Author Topic: Final Fantasy Linearity Progression  (Read 2481 times)

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Offline Shim

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Final Fantasy Linearity Progression
« on: May 10, 2014, 05:23:25 am »
As I've been playing Theatrhythm: Final Fantasy, I've been reflecting on my personal experiences with the series I'd like to ask a question in the most professional, objective way possible, since, you know, I'm totally a professional video game critic. Don't you miss the days where Final Fantasy games weren't like XIII, and there were all these places to go with tons of open-world, non-linear gameplay? Let me show you what I'm talking about.

Here is a map of the Gapra Whitewood from Final HallHue XIII

That's rather linear, right? There's a clear start and a clear finish.

Final Fantasy X, however, didn't have a world map and still managed to make it feel as though it was big and epic. Let's look at the progression from the beginning to the end of the Macalania Woods. It even had that minigame in it where you have to search for butterflies, right?



Wait, that doesn't seem right. That's just one really narrow path with a couple twists in it. Hang on, let me find a map of the Thunder Plains.
Hold up. Okay, 10 is probably a bad example to use because there was that one cutscene was Tidus was laughing.

Okay, let's use Final Fantasy VI. Everybody loves that game. Alright, sweet. I've just left Narshe at point 1 and there I am, having a blast. This is more like it. A world map with open-

Wait, that guy said to go to Figaro, hang on. Isn't Figaro that place in the desert? Point 2 on the map?

Even if there's a town to visit and some NPCs with houses to break into for them to tell you random facts about the goingson of the world as you loot their stuff, you're still moving from A to B with very little leeway and frankly, the only thing that a world map does is give the player an illusion of freedom and choice as to where to go, where there was really only one way. The games are rather straight-forward, save for a few side quests and a little backtracking in case you went the wrong way in a dungeon. Having a world map does not make your game nonlinear.

On a different note, what were the people that Final Fantasy XIII not only had one of the most needlessly complicated stories in the entire series, in addition to it being the linear, and didn't like it because it lacked the big, open, non-linear worlds previous Final Fantasy games had, smoking? Next to Final Fantasy VII's hallucination lifestream nutcase adventure and Final Fantasy VIII's walking mercenary school Time Compression space station, XIII's "Slave uprising towards an oppressive magical being" doesn't seem so bad.
« Last Edit: August 04, 2014, 07:12:38 pm by Shim »

Offline Foxpup

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Re: Final Fantasy Linearity Progression
« Reply #1 on: May 10, 2014, 07:39:53 am »
I've never played Final Fantasy, but I do know what you're talking about:

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Offline Shim

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Re: Final Fantasy Linearity Progression
« Reply #2 on: May 10, 2014, 12:09:09 pm »
I've never played Final Fantasy, but I do know what you're talking about:



Well, the point I'm trying to make is that people well calling FFXIII "Final Hallway XIII" and saying it's so linear, while other titles in the series were just as much, and giving the player a world map doesn't make the game open-world.

Offline Weisseman

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Re: Final Fantasy Linearity Progression
« Reply #3 on: May 10, 2014, 01:02:35 pm »
I didn't think it was possible for me to dislike a FF title more than IX until XIII came along. I played 14 hours of the game and still didn't get out the tutorial. There wasn't anything about it I can say I liked. I was warned of the linearity of the game too. That was a massive disappointment. Once FFX came out without a world map it pretty much put an end to non-linear gameplay though.
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