
Originally Posted by
Wolf Kanno
I don't feel there is anything wrong with random battles but then again I never cared. I've seen both handled awful so as long as you avoid that its good.
I feel NeoCracker pretty much hit this on the head, the issue with XIII's linearity is that its freaking obvious and the only choice is going forward. In reality the only true options the player is given in the game is having to manually upgrade the stats and choosing A.I. scripts for the battles. There is no exploration, there are no minigames, no optional dungeons or boss fight... nothing until you get to Pulse
By the time you get to Pulse most people are bored and frustrated with the game. Past FF titles were not this bad. Sure the series as a whole is mostly linear but not to the extent that most people claim it to be. Its possible to go out of order and skip sections of the game in FFI and III. IV and V both had several locations and dungeons that were completely optional, VI's entire second act is left to the player to choose what order the events transpire, VII had mini-games and a few optional areas to shake up its linear design and both VIII and IX have quite a bit of optional content to explore if you actually just stop for a moment and get off the ride known as the "plot" and just looked around a little bit. So I would argue that while the storylines for most of the FFs are linear and set in stone, I would argue the gameplay isn't and that's what's missing from XIII.
This isn't about creating options to let the player really mold the story and cast to their liking. This is just about being able to stop the plot occasionally and blow off some steam elsewhere in the game world. To be able to let the player feel like they have a bit of control and let them actually get out there and see the world for themselves instead of having the plot spoon feed them content. It doesn't have to be extensive freedom, I felt Chrono Trigger itself hit a major sweet spot in terms of telling a great linear story while still maintaining a semi-non-linear gameplay approach. The story doesn't really suffer from being broken up in the second half and left to the players discretion to tie up all its loose ends, its incredibly well done in comparison to FFVI, which did this idea first. The minor tweaks it does to the game's two major endings are enough to make players feel satisfied with bringing choice into the storyline. This is the title I feel SE should follow in terms of direction for gameplay content. A happy medium for both sides that want a great story and others who would like to stretch their legs a bit.
Of anything I feel SE just needs another visionary for the company. I feel Kitase has been getting by on the talents of others and now that they are either leaving, or working on their own projects; it is obvious he's not the visionary, people claim him to be. Nomura sounds tired of being relied on and I still get this nagging feeling his days with SE are numbered. I still foresee him going freelance in the next decade so h can pursue his own ideas while still being able to gain access to KH. Motomu is a hack and everyone else feels more comfortable not being in the spot light. SE just doesn't have a visionary anymore, its more corporate now, so I don't see FF ever being able to reclaim its glory days again unless they get a miracle and some new person steps up and takes the creative reins of the company and pushes it back into an artistic direction.