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Originally Posted by
Skyblade
The problem with the dungeon crawling in XII was threefold.
First, I didn't like the combat, and the mindless trial and error of the dungeons did nothing to shorten the amount of it I had to experience.
Quite surprised you hated combat in this game but that's a subjective opinion and personally I enjoyed combat especially since it allowed me to micromanage but that is a topic for the XII forums and not here. Personally, I hated X's combat cause it was easy and tedious and I asked myself very often why bother, but once again, that is a topic for another day.
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Second, the dungeon design was no good. I love good dungeon exploration. Games like Golden Sun and Legend of Zelda, with their puzzle and exploration based dungeons, are among my top games ever, and I would love to see some of that sort of stuff in an FF game. But this game didn't have it. The dungeons were rarely anything more than "find door, look for switch to door, press switch to open door, rinse and repeat". But it gets worse. Take the Great Crystal (which is by far the worst offender in the point I've reached in the game so far). No map, and not even any distinguishing features from one room to the next. If you didn't do trial and error for hours drawing your own map (or steal one off the internet, or, as the developers hoped, buy a strategy guide), you had pretty much no way through that place. That is not good dungeon design (and hasn't been since the dungeon-crawler genre died so long ago).
While I would never say that XII was the epitome of clever open ended dungeon design still had quite a bit more than X's single road... I also simply appreciated the scale and the fact I could get lost. Puzzles would have been great especially since XII rids itself of the problem I had with complicated puzzles in games like Golden Sun and Wild ARMs by reducing the issue of random encounter, nothing more annoying than trying to solve a puzzle that requires moving through several rooms when you are getting attacked every two steps and dealing with the loading of a battle screen and what not...
I personally never had problems with the Crystal though. I actually managed to get through it without actually consorting to a guide especially since the complicated part is getting to the secret bosses hidden in there (which is not that difficult if you have played FFT since it follows the Zodiac Stone) so once again I cannot in good conscience completely agree with you especially since being lost in a dungeon was refreshing after having my hand held by the game like 90% of all the RPGs released at the time.
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Third, and perhaps the worst of all, there was no point to the dungeon exploration. Say what you like about the boring linearity of a place like the Mi'ihen Highroad, I still feel it was better than 90% of the areas in FFXII, because it was interesting. There were a ton of NPCs along it to talk to who would break up the simple jog down the path. There were several plot-heavy points that gave you background information. Maechen, Belgimine, Rin, Shelinda, Cally, Captain Lucille, Elma, Clasko, Gatta, Luzzu, Dona, Barthello, and, of course, the dozens of crusaders rushing around handing you supplies and building up the mood for Operation Mi'ihen. You knew why you were going down the path, and you still felt a connection to the rest of Spira as you did it.
Except you forget the game stops you literally every 20 seconds to go into its story banter, and the fact that most of the dialogue consists of the three simple statements of:
1. The Crusaders are planning to stop Sin with the Al Bhed
2. Only a summoner can defeat Sin
3. Please Yuna, sacrifice yourself so I can go on with my meaningless life.
The majority of the dialogue ends up making a predictable plot scene even more predictable and ultimately destroys any sympathy I may have had for all parties involved, the plot practically sabotages itself by foreshadowing crap so heavily it basically tells you in advance how everything is going to turn out.
Not to mention this dialogue is repeated over and over again every 20 to 60 seconds while your walking down a straight line cause the game can't seem to let the player have a few moments of peace to think for themselves. The game bores you with what I consider to be pointless details on a repetitive level, its not story telling or immersion, its simply bad writing accompanied with terrible game design. X should have been a movie as it required no real interaction from the players part whether mechanical interface or even just thinking about the plot and cast.
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In FFXII, you were so disconnected from the plot and characters that you never really knew why you were going through a dungeon, what your objective was, or why you cared. The plot and the dungeon crawling was so divorced it was like two entirely different games. You went from a couple minutes of cutscenes and city exploration to a couple hours exploring dull, repetitive, and uninspired dungeons.
I found the sheer scale of things to bring life to all the locations of XII and I hardly felt http://forums.eyesonff.com/images/avatars/snowflake.gifplot and gameplay was divorced from each other as each place has its own history and significance to Ivalice as a whole. If Raithwall's tomb was simply five rooms with puzzles, I don't think you would have grasped the scale of his importance by wandering through a Tomb the size of a palace. The Pilgrimage of Mt. Bur-Omisace is far more real as you struggle to climb through a maze like mountain path filled with relentless monsters and snowstorms that turn you around. Giruvegan leaves you asking more questions than actually answering and for once I feel its a better choice than simply revealing the "magician's tricks". I don't really feel having your party stop every five minutes to explain the ADHD player why they are there is necessarily a good thing or a wonderful example of the marriage between story telling and game design.
Past FFs games had locations that never had real back stories in them yet people feel they need to complain about XII's? It is ridiculous in my opinion. You drive down the street to go to the store but its not like you need to learn the significance of the history of the roads you go to get to your destination. A good chunk of things in RPGs are never explained and most have such tedious reasons for existing that I feels its even more tedious to explain it to the player, we have to go through here to get to there. I see no real reason to have the game explain this to me as it seems quite obvious.
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I would take the interesting linearity of X versus the boring non-linearity of XII any day.
X was linear to the point of making me wonder why I should bother. I could get as much out of X simply by watching the cutscenes on Youtube whereas I would lose a bit of XII as a story by doing the same. The gamplay is important cause you actually earned a lot of it and while you take a look at the cinematic cutscenes of locations you the player understand what you had to go through to get there. If we want good linear dungeon design, we should look at Xenosaga or BoFV: Dragon Quarter as they handle it much better imho. Puzzles, claustrophobic mazes, and combat systems that are actually good throughout the game instead of just the end.
So please, when we discuss good linear gameplay let's actually stick to good games, that did it well.