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Thread: Ten Commandments of Final Fantasy XV

  1. #16
    Memento Mori Site Contributor Wolf Kanno's Avatar
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    I think Laddy largely stated my personal wants. May still give this a shot with a few things not directly mentioned or elaborated.

    X - Thou shalt allow the player to play the game: Seriously, let's stop with A.I. party members. If you're going to stick to it, then do it like XII where I can switch over to them and still manually control everyone if I wanted to, and give me a Gambit system to program the A.I. But also I want to extend this to the dungeons and story. I want more interactivity, pace cutscenes better, give me dialogue choices that can slightly alter the story, give me short but fun mini-games that merge with the story (think Cloud doing CPR in VII or Celes fishing in VI). I don't need another 40 hour game that is split between non-interactive cutscenes and traversing uninspired dungeons.

    IX - Thou Shalt spread the side quest wealth throughout the game: Easily my biggest pet peeve in Final Fantasy, DO NOT LEAVE 90% OF ALL THE OPTIONAL CONTENT TO FINALLY UNLOCK WITH THE FINAL DUNGEON. I don't care how epic and wonderful you feel your world and story are, sometimes, I like to take a break and do something else for awhile. It cleanses the mind and gives me a chance to chew over the story and characters, instead of just constantly trudging forward with no real time to just sit back and reflect. If the plot is good enough to keep me hooked to the end, that is fine but still you should give the player the option to do something else from time to time.

    VIII - Thou Shalt make the Sidequests have meaningful story purposes: No more MMO style "go collect x amount of y" or "kill a amount of b" I don't mind Mark Hunts but I need some story reasons to go after this creature and I want it to involve actually talking to more than one NPC and I want it to have the party get involved.

    Example:
    DO NOT DO THIS
    : Player enters town, see's a character with a question mark over their head.
    NPC: Hello traveler, I need your help, my son went to the cave over yonder and has not returned, I fear he may have come in contact with the evil Killer Bunny. Could you please go check up on him?

    Player goes to cave, finds Killer Bunny, fights and kills it. Unlocks Datalog entry about the Killer Bunny.

    Jimmy: Oh thank you traveler, I was exploring the cave, looking for some moss gto use as fertilizer for my dad's farm, when the Killer Bunny attacked. Now I can help my dad, here have this: RECIEVE MOSS ITEM.

    DO THIS INSTEAD: Player enters town, overhears a conversation or starts talking to NPCs

    NPC: Hey, did you see Farmer Brown? He rushed past here a awhile go with a concerned expression. I wonder what's wrong.

    NPC: What am I going to do? I lost another shipment to that blasted Killer Bunny monster. I told the convoy to avoid it's lair but they took that damn shortcut anyway.

    Merchant NPC: Tell me about it, I tried to hire some guys to pick up some of the caves moss for my shop, but that damn monster mauled or scared off anyone I sent to the cave.

    Player wanders town, here's more stories about the moss, the monster, and Farmer Brown, until player finally meets up with Farmer Brown at the town entrance.

    Father Brown: Oh what should I do?!

    Player talks to him

    Player: Hey, you alright, you look a bit worried?

    Father Brown: I... I can't seem to find my son Jimmy. He was helping me plow this morning but we had to take a break because I ran out of fertilizer.

    Female lead player: He might just be out playing

    Male lead: Yeah, you're right, he's a young kid, he's probably just out playing with his friends.

    FB: That's what I thought too, but his friends haven't seen him since this morning either. I'm worried something may have happened.

    female lead: Well, we'll ask around town and see if we can find something.

    FB: Can you? Oh thank you for helping me!

    Player party explores town and asks questions, finally the merchant npc mentions talking with Jimmy this morning about the moss that grows in the killer bunny cave. They tell Farmer Brown and he flips out, runs after his son. Party travels to the cave where they finally meet FB and his son, but they are being cornered by the Killer Bunny. The party fights the KB and whoops its ass.

    FB: Oh thank you travelers!

    Female lead: No problem

    Secondary party member: We couldn't just let that monster eat you both up.

    Jimmy: I'm sorry daddy, I was trying to get some moss for the fields and sneaked in when the killer bunny was out, but it came back before I could sneak away.

    FB: That was still reckless son, I'll puniash you later, but for now I'm just happy that you're safe.

    Male Lead: Well, all's well that ends well.

    FB: Thank you travelers, here, take some of the Moss my son got from the cave. It may not seem much but this moss can make anything grow big and strong.

    Secondary character: *suggestively* Anything?

    Female Lead: *smacks secondary character* get your head out of the gutter...

    *party receives moss*

    END EXAMPLE

    The Quests should have a story focus as well, and it should be well written enough to be mistaken for being a part of the main plot.

    VII - Thou Shalt let the Player Explore!: Xenoblade has changed me, while I have never been terribly bothered by the lost of the world map, I am terribly bothered by how lackluster world area designs have been for Squenix. I do no want a pretty but terribly linear and empty world like XIII, and while XII had a nice MMO style design, let's face it, Xenoblade is a game changer and the idea I'm restricted from climbing, jumping, and swimming on the world stage is just not going to cut it. Especially since Xenoblade allowed me to do all this in a world that is larger than XII's Ivalice and it was on the Wii, a console every modern gamer is always quick to point out its inferior output. XIII on the powerful next gen consoles gave me mostly a pretty tube.



    Xenoblade gave me a world



    Basically, if I can see it, I should potentially be able to reach it and interact with it.

    Though the main thing to understand about Xenoblade's dungeon design is that it mixes both linear and open world styles. Some dungeons and cave are fairly linear, but open spaces tend to be huge and have tons of secret passages and nooks and cranny's to explore. It's all about balancing and using both for their strengths rather than one being superior to the other.

    VI - Thou Shalt have Humor: Seriously, when did FF get so serious? I mean if you compare the amount of times X, XII, and XIII tried to make you laugh as opposed to IV-VII its pretty staggering how serious the series has become. Humor is great for a variety of reasons, it allows the player to bond with the characters more, because we get to see another side of them. It also creates more contrast for the player and keeps the drama from overloading the player. We also need this to come from the party, kooky NPCs are nice but sometimes they can undercut the world and mood of the story. Instead you should just stick to the principle that most of the party and game cast can stoop to humor, even the bad guys.

    V - Thou Shalt Have Challenge: Seriously, we need to make these style of games a little more difficult. I get you're trying to keep it easy cause you're more focused on narrative but let's face it, these are games and not interactive movies. I hope SE learned from FFXIII that fans are not going to take the bulltrout of making the series into just about the plot and realize we want a game in there but more importantly I feel its time we need to make the games main campaign more challenging. I can't fathom why this is so difficult to do. I mean if your point is to keep the narrative flowing then take a lesson from Atlus and the Persona games and just add difficulty modes, I mean for smurf's sake you already do it for Kingdom Hearts, why not FF? The other issue here is that I feel you need to find new ways to make the games challenging instead of just upping the enemy stats, raising item prices, and lowering how much gil and XP you get. All you really accomplish is just making us work longer for the same types of battles and strategies. Let harder difficulties allow enemies to utilize different weakness and abilities, it should change how we approach fighting them not just level grind a few extra hours. Regular encounters should not be something the player dreads, you should make it one of the more fun aspects of the game not just a means to an end...

    IV - Thou Shalt have real Job Classes
    : Don't ever do FFXIII's bulltrout MMO wannabe "class" system. I want real classes, give me a thief, or a dragoon or a black mage, not a character who does DD magic damage, a melee character who happens to have a flashy attack that looks like Jump, and a class system where your ony options are hit it with a weapon, cast a spell to hurt it, cast a spell to debuff it, cast a spell to heal you, cast a spell to buff you, and block with your face. Those are not what I consider to be classes and I don't know why you feel the need to emulate the MMO community who simply use said terminology to break down and organize the game's actual honest to god real classes that can actually do more than the six things I mentioned above. I want abilities, they are the spice of life and keep the genre from being boring. I mash X because game developers don't make games that offer a need to use anything more than that, but I don't actually want to be mashing X, I want to feel the need that skills like Darkness or Jump will turn the battle. I want to feel like Blind and Silence are important. I want to anguish over having a Time Mage for Haste and Slow or having a White Mage with Shell and Protect, not just "Buffing Class". I like having Thieves who can increase my loot and get me a cool item long before I would naturally get it. I love Blue Mages for the shear variety of their skills and the challenge of getting all their skills. I want to see Dancers and Geomancers who are collage of various class traits in a single package and weigh them aginst the traditional single skill classes. I wand to do more than use Attack and Magic -> Cure spell and if you are making the games more challenging you need to build strategies around making the player use these skills instead of making them window dressing to make the character a little less generic.

  2. #17
    'Just Friends' Formalhaut's Avatar
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    I've agreed with most everything so far. I really wish SE read these sort of fan suggestions and try and implement them


  3. #18
    Proudly Loathsome ;) DMKA's Avatar
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    Honestly, I'd be just fine for them to continue on the path of FFXIII/FFXIII-2. I love the battles being both fast-paced and turn-based at the same time, please don't go real time, or revert to a slower system, please. So I don't have any demands, but I would like...

    1) The ability to directly control all my characters again. Please. PLEASE!
    2) Sidequests! Super Bosses! Super Good Hard to Obtain Equipment! Plenty of Minigames!
    3) No pretty bishonen femboy characters. You did a pretty good job of getting rid of them with FFXIII, please don't bring them back!
    4) An original theme song. I loved My Hands, but I'd very much prefer a song written specifically for the game please!
    5) A fast-paced turn-based battle system. FFXIII is the general idea in terms of pace, but more interactivity please!
    6) PLEASE MAKE BATTLES ENGROSSING AGAIN, NONE OF THIS AUTO-BATTLE CRAP! Also, please make spells significant, enemy weaknesses to different elements, etc!
    7) A romantic interest for our protagonist!
    8) A story-based ability system like materia/Guardian Forces/Crystals/etc!
    9) More customization options for my characters! Let me choose which spells to equip and weapons and armor and accessories!
    10) A world map with ability to backtrack and stuff to do when you back track to said areas!
    I like Kung-Fu.

  4. #19

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    Secret Character SIDEQUESTS: this is entirely different than simply the sidequest to unlock the character followed by one to get a powerful weapon or attack. This is about latching onto the story of an out-of-party character (like Laguna, Kiros, and Ward). Perhaps there are 2 or 4 hidden characters, but not all of them are accessible.
    Unlocking one (or two) may lockout the others. Playing through the sidequests allows your party to acquire items and experience while playing through a part of the story they should otherwise not know about which is still integral to the overarching story. This would also help to fill plotholes without removing the player from the action.
    Maybe a sidequest could be a jump to the past to fight an optional superboss (of course, the game's ultimate boss should become more difficult after the superboss is beaten).

    A HIGH-SPEED CHASE sequence for which the goal is to avoid combat (something like on a vehicle or an animal).

    I find myself fond of the powered gang enemy. WildARMS has done this repeatedly. Dirge is another example.

    MINI-GAMES involving more than just pressing a button. Maybe accuracy via fps or coordination or something.

    SHOCK VALUE: Have the typical bishounen main protagonist killed off partway into the game. Replace him with someone who knows what s/he's doing and can properly utilize the vengeance felt at losing the original.
    Heavily imply a main character experienced rape.

    DESIGN: Can a world be bright and beautiful on the outside but still manage to feel painful and disturbing?

    MAKE THE MAIN ANTAGONIST A GOD who is trying to behave like a human being.

    CUSTOM CONTROL: Allow unlockable default jobs but also allow the player to microcustom stats and abilities. Weapon evolution: I love upgrading weapons through process rather than exchange. Alternate outfits. They don't do anything but it always bugs me that characters are running around for days or weeks in the same clothes...

    PARTY: 12-14 CHARACTERS most of whom come from different walks of life.
    Possibly:
    -someone who looks like a Catholic priest (I've always found the image of them in combat to be awesome)
    -gang-member (either the leader or lone survivor)
    -an actual angel revealed shortly after joining
    -a werewolf
    -a moogle
    -a saxophonist

    Quote Originally Posted by Loony BoB
    A fantastic idea would be to be able to 'evolve' their personality, so if your main character has options to treat other characters nicely or terribly, they "remember" such things and react differently to you down the line.
    smurfing LOVE!

    BATTLE SYSTEM: Like XII though with a more reliable AI's system.

    MAGIC: Specific names for spells like Torrent, Blizzard, Avalanche, Conflagration, Stroke, Tempest
    Jack: How do you know?

    Will: It's more of a feeling really.

    Jack: Well, that's not scientific. Feeling isn't knowing. Feeling is believing. If you believe it, you can't know because there's no knowing what you believe. Then again, no one should believe what they know either. Once you know anything that anything becomes unbelievable if only by virtue of the fact you now... know it. You know?

    Will: No.

    If Demolition Man were remade today

    Huxley: What's wrong? You broke contact.
    Spartan: Contact? I didn't even touch you.
    Huxley: Don't you want to make love?
    Spartan: Is that what you call this? Why don't we just do it the old-fashioned way?
    Huxley: NO!
    Spartan: Whoa! Okay, calm down.
    Huxley: Don't tell me to calm down!
    Spartan: What's gotten into you? 'Cause it sure as hell wasn't me.
    Huxley: Physical relations in the way of intercourse are no longer acceptable John Spartan.
    Spartan: What? Why the hell not?
    Huxley: It's the law, John. And for your information, the very idea that you suggested it makes me feel personally violated.
    Spartan: Wait a minute... violated? Huxley what the hell are you accusing me of here?
    Huxley: You need to leave, John.
    Spartan: But Huxley.
    Huxley: Get out!
    Moments later Spartan is arrested for "violating" Huxley.

    By the way, that's called satire. Get over it.

  5. #20
    programmed by NASIR Recognized Member black orb's Avatar
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    >>> Too lazy for the ten... whatever..
    Just one advice:
    Hey SE Money is not everything, take some pride in your works and put some effort on it, right now FF is the laughing stock all the gaming world. Just tossing Moogles, Cactuars and Chocobos wont make a FF game..
    And if you seriously think your games are really that good then fire everyone and hire more talented people..
    >> The black orb glitters ominously... but nothing happens..

  6. #21

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    You know, here's a second thing. NO superbosses. At all.

    How about the threat you are dealing with is actually the most threatening thing in the game? You know, so it doesn't feel trivial when compared to 3-5 other threats just casually walking along the sea floor? That would be nice to see again.

  7. #22
    Newbie Administrator Loony BoB's Avatar
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    I don't mind optional superbosses because there aren't (to my knowledge) difficulty levels in these games, and it pays to be able to have all kinds of people be able to finish the game while still allowing for challenging fights for those who are more invested in honing their skills. The other option would be creating difficulties, and I would hate to have to do everything in a massive (which we hope it is) FF game just to unlock another difficulty and have to do it all again. I don't think JRPGs should really have difficulty levels like that.
    Bow before the mighty Javoo!

  8. #23
    Recognized Member VeloZer0's Avatar
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    Quote Originally Posted by NeoCracker View Post
    You know, here's a second thing. NO superbosses. At all.

    How about the threat you are dealing with is actually the most threatening thing in the game? You know, so it doesn't feel trivial when compared to 3-5 other threats just casually walking along the sea floor? That would be nice to see again.
    Or if the final boss is the super boss. Build on the FF7 idea where the last boss scales with your levels.

    For every sidequest/optional boss you complete the last boss gets stronger. So optional boss #24 will be stronger than the last boss if you were to fight him as part of the natural story progression, however the final boss will always be stronger than any other boss you have fought.
    >>Am willing to change opinions based on data<<

  9. #24
    Pinkasaurus Rex Pumpkin's Avatar
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    Yeah, I see what mikecracker is saying here. When I was playing FFVII, my first reaction was, if Ruby and Emerald Weapons are so strong, why don't they just go beat Sephiroth? And yeah, it happens in most games where they have optional super bosses. It's like, This is the big bad guy, you will need all of your strength to defeat him, he is super powerful, this is the FINAL battle, a test of strength, a battle of wills. But that thing over there? Actually much stronger. Kay, have fun.

  10. #25
    Newbie Administrator Loony BoB's Avatar
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    I don't mind that happening. Just because they are the most powerful enemy in the game doesn't mean they have intent to destroy the world that will force you into a long and emotional journey.

    Let's put it this way: Just because Hitler was the danger to the world in WWII doesn't mean there weren't tougher enemies to face in solo fights.
    Bow before the mighty Javoo!

  11. #26
    Pinkasaurus Rex Pumpkin's Avatar
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    I get what you're saying. I guess it just upsets me at their apathy at the situation. Like dudebro super monster guy thing whatever you are, main villain is trying to destroy the world, kay? Right? That includes you. Maybe since you are clearly made out by the game to be extremely powerful, maybe you could do something to help out?

    I get that they don't care or whatever, it just bugs me. Like the weapon's shop owners who decide to charge me 60 trillion gil for a sword towards the end of the game when they know you're off saving the world (in games where this applies). It's like, yeah, I'm saving your ass too. Maybe give me some supplies for free since it's helpful to me winning and if I don't win you will never make any more money ever. Maybe at least a discount without me needing a special ability for it.

  12. #27
    Newbie Administrator Loony BoB's Avatar
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    Quote Originally Posted by shion View Post
    I get that they don't care or whatever, it just bugs me. Like the weapon's shop owners who decide to charge me 60 trillion gil for a sword towards the end of the game when they know you're off saving the world (in games where this applies). It's like, yeah, I'm saving your ass too.
    You know, I have never considered this and I couldn't agree more. From now on, I don't want to have to save up that much gil for a new weapon. Instead of farming gil, we should farm for parts so we can create weapons... which would make more sense. Which fits in with my suggesetion in the Ten Commandments post of having gathering/crafting added to the single player games instead of restricting it to the MMO's. Beat the toughest enemies and use their hides to create the toughest armour and their teeth to make the toughest weapons.
    Bow before the mighty Javoo!

  13. #28

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    Persona 3/4 has difficulty levels that are all available from the get go, and they work marvelously. (Even if the game does still have a superboss. )

  14. #29
    Memento Mori Site Contributor Wolf Kanno's Avatar
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    Quote Originally Posted by NeoCracker View Post
    Persona 3/4 has difficulty levels that are all available from the get go, and they work marvelously. (Even if the game does still have a superboss. )
    To be fair, the superbosses in Persona tend to be contractually obligated not to interfere and also tend to not give a smurf about what's going on in the story.

  15. #30

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    Quote Originally Posted by Wolf Kanno View Post
    Quote Originally Posted by NeoCracker View Post
    Persona 3/4 has difficulty levels that are all available from the get go, and they work marvelously. (Even if the game does still have a superboss. )
    To be fair, the superbosses in Persona tend to be contractually obligated not to interfere and also tend to not give a smurf about what's going on in the story.
    I admit with Shin Megami they generally have a pretty good reason for this, so I give it a bit more of a pass then other games, though it still bothers me.

    I've just kind of come to accept that it's a part of gaming though. Kind of like scaling enemies in open world games.

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