I don't remember that prior to launch, but it may have been put forward as an argument to justify some of the complaints. I do remember them saying that it was originally designed for the PS2, and that could actually explain some of the design choices. For the PS2 to do that level of graphics many things have to be cut out. This would explain the lovely but small linear hallways all over the place.ElPatron said:Didn't they also say that you can't tell a compelling story on an open world game?medv4380 said:snip
Perhaps he never heard of Grand Theft Auto... or previous FF games...
I would like to add that is they had of changed the UI for combat. Three columns rather than 2 and had things separated by spell type as in 1 row for Fire one for Blizzard it would be the best combat system. The UI is what ultimately killed the combat for me. There are a couple of tweaks I would do the combat myself but it is far from the worst.GloatingSwine said:The battle system, however, is one of the best in any JRPG, and certainly the best in a Final Fantasy. It makes the most of the fact that there is no attrition to make almost every combat a meaningful challenge, usually with a solution based not on luck or brute force of levels but on understanding and manipulating the system provided to you, using the right mix of classes at the right time, and changing them in response to the flow of the battle. You might not be clicking on "attack" every round yourself, but you'll be making far more decisions than you would in any other FF game.
NO! we do not want that! We do not want the tamplate only!The people didn't want Final Fantasy XIII, the game, the attempted reinvention of streamlining a decades-old formula. They wanted "Final Fantasy," the template, the familiar modus operandi, the standard, comforting type of game that, even in the eyes of its own creators, was frankly starting to get old.
That is not a bad idea for an RPG title? It should never been supported or try and defend it either.There's a reason for that, though: Final Fantasy XIII wasn't really an RPG. Nor did it ever want to be.
Have you played Resident Evil 4, sir?kurupt87 said:You don't do major innovation within an established and popular franchise, ever. It never works.
Now we're getting somewhere. The article even says so!Suicidejim said:Was it still a bad game anyway? Well, yes.
Exactly. Once you know the pattern, there's no need to change.GloatingSwine said:The battle system, however, is one of the best in any JRPG, and certainly the best in a Final Fantasy. It makes the most of the fact that there is no attrition to make almost every combat a meaningful challenge, usually with a solution based not on luck or brute force of levels but on understanding and manipulating the system provided to you, using the right mix of classes at the right time, and changing them in response to the flow of the battle. You might not be clicking on "attack" every round yourself, but you'll be making far more decisions than you would in any other FF game.
The problem with it is repetition, because there are quite a low number of potential encounter groups in each area the player will find themself fighting the same encounter repeatedly, and because the nature of the encounters is that they are now almost a puzzle, when you have solved the puzzle there is no need to modify your approach.
But what this post is boiling down to is: Once we (as players) figured out the game system, there was no further challenge to us and with 20+ hours left to go in the game, why should we continue playing if there is no challenge and the story is filled with people we are apathetic about?Contrast that with, say, Enchanted Arms, an otherwise pretty terrible game which had a similar restoration of characters between battles, but which rationed the restoration of HP and MP (used by all attacks) by the reduction of another resource, so there was always an incentive to improve your solution to the same encounters so that you could keep fighting further towards the next save point.
Had FFXIII had either a system like that to push the player to continue thinking even in repeated encounters to refine their approach to them, or altered the encounter design to provide a steadily staged and increasing challenge curve through each area (a tricky task), it would have fully succeeded in what it attempted to do.
Aw man. I don't hate anybody...We're just all of different opinions, that's all.AbstractStream said:Jeff Dunn, I like the way you think. Good article even though there are 3 pages of hate (for the most part).
Didn't want to "alienate" anybody, Glade. To buy into my argument, people kind of have to be of the mind that FF13 wasn't that bad of a game. Lots of people don't think it was on its own merits, I knew this going into the article. Whatever, that's cool. You have your opinions, I have mine.Glademaster said:I would like to add that is they had of changed the UI for combat. Three columns rather than 2 and had things separated by spell type as in 1 row for Fire one for Blizzard it would be the best combat system. The UI is what ultimately killed the combat for me. There are a couple of tweaks I would do the combat myself but it is far from the worst.GloatingSwine said:The battle system, however, is one of the best in any JRPG, and certainly the best in a Final Fantasy. It makes the most of the fact that there is no attrition to make almost every combat a meaningful challenge, usually with a solution based not on luck or brute force of levels but on understanding and manipulating the system provided to you, using the right mix of classes at the right time, and changing them in response to the flow of the battle. You might not be clicking on "attack" every round yourself, but you'll be making far more decisions than you would in any other FF game.
OT: While I do agree with many of the points put across or the general reason why this article was written(as in FF fans don't like change as all games have wildly different aspects and mechanics) I do agree with the sentiment that game was not entirely bad. Especially, since you seem to like to alienate readers on their decision and opinion as you go to refute another different opinion made the whole article a lot more hard to swallow.
Nope. Said that it wasn't great, but it certainly wasn't bad, IMO.Smokescreen said:Have you played Resident Evil 4, sir?kurupt87 said:You don't do major innovation within an established and popular franchise, ever. It never works.
Now we're getting somewhere. The article even says so!Suicidejim said:Was it still a bad game anyway? Well, yes.
Well OK: I didn't catch your opinion correctly but you did spend half your article complaining about the game/understanding why the complaints. I apologize for misrepresenting you, though.Jeff Dunn said:Nope. Said that it wasn't great, but it certainly wasn't bad, IMO.
But, your RE4 comment sort of hints at what I was getting at. Anyways, thanks Smoke.
That is fair enough and just because parts of it alienated me as reader doesn't mean it was like that for everyone. You gave your opinion and that is fine personally I think there are much more different reasons as to why FF XIII can be considered a bad game in some respects.Jeff Dunn said:snip
Friendy of mine fell asleep while playing 13.Frylock72 said:I thought I was the only one. I rented it from GameFly, then about an hour in on the bridge that falls apart at the beginning I just got so bored I turned off the XBox and went to sleep.AC10 said:All I know is I literally fell asleep while playing FF 13. I've never done that with any other game. It was the dullest experience of my life. I'd rather sit through my cousins piano rehersal. If it wasn't trying to be an RPG, that's cool; but whatever it WAS trying to be it did that really poorly.
Also, Zell was a fine character. I'm not sure I'm interested in you as a person, author.
The difference with RE4 though is that it isn't that it just "did something new because" it did something better.Jeff Dunn said:Nope. Said that it wasn't great, but it certainly wasn't bad, IMO.Smokescreen said:Have you played Resident Evil 4, sir?kurupt87 said:You don't do major innovation within an established and popular franchise, ever. It never works.
Now we're getting somewhere. The article even says so!Suicidejim said:Was it still a bad game anyway? Well, yes.
But, your RE4 comment sort of hints at what I was getting at. Anyways, thanks Smoke.
Because name recognition counts for a lot. It helps with marketing, it helps with built-in audience...take two games that are otherwise equal, from a quality perspective. The one with a well-known name attached to it will, typically, sell better than the one that's a brand new IP, because people like to stick with what they know. They feel more comfortable buying something that they recognize in some way, even if it's just a name.BabuNu said:If they tried so hard to break from the Final Fantasy M.O. why did they bother putting "Final Fantasy" in the name. If they wanted to make a different game, MAKE A DIFFERENT GAME! Don't try to increase sales by slapping "Final Fantasy" on the title. Almost everything that defines a Final Fantasy game has been cut from this, either bring back the world map or give it a new title!