TL;DR?: Final Fantasy 13 and most current JRPG's suck because they have crap characters, poor exploration mechanics and terrible battle systems. What urks me is that Final Fantasy has already covered how to make these systems fantastic, yet JRPG's have been left to rot recently.
Don't fancy reading an essay? listen to my British-ness here: http://www.youtube.com/watch?v=fBaJRdBVbus
Before we begin a quick disclaimer: You might have liked Final Fantasy 13, I did too, easily the most graphically stunning of any game I've played. But graphics don't count for much without good game play and it is hard to deny that Final Fantasy 13 lost alot of elements that made the earlier Final Fantasy's so compelling, effectively becoming a portrait that begrudgingly lets you play it. 13 whilst good, not being a classic game like the preceding instalments. And IMHO that stemmed from trying to be the next Final Fantasy 7, a game that attempts to be the next big thing in graphical perfection. Forgetting what actually made Final Fantasy 7 stand the test of time.
In the news recently is Square Enix stating how they can't afford another Final Fantasy 14 level disaster and it got me thinking. How did a company, whom were able to belt out classic games consistently, fall from grace?
Looking at the old library of Final Fantasy games up until Final Fantasy 13, Square had the system nailed. But then it dropped the ball, perhaps due to the troubled development of Final Fantasy 13, things didn't go so well and as a result after a long development cycle FF13, nicknamed Final Hallway 13 was released to a mixed reception.
So what went wrong? FF13 seemed to lack the level of content and polish present in the older Final Fantasies.
Stories and epic worlds were reduced to a text dump, FF13 felt like a game that played itself, everything interesting happened when the player wasn't looking.
Lets break down the anatomy of a disaster then and in doing so provide recommendations for how Final Fantasy versus 13 should be.
First of all the obvious one: Characters.
Lets look at Final Fantasy 9 and its attempts a characterization of the main protagonist Zidane and its antagonist Kuja, versus their FF 13 counterparts protagonist Lighting and antagonist Barthandelus
At the outset of the game Zidane is a plucky thief, who in contrast to the tired plot of bad guy kidnaps princess, is off on a plot by a group of thieves to kidnap and steal the princess of the Kingdom of Alexandria. Shit hits the fan and Zidane finds himself embroiled in a plot by the Queen to take control of Eidolons, magical monsters who possess immense power.
Along the way Zidane meets an array of colourful characters, and battles his to save the world from the sinister forces that conspire to control it.
What makes Zidane so compelling as a character is he seems to be having as much fun as the player is, joking and laughing his way through the game. And his infrequent outbursts of sadness, traditionally known as JRPG Emo syndrome, hold weight. And even then he has good reason to be sad! A few mid game curve balls reveal that Zidane is a genetically engineered being, an "Angel of Death" designed to wipe out life itself as part of a plot by the villain Garland to merge two planets together (Too complicated to explain here).
Kuja's story is tied directly to Zidane's. He too being one of the aforementioned "Angels of Death", only this time he's a failed one. Abandoned by his creator, he seeks out to overthrow Garland and becoming the self proclaimed ruler of the planet Terra. Again after a similar curve ball, he finds out that he'd living on borrowed time and as such his ambitions shift from a schiming Vizier eying up the throne, to an attempt to gain an omnipotent power to wipe out all life.
The beauty of FF9 in its approach is how it deals with the characters experience life changing events and developing from them as a result.
The player can see that Zidane and Kuja are both act fundamentally differently to their situation. And both draw empathy from their respective situations. We see the normally upbeat Zidane go through an existential crisis, and the villain actually have a reason for initiating the plot
Final Fantasy 13 on the other hand includes no such characterization. The main character Lightning starts off as an Ice Queen with a strong sense of liberty and ends as an Ice Queen with a strong sense of liberty. She doesn't experience any big character moments, her sole motivation is the safety of her sister and the freedom to choose her own path as she likes to remind us. Her character isn't inherently unlikable just has little noticeable change over the course of the game.
And how does FF13 deal with villains? There basically none existent. There is no colourful personality to deal with, the villain being the Cocoon version of the Pope. Even 13-2 a game seemingly created to solve the problems of the first game fails to in characterization, reducing the party to only two members. There was no sense of dynamic and I miss the days when a Final Fantasy party was broad and diverse collection characters.
If Versus 13 ever gets made, I'd like to see a return to fighting colourful personalities. The players and party's actions mean that much more when they are in opposition to a tangible entity that is trying to thwart them. Bartandalus just pops up periodically to attempt to manipulate the party and is probably one of the most dull Final Fantasy villains ever.
Also hopefully Noctis experiences some kind of meaningful character development. Emo to happy is a dull arc to follow we want to see characters experience hardship and become stronger as the result of it.
Also there needs to be a cast of characters, kinda like the Avengers. Some should get along well, others don't so much. Some of the best moments from the older FF's were the Aerith, Tifa and Cloud love triangle and the interactions between Steiner and Vivi and their unlikely partnership. Unfortunately Lightning returns looks to repeat the mistake of 13-2 reducing the cast of characters down even further. Having said that it looks like its going to be based around the Crisis Core system, and Crisis Core was good game.
Perhaps the biggest complaint about Final Fantasy 13 is that it was almost totally linear, with only one wide open area in the entire game and virtually no side quests barring 1 (admittedly long) hunt based quest.
This is at the core where Final Fantasy 13 fails to deliver on a scale equal to its predecessors, the ability to go off the beaten path and find secrets and optional weapons. 13 - 2 attempts to do this but fails to live up to the precedent that Final Fantasy 12 set. Some of my favourite moments in 12 and the other older Final Fantasy games came from finding those secrets and Easter eggs that made my party that much stronger. Or a sidequest which endears me to the characters even more. Moments like finding Anima in FF10, or the Golden Chocobo side quest in FF9, getting Ultima Weapon or the Knights of the Round in FF7. Final Fantasy 13 gets rid of the open world for a more funnelled experience, substituting the brilliance of discovery for a barrage of confusing, vapid cut scenes. Its this element in Final Fantasy 12 is fleshed out into an entire game. You could purely stick to the main story without ever touching upon the side quests and see less than half of the content. You'd miss out on a host of totally optional bosses, a handful of which pose some of the greatest challenges in Final Fantasy. A ton of Esper summons, the best in game weapons and even more story and world building. The feeling of a side quest falling into line and getting some kind of tangible reward is second to none and really helps the player feel satisfied.
13 - 2's system on the other hand, whilst not bad, isn't exemplary. There isn't really any big secrets to find, a hidden boss which is even more of a threat than the most recent discharge of the local insane asylum.
Final Fantasy versus 13 & Lightning returns needs to allow players to explore off the beaten path. Let us stumble upon hidden challenges and bosses which dwarf anything we'd see in the main game, dangling a legendary sword or two as a reward. Heck give us a new summon to totally wreck things up with ala Final Fantasy 10. It gives the world so much more depth from a story stand point, making you feel like a small part in a much larger world, and from a gameplay point of view allows you to develop your party without dully grinding up levels.
Turn based and ATB RPG's have always been seen as bit of a love it or hate it genre. Final Fantasy 13's paradigm system was about as far removed from how an actual fight would work as interpretive dance would be.
You have 6 job roles: Commando (Fighter), Ravager (Mage), Medic (Healer), Sentinel (Tank), Saboteur (Debuff), And Syntheist (Buffer). And you can only swap between 6 pre set combinations before every fight.
Add to this the stagger gauge, a system that allows you gain bonus damage for weakening an enemy with magic before moving in for physical moves. The system didn't really work, you could only control the party leader directly, and the other two AI partners you had limited control over, performing their roles in a peculiar manner without any direction.
This lack of player control prevented the system from gaining any real depth. Between the AI's pre-programmed movements and the infamous auto-battle button players didn't really have a lot of options in how to approach a battle, instead just shifting between a set of behaviours. The system acted like you were telling someone how to fight instead of being in direct control.
Even summoning, which were a fun part of Final Fantasy's of yore were pretty useless. It wasn't like 10 where you could summon an over powered monster and have fun wrecking stuff up. I get that Square were trying to do something different, but the essence of a good fighting system is control. As the entirety of gaming history shows there are few good AI partners, and the ones that are usually semi invincible gods, see Alyx Vance.
The classic Final Fantasy's have always been defined by the level of control and customisation that players have over their parties development.
Take FF7's materia system, its a simple system for customization which has a lot of depth to it, the player never feels lost when customising it and its satisfying to play around with. This goes double for the sphere grid system in FF10, sure it took some getting used too and the advanced sphere grid could be a little confusing but it too was a great way to give players the ability to customize their play style.
The Crystarium system on the other hand, like the rest of FF13, is just a linear progression, no decisions need to be made just what class you want to level up first, and by the time that you've finished levelling one you have time to do the other. No grind or decision making needed, open up the Crystarium screen, hold a and wait till the little bar is done.
For Versus 13, Square Enix really need to return to the old system of levelling. Give players options and multiple ways to tackle a challenge, whether that be with a clever combination of magic and abilities.
Ultimately most classic JRPG's have this in common: A great narrative which creates audience sympathy. Set in a well realised and fantastic world that the player can explore. It would be wrong to say that Final Fantasy 13 is a complete disaster, but its mediocre receptions shows that Square should get back to the elements that made Final Fantasy a stand out in the gaming world.
Don't fancy reading an essay? listen to my British-ness here: http://www.youtube.com/watch?v=fBaJRdBVbus
Before we begin a quick disclaimer: You might have liked Final Fantasy 13, I did too, easily the most graphically stunning of any game I've played. But graphics don't count for much without good game play and it is hard to deny that Final Fantasy 13 lost alot of elements that made the earlier Final Fantasy's so compelling, effectively becoming a portrait that begrudgingly lets you play it. 13 whilst good, not being a classic game like the preceding instalments. And IMHO that stemmed from trying to be the next Final Fantasy 7, a game that attempts to be the next big thing in graphical perfection. Forgetting what actually made Final Fantasy 7 stand the test of time.
In the news recently is Square Enix stating how they can't afford another Final Fantasy 14 level disaster and it got me thinking. How did a company, whom were able to belt out classic games consistently, fall from grace?
Looking at the old library of Final Fantasy games up until Final Fantasy 13, Square had the system nailed. But then it dropped the ball, perhaps due to the troubled development of Final Fantasy 13, things didn't go so well and as a result after a long development cycle FF13, nicknamed Final Hallway 13 was released to a mixed reception.
So what went wrong? FF13 seemed to lack the level of content and polish present in the older Final Fantasies.
Stories and epic worlds were reduced to a text dump, FF13 felt like a game that played itself, everything interesting happened when the player wasn't looking.
Lets break down the anatomy of a disaster then and in doing so provide recommendations for how Final Fantasy versus 13 should be.
First of all the obvious one: Characters.
Lets look at Final Fantasy 9 and its attempts a characterization of the main protagonist Zidane and its antagonist Kuja, versus their FF 13 counterparts protagonist Lighting and antagonist Barthandelus
At the outset of the game Zidane is a plucky thief, who in contrast to the tired plot of bad guy kidnaps princess, is off on a plot by a group of thieves to kidnap and steal the princess of the Kingdom of Alexandria. Shit hits the fan and Zidane finds himself embroiled in a plot by the Queen to take control of Eidolons, magical monsters who possess immense power.
Along the way Zidane meets an array of colourful characters, and battles his to save the world from the sinister forces that conspire to control it.
What makes Zidane so compelling as a character is he seems to be having as much fun as the player is, joking and laughing his way through the game. And his infrequent outbursts of sadness, traditionally known as JRPG Emo syndrome, hold weight. And even then he has good reason to be sad! A few mid game curve balls reveal that Zidane is a genetically engineered being, an "Angel of Death" designed to wipe out life itself as part of a plot by the villain Garland to merge two planets together (Too complicated to explain here).
Kuja's story is tied directly to Zidane's. He too being one of the aforementioned "Angels of Death", only this time he's a failed one. Abandoned by his creator, he seeks out to overthrow Garland and becoming the self proclaimed ruler of the planet Terra. Again after a similar curve ball, he finds out that he'd living on borrowed time and as such his ambitions shift from a schiming Vizier eying up the throne, to an attempt to gain an omnipotent power to wipe out all life.
The beauty of FF9 in its approach is how it deals with the characters experience life changing events and developing from them as a result.
The player can see that Zidane and Kuja are both act fundamentally differently to their situation. And both draw empathy from their respective situations. We see the normally upbeat Zidane go through an existential crisis, and the villain actually have a reason for initiating the plot
Final Fantasy 13 on the other hand includes no such characterization. The main character Lightning starts off as an Ice Queen with a strong sense of liberty and ends as an Ice Queen with a strong sense of liberty. She doesn't experience any big character moments, her sole motivation is the safety of her sister and the freedom to choose her own path as she likes to remind us. Her character isn't inherently unlikable just has little noticeable change over the course of the game.
And how does FF13 deal with villains? There basically none existent. There is no colourful personality to deal with, the villain being the Cocoon version of the Pope. Even 13-2 a game seemingly created to solve the problems of the first game fails to in characterization, reducing the party to only two members. There was no sense of dynamic and I miss the days when a Final Fantasy party was broad and diverse collection characters.
If Versus 13 ever gets made, I'd like to see a return to fighting colourful personalities. The players and party's actions mean that much more when they are in opposition to a tangible entity that is trying to thwart them. Bartandalus just pops up periodically to attempt to manipulate the party and is probably one of the most dull Final Fantasy villains ever.
Also hopefully Noctis experiences some kind of meaningful character development. Emo to happy is a dull arc to follow we want to see characters experience hardship and become stronger as the result of it.
Also there needs to be a cast of characters, kinda like the Avengers. Some should get along well, others don't so much. Some of the best moments from the older FF's were the Aerith, Tifa and Cloud love triangle and the interactions between Steiner and Vivi and their unlikely partnership. Unfortunately Lightning returns looks to repeat the mistake of 13-2 reducing the cast of characters down even further. Having said that it looks like its going to be based around the Crisis Core system, and Crisis Core was good game.
Perhaps the biggest complaint about Final Fantasy 13 is that it was almost totally linear, with only one wide open area in the entire game and virtually no side quests barring 1 (admittedly long) hunt based quest.
This is at the core where Final Fantasy 13 fails to deliver on a scale equal to its predecessors, the ability to go off the beaten path and find secrets and optional weapons. 13 - 2 attempts to do this but fails to live up to the precedent that Final Fantasy 12 set. Some of my favourite moments in 12 and the other older Final Fantasy games came from finding those secrets and Easter eggs that made my party that much stronger. Or a sidequest which endears me to the characters even more. Moments like finding Anima in FF10, or the Golden Chocobo side quest in FF9, getting Ultima Weapon or the Knights of the Round in FF7. Final Fantasy 13 gets rid of the open world for a more funnelled experience, substituting the brilliance of discovery for a barrage of confusing, vapid cut scenes. Its this element in Final Fantasy 12 is fleshed out into an entire game. You could purely stick to the main story without ever touching upon the side quests and see less than half of the content. You'd miss out on a host of totally optional bosses, a handful of which pose some of the greatest challenges in Final Fantasy. A ton of Esper summons, the best in game weapons and even more story and world building. The feeling of a side quest falling into line and getting some kind of tangible reward is second to none and really helps the player feel satisfied.
13 - 2's system on the other hand, whilst not bad, isn't exemplary. There isn't really any big secrets to find, a hidden boss which is even more of a threat than the most recent discharge of the local insane asylum.
Final Fantasy versus 13 & Lightning returns needs to allow players to explore off the beaten path. Let us stumble upon hidden challenges and bosses which dwarf anything we'd see in the main game, dangling a legendary sword or two as a reward. Heck give us a new summon to totally wreck things up with ala Final Fantasy 10. It gives the world so much more depth from a story stand point, making you feel like a small part in a much larger world, and from a gameplay point of view allows you to develop your party without dully grinding up levels.
Turn based and ATB RPG's have always been seen as bit of a love it or hate it genre. Final Fantasy 13's paradigm system was about as far removed from how an actual fight would work as interpretive dance would be.
You have 6 job roles: Commando (Fighter), Ravager (Mage), Medic (Healer), Sentinel (Tank), Saboteur (Debuff), And Syntheist (Buffer). And you can only swap between 6 pre set combinations before every fight.
Add to this the stagger gauge, a system that allows you gain bonus damage for weakening an enemy with magic before moving in for physical moves. The system didn't really work, you could only control the party leader directly, and the other two AI partners you had limited control over, performing their roles in a peculiar manner without any direction.
This lack of player control prevented the system from gaining any real depth. Between the AI's pre-programmed movements and the infamous auto-battle button players didn't really have a lot of options in how to approach a battle, instead just shifting between a set of behaviours. The system acted like you were telling someone how to fight instead of being in direct control.
Even summoning, which were a fun part of Final Fantasy's of yore were pretty useless. It wasn't like 10 where you could summon an over powered monster and have fun wrecking stuff up. I get that Square were trying to do something different, but the essence of a good fighting system is control. As the entirety of gaming history shows there are few good AI partners, and the ones that are usually semi invincible gods, see Alyx Vance.
The classic Final Fantasy's have always been defined by the level of control and customisation that players have over their parties development.
Take FF7's materia system, its a simple system for customization which has a lot of depth to it, the player never feels lost when customising it and its satisfying to play around with. This goes double for the sphere grid system in FF10, sure it took some getting used too and the advanced sphere grid could be a little confusing but it too was a great way to give players the ability to customize their play style.
The Crystarium system on the other hand, like the rest of FF13, is just a linear progression, no decisions need to be made just what class you want to level up first, and by the time that you've finished levelling one you have time to do the other. No grind or decision making needed, open up the Crystarium screen, hold a and wait till the little bar is done.
For Versus 13, Square Enix really need to return to the old system of levelling. Give players options and multiple ways to tackle a challenge, whether that be with a clever combination of magic and abilities.
Ultimately most classic JRPG's have this in common: A great narrative which creates audience sympathy. Set in a well realised and fantastic world that the player can explore. It would be wrong to say that Final Fantasy 13 is a complete disaster, but its mediocre receptions shows that Square should get back to the elements that made Final Fantasy a stand out in the gaming world.