Seem, I always defended the game just based on “linear isnt bad”, not really thinking about the reasons why its linear.

Ive also always been confused why FFX is well liked despite… also being very linear up until it opens up at the end? But XIII got memed for hallways???

  • NuraShiny [any]@hexbear.net
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    7 months ago

    I am sorry but Spoony was right about this one.

    Sure all FF games are mostly linear, but they usually hide that fact a lot better. FF13 does a few things that really pull me forcibly out of it’s narrative and give me ample time to get annoyed with their nonsensical world building:

    • They omit item shops and stuff for some sort of online shopping sphere. If there is one thing fugitives on the run really should do, it’s shop online for their weapons and gear. Yes there is a resistance movement depicted in the game, but we never get to see how these people survive day to day, they are just there when the plot needs them to be there.

    • The game taking place in a sci-fi setting makes a lot of the cutscenes completely fall apart. Your opposing army looks highly highly incompetent and stupid when no one thinks to use the gun they all have to shoot the enemies of the state. They show it happening once, but then the characters do worse things and somehow no one does it again even as the main characters shout about being their enemies and after havnig beaten up and killed hundreds of soldiers. This issue doesn’t crop up in fantasy settings because you can just give your guard enemies swords and they can’t do that. You also get no sense of character growth and progression, or an idea of what it makes sense for the characters to be afraid of. One of the first enemies is a giant buzz-saw scorpion mech that shoots a big laser and most enemies thereafter are less threatening then it, yet much much stronger.

    • The whole story of the game revolves around the party all being fated against their will to do a bad thing or die trying, but the logistics of that make no sense. If you fail to do the bad thing, you become some sort of ghoul creature. Uh oh! That’s bad! That’s incentive to do it, right? Yea well, if you manage to do what the bad guy wants, you get turned to crystal instead! Wow, what a reward! Also, you don’t get to know what the bad guy wants you to do, because you only get a hazy vision of your goal! That leads to hours (literally) of characters arguing about what it is they are meant to do and the more hours (again, literally) arguing if they should actually follow through on the hypothetical thing they think it wants them to do, or if they should do the opposite. And then at the end the bad guy pope turns into a big mech, tells them that he gave them this magic task and what he wants them to do, in dialogue, rendering every discussion prior into pointless filler.

    • I hate the auto battling in the game, there is no skill involved with that whole system. There are only a hand full of moments through the whole game where you even have to think about what the correct course of action is and those are mostly counterintuitive contrivances. Otherwise it’s ‘oh, I am low, better switch people to tank stance while they get healed’ and ‘seems good again, back to doing damage everyone’.

    • Whenever the game writes itself into a corner, the characters fall down some sort of hole into the next scene. In one instance they fall down a hole from the ice level into the fire level. This happens over and over again. This is never a problem and they just survive all of it with no injury, yet the one characters mom dies from falling down a thing. They do show how there is anti-gravity stuff in the setting to make such falls survivable and then they never use them again and they always wake up on the floor after such a fall, as if falling off of great heights just stuns you in this world unless you are someone’s mother.

      • hexaflexagonbear [he/him]@hexbear.net
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        7 months ago

        The PS1 final fantasies had a world map, but were also quite linear. With VII you have a world map but usually at any given point it blocks you from traversing pretty much anywhere but the main quest’s next stop. XIII was very much a return to their older design principles after XII got a negative reaction and everyone hated it lol.

          • NephewAlphaBravo [he/him]@hexbear.net
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            7 months ago

            games are pure smoke and mirrors, the mere appearance of non-linearity is one of those intangible things where if you stop trying, people will immediately clock it as “you made it linear”

            • Dessa [she/her]@hexbear.net
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              7 months ago

              Honestly I wish people wpuld come back around to linearity. Most open world games have either shitty gameplay or only play well if you can sus out the secretly intended route to explore a world.

        • silent_water [she/her]@hexbear.net
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          7 months ago

          VII opens up several times (when you have the bronco, whenever you have the highwind/prior to the raid on midgar, and much earlier than those if you invest time in chocobo breeding/racing), VIII is fairly open the whole time, and IX opens up if you’re willing to invest an obnoxious amount of time in a sidequest (chocobo hot/cold). you can never go literally anywhere but you can access much larger portions of the world than is entirely obvious in all of them. X and XIII are substantially different in this regard.

  • Cloudx189 [comrade/them]@hexbear.net
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    7 months ago

    Of course theyre all linear but to make a world where it feels like you have options or forks in the map, payoffs and other peripheral characters helps give you that sense of scope. Ff13 did none of that. The new blood at SE since ffx do not want to make a traditional jrpg. They’ve been pushing for an action game from an IP that has RPG elements that people would notice right away when abandoned.

  • Gorb [they/them]@hexbear.net
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    7 months ago

    I’m the odd one that likes 13 mostly cos its pretty. 13-2 is batshit and lightning returns is a fever dream. I’m slightly biased however as the trilogy was my first ever experience of final fantasy so its very important to me.

  • TheLepidopterists [he/him]@hexbear.net
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    7 months ago

    I think the fact that XIII had the weird auto battle combat also made a lot of people hate it. Ironically, the mix of roles that you could switch into throughout a fight made it, imo, a more complex and skill based combat system than most prior final fantasies. Most of the earlier final fantasy games were just “pick attack over and over again, use your biggest nuke spells instead when fighting a boss and heal when needed.” For some specific enemies you might use a single buff or debuff that was relevant to that fight.

  • doublepepperoni [none/use name]@hexbear.net
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    7 months ago

    XIII got memed for hallways because that’s literally all it was. Most linear games usually to try to make you forget the rails you’re on with fancy smoke and mirrors. dazzling setpieces or just fun gameplay but FFXIII barely made any attempt. It didn’t help that exploring those overdesigned gaudy hallways was clunky as hell and felt like it was 2 generations behind despite the at the time cutting edge visuals.

    Not only were the game’s corridors small and cramped, they felt completely lifeless and static. There was barely any interactivity anywhere, just weird floating treasure spheres tucked away into random dead ends and occasional spots where you could press a contextual button to jump over an obstacle. The only living things aside from the player characters were robotic NPCs (which were an incredibly rare sight) and the game’s horribly designed ugly monsters zooming around in circles on their patrol routes.

    It all just felt so fake and devoid of life. This wasn’t helped by the game’s overall design aesthetic where everything was a gaudy, overdesigned mishmash of organic and synthetic parts. The story was completely fucking impenetrable too and the characters sucked

    It’s like the game was designed by soulless robots who were completely up their own asses

    spoiler

    FF13-2 and Lightning Returns were both colossal improvements despite still being awful

    • SSJ2Marx@hexbear.net
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      7 months ago

      If you really break it down Final Fantasy has always been linear, in fact linearity has always been one of the big distinctions between jRPGs and cRPGS, but with the backlash to FF13 we learned just how valuable getting a couple of screens to run around and talk to NPCs is. FF13 feels very one note because moving through a dungeon fighting monsters is just one of the many notes that makes a good RPG, and it stays on that one note for a very, very long time.

      • doublepepperoni [none/use name]@hexbear.net
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        7 months ago

        The way you interact with the game’s world isn’t actually all that different from how the PS1 games played outside of the battle screens. It’s just when you strip away any player agency and freedom the feeling of a grand adventure fades away very quickly and you’re just left staring at the clunky gameplay and barren game world for what they are

        While the earlier FF games were also linear you had to find your way to the next plot progression point yourself and there were towns and an entire world map full of optional stuff to get lost in on the way, which made continuing the story feel more like an active decision on your part

  • Thordros [he/him, comrade/them]@hexbear.net
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    7 months ago

    I didn’t really enjoy 20 hours of character development for the climax to be the story of the unborn god who is born to die birthed by gods who die to birth the unborn god to kill itself so MEGA GOD can be reborn after dying. Then the lesbians get stoned. And then none of it matters, time travel baybeeee!

    But maybe I’m just built different.

  • Zuzak [fae/faer, she/her]@hexbear.net
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    7 months ago

    I mean on top of the linear gameplay it just never gave me any reason to care about the setting. Lots of games are linear but they don’t feel that way as much if the world is fleshed out and different places feel different. FFXIII had very few NPCs and anything interesting about the setting was buried in mountains of text. There was like, one time where you’re at some kind of festival, but otherwise I didn’t really get the impression that a world exists outside of the hallways. It’s been a long time since I played it but I remember hardly anything about the story or the villains or why anything was happening. The characters had their arcs but they never really felt connected to a larger world, in part because there was little indication that a larger world existed.

    • autismdragon [he/him, they/them]@hexbear.netOP
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      7 months ago

      I’m a huge defender and fan of the game but I agree with most of this criticism. Its just kinda hard for a group of fugitives who are on the clock before they turn to diamond to dilly around and talk to NPCs lol. Which is the point the chat message is making.

  • SSJ2Marx@hexbear.net
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    7 months ago

    I’ve always defended FF13’s linearity as being totally normal and not at all strange for the series. Seriously - in FF7 you have some “pit stops” that you can explore, but by and large you have to do everything in the game in a pretty specific order until Disc 3 opens up the whole map to you. Same thing in FF8, 9, and 10 - FFX-2 and FF12 were exceptions to the series’ gameplay, and both of those games would get criticized for having too much side content at the time, which might explain why Squeenix would look to course correct away from that style.

    The difference in practical terms between FF13’s structure and classic Final Fantasy is more or less that the classic FFs all had “potemkin open worlds” that you could run around in but not do much in until the endgame, and FF13 doesn’t bother with that.

    That said FF13’s writing is still awful. And the gameplay sucked too. That was the year that FF14 1.0 launched, and we know that it took like a decade for FF15 to come out, so I think it’s safe to say that Squeenix was going through some shit at the time.

    • autismdragon [he/him, they/them]@hexbear.netOP
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      7 months ago

      Personally, I defend the gameplay as deeper then its seems on the surface level as someone else summarized better than I can elsewhere in the thread.

      As for the writing, the overall plot is kind of a mess but as I’ve mentioned a few times in this thread I’ll defend the character writing as some of my favorite in the series till my dying breath. Its a good ensemble piece with some good character development. It works for me.

      • silent_water [she/her]@hexbear.net
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        7 months ago

        X is… ok I guess but it just didn’t land for me the way VII and IX did. IX is definitely the best narratively but you literally play as antifa (pun intended) in VII. don’t make me pick one.

      • Evilsandwichman [none/use name]@hexbear.net
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        7 months ago

        I enjoyed 9 but similar to 8, at a certain point in the storyline in 9 I felt the story was done and stopped. (Spoiler) I defeated the evil queen and felt the story concluded enough and couldn’t be drawn into playing the rest; it was hard to imagine what other threat could feel so personal after her defeat.

        Similarly in 8, there was a point I can’t recall at all where I felt the story was concluded enough and stopped.

        Doesn’t help that I hate missing stuff and google missable lists to avoid it and then keep on top of that; it’s probably the reason I’m a huge fan of roguelikes.

        • silent_water [she/her]@hexbear.net
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          7 months ago

          it never really stops being an intensely personal story about loss, grief, and identity. there’s a bit of a breather at the point you noted before the game begins to explore Zidane’s personal history and the lengths some went to in order to survive death and the end of their world that they themselves caused. Brahne’s personal ambitions were stoked into the flames of war by those who profited from it - who are these merchants of death and why do they seek the annihilation of the entire nations? Zidane’s eventual crisis of identity on learning the truth ties the whole story together, narratively and thematically.

    • SSJ2Marx@hexbear.net
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      7 months ago

      As much as I love FF9, it’s painful to play in its original form. As the series’ writing got worse, its gameplay got better - I don’t remember the story from any of the recent entries (since 15) but I remember liking all of them while I was playing them.

        • SSJ2Marx@hexbear.net
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          7 months ago

          I like ff9’s feel a lot too, I was mostly thinking about how random it is. I finished a 100% run of it recently and it was a lot more tedious than 100%ing ffx or ffx-2 was for me.

          • autismdragon [he/him, they/them]@hexbear.netOP
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            7 months ago

            Ah yeah I can see how a completionist run of it would be frustrating. Isnt there a ultimate weapon you can only get by getting to that point fast enough? Trying to get and do everything while also meeting that timelimit sounds unfun lol.

            • SSJ2Marx@hexbear.net
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              7 months ago

              Yup Excalibur 2 lmao. That game has a huge shopping list of missables, you need to be on point to get that 100%.

  • booty [he/him]@hexbear.net
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    7 months ago

    Ive also always been confused why FFX is well liked despite… also being very linear up until it opens up at the end?

    Because FFX is good and FFXIII isn’t, simple as that. 13 is like 10 but worse in every single way. The characters aren’t as interesting or fleshed out, the overall story isn’t as personal or understandable. By the end of FFX you know exactly what the world looks like and why everyone behaved the way they did. By the end of FFXIII you need to look up “ok so wait, what the fuck was I even doing this whole time?”

    • autismdragon [he/him, they/them]@hexbear.netOP
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      7 months ago

      Gonna disagree about XIII’s characters, though not necessarily the overall plot. I love XIII’s main cast and think it has fantastic character dev though. Its actually the game’s main strength imho.

      • booty [he/him]@hexbear.net
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        7 months ago

        I mean yeah the characters are its strongest feature, but they’re all still significantly weaker than FFX’s characters. They’re very similar games. That’s why it stands out so much when it doesn’t reach the same heights. If FFX never existed FFXIII would be widely beloved.

  • Sephitard9001 [he/him]@hexbear.net
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    7 months ago

    This works the other way too though. They were unwilling or unable to make an open world game with the time/team/tech they had access to, so the narrative was changed to justify not exploring. Not that I blame them either way, XIII is unappealing to me on an aesthetic and character design basis, the level design doesn’t even factor into it since FFX seemed linear to me as well. Something about the setting and character designs is icky to me, like I’m looking at 3D models of characters from a Sword Art Online isekai anime