. I cannot begin to describe how nebulous the term is; even "game with stats" is a pretty broad categorization when you consider how many games there are with "stats" there are that aren't RPGs; or multi-genre titles.
What gets defined as "role-playing"? Pretending you're someone/something else and playing their story? Playing one "class" from a series that has a special "role"? Both of these have been done with and without the other.
As for the linear plot; well, that's a limitation of production. Even in the games with non-linear plots, and you will find that nearly all of them have to cut corners somewhere to deal with the fractal-logic and exponential growth of plot branches. (Radiata Stories, Blade Runner by Westwood)