Myths
Member
Every game is meant to now be a different experience, that’s the modern objective in its entirety.
Knowing this, they aren’t regressing to turn based and that isn’t going to solve sales. There are way more elements that need to addressed other than its battle system. One of biggest problems is the game structure of modern FF is on-rails — there’s no creative level design with puzzles, environmental interaction or multi-layer questing system. FFI-FFIII place great emphasis on key items, having you figure out how to relate them to the quest and NPC’s or the level/dungeon. This was already on its way out by FFXII though since FFVII was on the decline. Also, since the Crystarium, character progression and leveling adds to this on-rails like experience. Other things…
Lack of:
- dedicated playable cast/party
- hidden pathways or levels and the freedom to access a reasonable amount before end-game
- changing level structure (revisitation feels instanced)
- world structure itself from a menu feels disconnected/disjointed, inaccessible and overall “instanced”
- status effects/weapon/armor complexity
- character progression has no dimension
- stagger/break system draws out battles and rotations longer than they should with no meaningful phasing. Compared to FFXIII, which applies a temporal component of maintenance determined by juggling different jobs to the growth/decay rate of the bar, XVI’s one dimensional.
Knowing this, they aren’t regressing to turn based and that isn’t going to solve sales. There are way more elements that need to addressed other than its battle system. One of biggest problems is the game structure of modern FF is on-rails — there’s no creative level design with puzzles, environmental interaction or multi-layer questing system. FFI-FFIII place great emphasis on key items, having you figure out how to relate them to the quest and NPC’s or the level/dungeon. This was already on its way out by FFXII though since FFVII was on the decline. Also, since the Crystarium, character progression and leveling adds to this on-rails like experience. Other things…
Lack of:
- dedicated playable cast/party
- hidden pathways or levels and the freedom to access a reasonable amount before end-game
- changing level structure (revisitation feels instanced)
- world structure itself from a menu feels disconnected/disjointed, inaccessible and overall “instanced”
- status effects/weapon/armor complexity
- character progression has no dimension
- stagger/break system draws out battles and rotations longer than they should with no meaningful phasing. Compared to FFXIII, which applies a temporal component of maintenance determined by juggling different jobs to the growth/decay rate of the bar, XVI’s one dimensional.
Last edited: