I really like games where actions have consequences beyond being able to acquire this item or missing that summon or viewing that extra hidden scene.
I really think that FF could do well by making OPTIONAL sidequests SEEM more relevant to the story too. Like when you decide to do it, you learn more about the world, or a character, or a system unique to the installment.
The avatar should change too. I can't help but ask myself why these characters go around in the same outfit everywhere. Don't they shower? Don't people question their style? Aren't they affected physically by anything that occurs in-game? I think characters should change their outfits now and then, change their hair, hell, maybe their hair gets messed up because of a battle. Scars, stress marks, grey hair, wrinkles... these things shouldn't be trivial accessories that belie a character's history, they should be trophies proclaiming your accomplishments over the course of your journey. Who's really going to hold onto "that bird's feathers" or "that rock from that time" or especially an actual trophy from a tournament when you've got a world to save? I laugh.
Jobs with noticeable strengths and weaknesses (eg. IV) Selectable fixed jobs to increase replayability (eg. I) & Subjobs (eg. XI)
I do like the idea of selecting a job from preference and carrying it throughout the course of the game and subjobs would help if somewhere along the way you realize you can't accomplish certain things with the main job you've chosen. I think characters (NPCs) should react to you differently based at least in part on your job.
The ability to use more characters in battle (eg. III/XII)
I love characters. Lots of characters. Usually, I get upset because a character I like isn't playable, or isn't around long enough to appreciate, or is just one of "them bad guys." Though, I don't want them all to stick around permanently. I like games that find a plot-relevant way to weasel a character out of your group so you can obtain and get to know a new one. I also want the character to be able to change even they are just temporary. Some balance wherein you're able to affect their stats without feeling you've wasted resources on a character that's going to disappear anyway.
Decently paced storyline (eg. V)
Better usage of summons (eg. VI)
I still like X/XII's playable Summon beast system.
Chocobo! (eg. VII)
Vehicles! and I want the Moomba back (eg. VIII) I want to drive a motorcycle across a continent and I don't want to see the main character walking across the world map to encounter a "village" that looks as if he could trample over it.
Nameable characters (eg. VII/VIII/IX) doesn't work if the game has voiceover.
Various decent minigames
Fleshed out characters
The ability to create your own items (eg. XIV)
Items that will be useful in combat not just because you MAY have had silence cast on you. I like games where damage/healing items are based on a percentage rather than an actual number. Like a potion healing 100 points to a character whose current max is 9999. I like a system where items are easy to come by but don't just sit there taking up space. Like a synthesis system.
Also as to leveling. (dot)hack had a system wherein monsters levels and experience/cash handout was based on location. There was a cap to the amount of experience you could gain from a monster as each time you leveled up, you would gain less experience from fighting monsters of the same area. I liked it, it made me have to get my arse up and find a new harder area to level up in (usually requiring the story to unfold first).
3rd times a charm. I don't know man, it maybe "3rd time's a turd" the rate they're going.
Dude, make it yourself.




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