Let's hope they plan to include good PC ports in all of this.
Do people still think that Japanese devs that are not Capcom are suddenly going to care about the PC market?
Let's hope they plan to include good PC ports in all of this.
Uhh what?
In context, I think he means jRPG development. It's not like Square just forgot how to make jRPGs. They made them in the same development process they always had, but the needs of HD graphics and assets meant that it would be deficient in many ways.Uhh what?
In context, I think he means jRPG development. It's not like Square just forgot how to make jRPGs. They made them in the same development process they always had, but the needs of HD graphics and assets meant that it would be deficient in many ways.
look at FF6 -> FF7 -> FF8 -> FF10 -> FF13. What I'm saying is that it's the natural expansion of the formula with technological advances. Each one of those games refines itself from a technical proficiency point of view, but the worlds become more and more limited because of the impracticability of doing it. It's like drawing a fractal - it's much more difficult the more you expand outward, and consequently you draw less. But I think FF13 is the natural expansion of at least Final Fantasy, if not JRPGs in general.
And the same might be applied to the stories, too. I've railed against XIII's bizzare plot twists where villains turn on a dime and don't make much sense, but if those same lines were delivered by Golbez in an simplistic art context that didn't fool you into thinking this was supposed to be like a movie...?That's exactly what I mean.
Dark Souls is Ghouls and Ghosts given 3D and free roaming.I don't even think of Dark Souls as being an "RPG" to begin with. It's a modern platformer and is derived more from games like (NES) Ninja Gaiden and Castlevania than any RPG.
Let's hope they plan to include good PC ports in all of this.
Stranger things have happened.Unless for some reason PC gaming gets super popular in Japan, Yeah.
Not happening though.
In context, I think he means jRPG development. It's not like Square just forgot how to make jRPGs. They made them in the same development process they always had, but the needs of HD graphics and assets meant that it would be deficient in many ways.
I see. I agree that HD and further graphical improvements will hamstring expansive worlds previously featured in JRPGs, but I think XIII was such an absolute gross misstep that we should take it as an exception rather than the norm. I also do not agree with increasing linearity being the natural evolution of JRPGs, since you have Ni No Kuni following tradition with an expansive overworld. Rather, I posit that the linearity was a result of Japanese developers coming to grips with the HD systems, leaving less time to build on the actual game, its systems and its world.
You forgot SEGA. They have a fairly decent history with the PC market.Do people still think that Japanese devs that are not Capcom are suddenly going to care about the PC market?
Not only that, but the series has always been comprised of battles that were basically hitting X, X, X over and over to select "fight" 100x with the occasional spell or cure thrown in. XII tried to streamline that and eliminate cumbersome, repetitive and unnecessary button presses. XIII pretty much followed XII but added in more interactivity in the battle system. The goal for the last two was streamlining. FFIII and IV re-releases both have auto-battle added in now as a really nice feature to get through repetitive grinding sections.
XIII is really similar to X in more ways than that, just taken another step further.
I think with XII and XIII they basically hit the limits of a non-MMO, command based battle system. The next step is action RPGs.
And the same might be applied to the stories, too. I've railed against XIII's bizzare plot twists where villains turn on a dime and don't make much sense, but if those same lines were delivered by Golbez in an simplistic art context that didn't fool you into thinking this was supposed to be like a movie...?
HolyBaikal said:Dark Souls is Ghouls and Ghosts given 3D and free roaming.
What I saw of the NNK demo looked like a lot of maps similar to FFXIII. Very tight "corridors" that were largely linear.
Making an overworld map like SNES isn't difficult. I think they avoided it in FF because they felt it was a dated, childish style of exploration that didn't really fit with their games anymore. In that sense, NNK isn't really trying to evolve so they just keep the old way.
Lightning Returns says otherwise.
No no, NNK does have an overworld.
I wonder how much money went into making NNK though.
As ridiculous as this comment sounds, I don't think Square Enix is a good place to look to as far as JRPGs anymore. Dragon Quest is the only thing of consistent quality from them, and that too might go off the cliff if any of the big 3 stop working on it.
I see. I agree that HD and further graphical improvements will hamstring expansive worlds previously featured in JRPGs, but I think XIII was such an absolute gross misstep that we should take it as an exception rather than the norm. I also do not agree with increasing linearity being the natural evolution of JRPGs, since you have Ni No Kuni following tradition with an expansive overworld. Rather, I posit that the linearity was a result of Japanese developers coming to grips with the HD systems, leaving less time to build on the actual game, its systems and its world.
That isn't a ridiculous sounding comment.As ridiculous as this comment sounds, I don't think Square Enix is a good place to look to as far as JRPGs anymore. Dragon Quest is the only thing of consistent quality from them, and that too might go off the cliff if any of the big 3 stop working on it.
I know it does. I guess you misread my post.
An overworld like that is not hard to make. They were doing that on NES.
In context, I think he means jRPG development. It's not like Square just forgot how to make jRPGs. They made them in the same development process they always had, but the needs of HD graphics and assets meant that it would be deficient in many ways.
No no, NNK does have an overworld.
I wonder how much money went into making NNK though.
Derp. Okay let's see if I can get this right.
I think that Square Enix doesn't know what to do with Final Fantasy anymore. They have lost their way. XIII had such poor world-building that it really did feel like a bunch of interconnected corridors since what those corridors were were given very little importance or focus. Compare to X, which was a bunch of corridors but because of world-building each section felt distinct and in place. Not to mention that gaining access to the airship shows the world map which further reinforces the concept of a lived-in world.
That's not what I said at all. I love XIII. I don't know how you got that from my post.
What I was saying is that XIII is a natural progression from FFX, especially combined with the demands of HD development. The battle system is a natural progression for the series as well. I thought the areas in XIII were awesome, and very distinct and memorable. I don't really demand having a world map or airship in every single RPG I play. I was fine with them trying something new. XIII-2 strings the areas together from a menu just like X did.
I said that they didn't include a shrunken overworld map because they didn't want to, not because they couldn't. They're relatively easy to make. Even indie JRPGs have them. They didn't include it because it wouldn't fit with XIII at all, and would come across as a bit childish. FFX, XI, XII, XIII all don't have it. I think Versus toyed around with one but decided not to do it either.
NNK having an old style world map isn't them evolving. It's them just using the old, relatively easy way to tie together linear environments. The main environments I saw didn't have paths much bigger than XIII did. Does NNK have any area as big as the Archylte Steppe in XIII?
Agree or disagree, up to you. But that's how I see it. Thinking that SQEX is incapable of making an overworld map seems pretty ridiculous to me.
Wait why would including an overworld be childish?
Also I don't think I said SE couldn't make an overworld map.
I agree. Think about how Fallout 1 and 2 treated overworld maps. It's depicted as a map computer with geographic survey data. You can definitely take the metaphors taken for granted in low fidelity RPGs and conceptualize them into more concrete abstractions.Wait why would including an overworld be childish?
Also I don't think I said SE couldn't make an overworld map.
I said that they didn't include a shrunken overworld map because they didn't want to, not because they couldn't. They're relatively easy to make. Even indie JRPGs have them. They didn't include it because it wouldn't fit with XIII at all, and would come across as a bit childish. FFX, XI, XII, XIII all don't have it. I think Versus toyed around with one but decided not to do it either.
NNK having an old style world map isn't them evolving. It's them just using the old, relatively easy way to tie together linear environments. The main environments I saw didn't have paths much bigger than XIII did. Does NNK have any area as big as the Archylte Steppe in XIII?
People say they like the XIII system because "old systems weren't really any better". But yeah, choosing specific attacks was fun and had an extra element of strategy. The new combat system is basically a race with no steering wheel. And you just shift gears.
The Tales folks know how to do a combat system. So do Tri-Ace, though in my opinion to a slightly smaller degree than the Tales Studio. If Final Fantasy isn't going to keep a strictly turn based combat system, it would be best to go the Tales route than what they're doing now.
If anything, it's western development that should go back to it's roots. I miss the fast paced, arena style, demanding as hell FPS games like Quake 3 and Unreal Tournament.
Japanese development is great as long as it doesn't try to imitate current western trends. They never needed to change.
You're going to have to explain the childish part.
Good to hear. More XenoBlades and Ni no Kunis the better.
If you mean "please no more games that attempt to sell based upon cute or sexual content alone, to make up for flawed gameplay" like in Compile Heart's Neptunia franchise, I agree. Well, Neptunia wouldn't be so bad if it wasn't so flawed in many ways.Just get away from moe designs and otaku pandering. That's all I really want.
I would say that, when it comes to filling in content into a linear structure, Final Fantasy X is the natural evolution of Final Fantasy XIII. It comes at no surprise that FFX is one of the most loved FF games in the series, and FFXIII one of the most bashed. And FFX wasn't even perfect at that.look at FF6 -> FF7 -> FF8 -> FF10 -> FF13. What I'm saying is that it's the natural expansion of the formula with technological advances. Each one of those games refines itself from a technical proficiency point of view, but the worlds become more and more limited because of the impracticability of doing it. It's like drawing a fractal - it's much more difficult the more you expand outward, and consequently you draw less. So that's why I think FF13 is the natural expansion of at least Final Fantasy, if not JRPGs in general.
It only takes a few sales bombs before reality sets in
Just get away from moe designs and otaku pandering. That's all I really want.
I would say that, when it comes to filling in content into a linear structure, Final Fantasy X is the natural evolution of Final Fantasy XIII. It comes at no surprise that FFX is one of the most loved FF games in the series, and FFXIII one of the most bashed. And FFX wasn't even perfect at that.
SE could probably improve upon FFX's structure by going the Uncharted role: adding more interaction to the maps, effectively making the linearity less obvious, and the game richer without sacrificing the linearity itself; having a more natural flow between gameplay and storytelling; etc;
Instead, they decided to "improve upon" the formula by scrapping gameplay whenever they see it. They didn't even bother to adapt or re-design some of the missing non-battle content. No, it was scrapped entirely.
In the end, excluding the battle system, I don't think FFXIII is the natural evolution of anything (FFX already did it better before it, with the exception of Calm Lands -> Pulse), but simply the attempt at doing that with complete disregard to game design. So all we have gotten was more of the same, but with less depth.
Surprisingly so. Though if anything for the time it was an innovative game on innovative hardware. There's loads of Japanese culture in even the earliest Super Mario games.Does Super Mario Bros. feel Japanese?
There's an interesting thing with Sonic the Hedgehog in that in many cases SEGA purposely went for appealing to the West. They set up office in the United States and often went for a very hip image. While Nintendo did a lot of what they thought would make Japanese families happy and comfortable. SEGA seemed to have an extreme fondness for American pop culture as well.What about Sonic the Hedgehog?
Mega Man was a blantantly Japanese game with huge Osamu Tezuka influence.Mega Man?
I don't know, there's quite a few very Japanese games that came before that.Somewhere around the PlayStation era things started becoming a little more Japanese
Shrunken characters walking huge distances along a shrunken map. It just seems kind of ridiculous the closer you get to photo realism. Seems extremely obvious to me. Not sure how else to explain it. It's far from an ideal method for exploration.
NNK gets away with it because the whole game is childish and a bit retro.
People keep asking me to repeat the same shit. Not much else to add to it.Sounding like a broken record at this point
Sounding like a broken record at this point, but I think most fans would be ok with a non-shrunken overworld (DQ VIII, Xenoblade). Even XIII almost had this down once you hit Gran Pulse. I think that is the way everyone pictured the entire game would be from the start, regardless of environment.
Even without overworlds, XIII seemed too straightforward and "dungeon" areas never really felt like challenges.
Early Japanese games never felt Japanese to me. Probably because too many of them weren't trying to tell a narrative.
Does Super Mario Bros. feel Japanese?
What about Sonic the Hedgehog?
Contra? Mega Man? Space Invaders? Pac-Man?
Hell, even Street Fighter II didn't feel especially Japanese.
Somewhere around the PlayStation era things started becoming a little more Japanese, for lack of a better way to say it. And for some reason, this generation they decided to try and replicate the Western style rather than look at the fact that their original successes didn't really feel like they came from a certain country at all.