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Originally Posted by
champagne supernova
I made a thread about this, but really don't understand why the linearity freaks people out so much. Yes, you can't run around everywhere. Wow, big deal. I can't run around everywhere in Metal Gear Solid 4 either. It must also be a bad game! And in all honesty, since when has a Final Fantasy game not been linear. I will admit XIII lacks any illusion of choice until Chapter 11 (more so than in MGS4 even, before someone uses that against me), but it's not like any other Final Fantasy has allowed much in the way of exploration until mid or end game. For the first 6-7 (maybe even 10, I haven't played this in ages) hours of VII, you are stuck in Midgar, literally on a straight path. You then head onto the World Map where you go to Kalm, for some more straight-line stuff. Then through the tunnel and onto Junon (unless you stop at the Phoenix tower place, whatever it's name is). Across the sea to Costa de Sol. To Coral. To Golden Saucer. Even if you wanted to explore, your choices of destinations were limited because of natural barriers that you were unable to cross, or engine problem (by Cosmo Canyon).
Shin Gouken kind of hit on this though I disagree with what he said about VII (or the other games) not being linear. It certainly was linear, but the problem with XIII is that there is nothing to the game other than run, fight, run, fight. Except maybe allocating CP and customizing weapons, but allocating CP was almost as linear as the maps and weapon customization had all of the depth of a puddle, and isn't really required.
As much as previous games may have been linear, there was a lot more to do in them. You could explore towns, hunt for all of the treasure in dungeons, and a lot of them even offered some mini-games and side quests along the way instead of just at the end. So they may have been fairly linear, but there was more to them, and I never found that little diversions like exploring towns killed the pacing of those games. Square implemented a game design choice in XIII that solved a problem that didn't really exist in previous games, and implemented it by stripping the game down to one element: the battle system. So the people who can stand the gameplay in XIII can be broken down into two groups, those who loved the battle system and those who didn't care for it. I think it was the worst battle system in an FF ever to be honest, which means as a game it fails miserably with me.
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But I don't think it's the linearity that actually bothers people. I think the whole loss of relaxed towns where you can do fun random things and play side-quests and chat to NPCs is where people have an issue. I will agree that XIII does not have these things. And I enjoy these things. VIII is one of my favourites because there are so many side-quests, some of which are so minute and unknown (for example, the hot dog ladies son in FH). So I would have liked to see them in the game.
Precisely, but it's also that the lack of these things only highlights the fact that the player literally just runs down a straight path. And aside from battle that's the entire game. Giving people things to do may have been partially a distraction from the linearity, but it's one that worked and was fun without ever getting in the way of the story. Literally running down a hall is far more distracting for most people because it's boring. No one enjoys just running from point A to point B with nothing to do in between, which is what everything outside of battle was.
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But I cannot say that this is a flaw against the game either. Up until Chapter 10, there needs to be this run for the goal mentality because of the story arc behind the characters. And for me, it worked. I finished this game a couple of hours ago after starting it on Thursday, and it really did manage to grip me. By removing distractions, I was able to focus on the story.
If you actually felt that way then more power to you, but justifying the linearity with the story was just a way for them to pull the wool over the eyes of the player. There's no reason they couldn't have written the story a little differently to allow for visiting town, and less linear dungeons without greatly impacting the overall story. And like I said before, I don't think having these things negatively impacted pacing in any previous FF. So what we got was one of the most boring gameplay ideas ever to solve a problem that didn't exist to begin with and and hoped no one would call them on it if they wrote a justification into the story.
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And the game favours style over substance. I can admit that. But I don't see why that is a flaw either. There are many movies that favour style over substance which are very enjoyable.
We're not talking about a movie, we're talking about a game. Games can have some flash to enhance the experience, but if the underlying gameplay isn't engaging then you might as well be watching a 40 hour movie. So you may have enjoyed the gameplay, but anyone who didn't would find the game terribly lacking.
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And I don't see why the AI automatically choosing to do what I was going to do ANYWAY is a bad thing! I would call that progress.
Again, we're talking about a game here. I went through pretty much the entire game so far (I'm on Chapter 11) using three paradigms. That would be the equivalent of any other FF having attack, fire, and blizzard spells with pretty much every enemy in the game being weak against one. That wouldn't be a very deep game. Nor would it be very engaging for the player since they'd quickly find the weakness and spam it, perhaps healing on occasion. Having the AI do things for you removed the need for the player to make more than three decisions in any given battle. Hell, you didn't even have to know the enemies weakness to be effective in battle. Just pick a few ravagers and a commando to stagger the enemies and they'll figure it out on their own. Switch to a healing paradigm when you get hurt. You might throw in some buffs and debuffs if you feel like though even those weren't necessary for most of the game. So the game literally came down to run through a hallway, get into a battle and make two or three sweeping decisions and let the AI figure out weaknesses or decide the best tactics to use at any given time. There was no real strategy to it, or need for the player to quickly make decisions or react to the battle on anything but the most basic macro level.
Taking control away from the player, particularly in a turn based battle system, is rarely a way to make the game more interesting. Hell, it didn't even make the battle system feel faster since I spent most of my time sitting there not doing anything and a pretty high number of battles tended to last for several minutes or more.
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Inability to move characters in battles - My number one gripe with the game. There's a story to go with it as well. Hope Estheim against Alexander. I choose someone to be a Sentinel so they can take the hits from old Alex boy. Alex's have some range on them. Hope decides to stand next to my Sentinel to destroy my battle strategy (and this of course is a timed battle, so I can't get around it). Repeatedly. I was unimpressed that I had to spend 15-20 minutes of my life fighting the same Eidolon because I could not move this guy 3 meters. Or the AI couldn't do it. He was healing. Why, oh why, would a healer choose to stand next to the person who's job is to get hit on the head?
That's one thing that really bothered me at times as well. Area of effect spells and abilities have absolutely no place in a game where you can't control character position. Either make them hit everything or just a single character or enemy for every attack. I have no idea what they were thinking on that one.
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And to my final point. XIII is it's own experience. It should be judged on what it is attempting. It is not attempting to be this massive, open-ended experience. And if that's what you want, play Oblivion or FallOut.
I don't think anyone who doesn't like it is trying to say it should be a massive open-ended experience. What we are saying is that they restricted the gameplay to the point where it stopped being interesting. It took things too far in the direction they chose to go and the result wasn't interesting or fun for a lot of people.
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But I am not going to say Oblivion is a bad game because it doesn't look as good as XIII or has a very weak and dull plot.
You know, I seem to be in the minority here, but I didn't find FFXIII to be overly impressive graphicly. It wasn't terrible by any stretch but the art style didn't grab me, and from a purely technical standpoint it didn't do anything really impressive. Recent games like God of War III (anyone not impressed by those Titans is a fool), Uncharted 2, and even stuff that's a little older like Killzone 2 or the Gears of War titles all did things that were visually and technically more impressive. I would even say that aside from the character models and the obvious repetition of textures and different types of areas that I like the graphics in Oblivion more.