Discussion in 'Final Fantasy Discussion' started by Skye, Oct 18, 2013.
And has more screentime than Luna.
Now seriously though, if Ito isn't directing XVI, I'm gonna cry. This guy is one of the most important people when it comes to the entire series, along with Sakaguchi, Uematsu and Amano (and Nomura, from VI onwards, I guess).
And his directed titles are considered (and I do, too) as some of the best (if not, the best) of the series.
From creating battle and gameplay systems, to directing VI, IX and XII, he's the man we need. Do it, Matsuda!
Final Fantasy XVI Directed by Ito
With a story as good as FF7, and FFIX
World like FFIX, and FFXII or FFXIII
Characters as memorable as 7,8,9
Gameplay like Kingdom Hearts, FF7 Remake, and Final Fantasy Versus XIII 2011.
Coming to the PlayStation 5, Xbox Two, and Steam. Will come to the Nintendo Super Switch after a few months.
My possible specs for the next gen consoles
Nintendo Super Switch
x86 Excavator APU 8 Core CPU with 1TFLOP of compute power(out of the dock, the dock itself will have 8TFLOPs GPU compute Vega or Navi based), 16GB of HBM2 for the dock, and 3 for the system itself, and 512GB hard drive(games are on the cartidge)
PS5, and Xbox Two
8 Core Excavator
10TFLOP Radeon Graphics GPU(Vega or Navi based)
6TB Hard drive
This should be good for conslows in 7 years time.
FFXVI by Itou would be great.
Setting.... I'm usually liberal on this, a mix of high/low fantasy is always good. Would love if the setting was a huge plot point for the narrative (ex. the conditions Spirans lived in during FFX).
My favorite FF games tend to have really clear, fleshed out dichotomies/ideologies at play (not always major characters themselves, could simply be entire groups of people).
Like Yevonites/Al-Bhed, Midgar elite/people of the slums, Gestahl Empire/Returners, etc.
I was really hoping FFXV would do well on the second point, emphasizing the difference in ideologies and lifestyles between the people of magic-based Insomnia and the tech-based Niflheim. But alas, Insomnia was wiped out, and Niflheim is almost non-existent outside of select few characters.
Gameplay..... ARPG or turn-based is fine. I'm leaning more toward the latter, however.
I don't think ATB is dead for the franchise like some others. It's probably still more likely to be a thing for the series than the action-RPG format.
You know what I want Yoko Taro to direct Final Fantasy XVII it would be interesting to see what happens.
He'd probably make all the cast insane, kill off half of them before the ending, make the crystal a twisted control device that's been guiding the whole thing like a stage production, create multiple endings based on arbitrary choices made by the player, and continue his theme of the effect and feeling of killing -- Fun Fact, that theme and its use in Drakengard was actually inspired by those typical RPGs where the hero can get away with brutal things in battle or even killing others while still getting his girl.
And since things have moved on a little, here's my list for XVI -
Set during either late Medieval or post-industrial-pre-WWI era. A situation vaguely similar to XII with two rival powers in the midst of a Cold War, and innocents getting caught in the middle - possibly this time over natural crystal resources.
Crystal in this world retain memories of past experiences, and are key to both the plot and to the use of Jobs, tying the story and gameplay together.
Has female lead protagonist raised outside the system of civilization on either side, so she can offer a disinterested and relatively unbiased POV for players.
Navigation: a combination of the encounter-free overworld navigable on foot, by Chocobo or using airship/boat, while to-scale environments allow players to see and avoid characters representing enemy groups as they appear on-screen at all times. Dungeon environments chockablock with both puzzles and enemies, and varying from subterranean mysteries to airy platform-based head-stretchers.
Balance of male and female party members. No more than eight so the game's story doesn't get swamped. Also not only humans, but a multi-race cast.
Battle system pseudo turn-based affair ala Shadow Hearts or the latest Persona. Make timing and striking enemy weaknesses actually mean something this time, like granting bonuses, speeding ATB refill or immobilizing enemy for one turn depending on which turn-based variation is chosen. Also depending on a combination of items and weapons and assigned jobs can grant a "Player Advantage" in battle seperate from which lands the first strike to trigger battle. Limit breaks are in, but rather than just being very powerful attacks, it varies from job to job and character to character (a Monk-esque brawler might get a furious attack, while a White Mage could grant temporary immortality, while again a different job might be granted an instant kill on their chosen target sans main story bosses). As this is in danger of unbalancing the flow of gameplay, filling Limit Break gauge is slow and carries its own risks, although it is carried over from battle to battle, so the battle system relies more on skill and knowledge over just beefing your way through.
Leveling through EXP increases characters' health, MP and character-specific passive buss. Also earned are points which are used in the skill tree system.
Skill trees are a streamlined version of the XV Astral Grid. Each node and node cluster unlocks Job/Character specific attributes which react to each other in different ways depending which character is using which Job. Some are user-adjustable, but most have pre-set effects.
Make weapon affinity element-based rather than job based, meaning a mix and match approach to jobs. The job itself has its own passive skills, but weapons change up the move set and attack speed.
Summons (evoked from the memories of the crystals) are handled similarly to FF10, being summoned in and taking the place of a party member in battle - they can only linger for a set number of turns and need a rest period of several battles before they can be summoned again, but they grant buffs to the party and deal devastating attacks, including their limit-break like signature attacks.
Why should the Crystarium make a comeback? It's nothing but a nuisance and a cosmetic overlay, adding nothing to the gameplay. As part of the job system it could work if they pull it off properly (i.e. make clear what decision affects what aspect of character building).
But the character leveling system should be "get EXP, gain a Level, have better stats", which is ingrained into RPG design since the heyday of D&D, and it's there for good reason - it's immanently rewarding, doesn't require tutorialization (or, in XIII-2's case, a spreadsheet for optimization) and doesn't pull the brakes of the overall flow of the gameplay when the player has to exit in order to handle it.
I understand your position. Thinking it over, I've adjusted my wishlist. And I realised that I mislabelled the skill tree as levelling. Also adjusted.
Agni's Philosophy could be interesting, although I am feeling a more "classic" medieval take for XVI.
I prefer ARPGs, but turn based would be completely fine.
However, I would want the game to be scaled back in size from FFXV, and to be fairly linear with branching paths and some hidden areas to explore (in order to address the "hallway simulator" criticisms). I want the story to be the #1 focus of the game unlike XV where that clearly wasn't the case.
I feel that large scale areas segmented into zones ala Xenoblade would be a better fit, otherwise they'd learn nothing by scaling back to fairly linear design. FFX was mildly linear as is and that didn't stop people from criticizing that element compared to previous FFs (lack of explorable overworld map, playable airship, etc). FFXV's problem was less of the lack of focus in story, but more in how it faltered on the storytelling in general.
I mean, I haven't really seen anyone criticizing FFX for its linearity, whereas FFXIII is infamous for doing the exact same thing. What I was hoping for is more along the lines of a KH game or FFXIII-2 (Various set pieces, you must go through with room for side quests, etc).
As for FFXV, I pretty much agree that its storytelling faltered, and I don't think open world necessarily equates to a "bad story", but it really seems like much more time and resources were spent on the open world instead of fleshing out the story, something that could have been avoided if some of that open world content and was cut.
That's because in one situation the cast of characters aren't exiled from the life they have come to know. It makes a big difference on interaction opportunities.
X's linear criticism isn't as widespread as XIII's due to the latter at least allowing you to backtrack areas, towns, mini games, etc (great narrative also helped). XIII cranked it up to eleven, to the point where its exploration amounted to literal A to B hallway simulator while axing the elements i listed for X.
Prioritization could be a reason, but i feel cutting some the open world aspect is the wrong way to go at it. I'd rather they just learn from their mistakes with went wrong on the narrative and improve the foundation from XV onwards, so that they can truly have a balance of wide freedom and story-driven experience.
I would pretty much agree with the problems with XIII's linearity, and I absolutely despise the fact backtracking to areas is horrible, although the open areas present are much larger and content filled then what I've found in X. Unfortunately with XIII the narrative they choose limited elements such as towns, which I certainly don't like. I don't see why lore elements couldn't be reworked to survivors living on pulse with towns and etc.
The "HD towns are hard" comment in regards to XIII will always get to me lol.
I think if they ever want to do a Sci-Fi-esque FF, they should go the same route Tides of Numenéra did and embrace Clarke's Third Law. Make it seem like a high-concept Fantasy game, but peel back the layers and reveal it to be supremely advanced science instead.
Hmm, never much of a fan of that Third Law (it's used too often as a get-out clause for writers), but it can work when used right.
I can see that being an issue, yes. But, on the other hand, doing a SciFi-Fantasy blend where the elements aren't at odds with another can be just as hard if it isn't properly weaved into the fabric of the world.
If Agni's Philosophy is going to be FFXVI, please don't try to shoehorn it on the PS4, it was running it systems the PS4 couldn't even dream of being as powerful, they should wait for the PlayStation 5 hopefully what's in the PlayStation 5 can even compare to the i7-3770k, 16GB of RAM, and GTX 680. The next demo was running on 4 NVIDIA GeForce GTX TITAN X Mawell GPUs, i7-5960X, and 64GB of DDR4 RAM, the PS4 Pro can't even scratch that level of computational power. FFXV was clearly having troubles running on the PS4, I'd rather they leave Agni's Philosophy/possible FFXVI to PlayStation 5
You ARE aware that AP was just a techdemo? Techdemos always look good, but they run in a controlled environment and once they are unleashed onto a real-time environment, they tend to look "worse".
Tbh, I DGAF about the graphical fidelity of games though. A game can look like arse and I'd promote it in the know that it has good systems and content. I can't interact with graphics. I can't form an emotional connection with graphics. I would NOT mind if FF XVI looked like a last gen game if it's content was worth it (speaking hyperbolically).
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