What are the ten things you expect, no, demand from FFXV?
What are the ten things you expect, no, demand from FFXV?
1 No waiting eight years for it to come out. Five years is the deadline, after that- screw you. Don't " Versus " anymore.
2 Airship is controllable like in the old Final Fantasy games
3 Bring back the old World Map
4 No main character that looks like he should be a female, slightly feminine is alright like Setzer but j-pop star ? No. You Sin.
5 Bring back the old battle system or have a open battle system like Chrono Trigger or make it like FF X's battle.
No FF XII battle system that feels more like it's WOW.
6 No more FF XIII's evil hallways of doom.
7 Don't make it the FF XII universe. If it's Tactics or FF XII related I'll scream.
8 Have a good Main Character and a good Main Villain. Make him more evil than Kefka.
9 Bring back the classic battle victory cheer.
10 Storyline first, Music second, Character development third, Graphics last. Don't do a FF XIII and have graphics as the most important thing.
1- I want a Console game.
2- I don't want XV to be an MMO style or vanilla/101 JRPG experience, we already have XI,XII,XIV,4WoL,BDFF and billions of remakes and ports for that. Other publishers already do the same thing now.
3- More high end magic and skills, less auto cast, passive abilities, buff/debuff stuff.
4- Decent and none-randomized treasures.
5- No more brown and muddy worlds like Ivalice and tactics.
Other than that i am OK with anything.
Edit: Also. We need more classic FF style characters.
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1. Mini-games, if nothing else. Modern JRPGs and WRPGs struggle to give us things to do other than hitting things and talking to people. Give us lots of things to do.
2. Tactical Combat. Square has some of the greatest game system geniuses in gaming history, don't give us the little control we had in XIII. I want some crazy cross between FFXII and Chrono Trigger's combat systems for fights taking on the field screen.
3. Explorable worlds. At the end of the PlayStation 2, we received the twin masterpieces of Final Fantasy XII and Dragon Quest VIII, games where exploration was inherently tied to the joy of play. Skip a generation ahead and this is something completely disassociated with JRPGs, to the extent people use its absence to criticize the genre.
4. Non-linear customization. XIII's character development system lamentably mirrored the game's progression, in that the Crystarium was a linear affair with deviations as meaningful as they were in the game's dungeons. It's another regression; even since the NES days, we've always been given a system broken down into thousands of pieces and were allowed to build our characters however we wanted.
5. FFXIII-quality characters & arcs. All of that aside, FFXIII set a new benchmark for the series as far as characters who were fully realized and interacted with eachother in major story arcs throughout the game. We certainly can't go back from this.
6. Victory Fanfare.
7. Airship with epic theme.
8. NO Quest markers.
9. Non-Mark-Hunt sidequests.
10. Graphics. Square has always been a graphics studio. They made 3D games on the NES and their battle and spell effects on the original FF's were well advanced compared to the competition. What they did with Mode 7 on the SNES was also ahead of its time. It's only because of the PlayStation era's room for variation that it seemed like Square put a larger emphasis on graphics; in reality, they were just that far ahead of the competition and it became more obvious as the gap increased. It's expected for Square to be at the forefront of pushing console capabilities, and if FFXV is an early PS4 title, I expect it to be the standard bearer that showcases what the system can do. Not Killzone, not Uncharted, I want a Final Fantasy to do it.
I thought 3d wasn't possible until the N64 generation.
1. A console game. No online stuff. That is the only one absolutely necessary for me.
And I start nit-picking:
2. I want a large cast of characters. Like 12 to 16. I like characters. And good interaction between said characters.
3. An engaging and tragic story.
4. A couple that was started BEFORE the game to avoid any cheesy overdone love stories.
5. I like the ATB system and I hope the fighting system is something like Final Fantasy X-2.
6. Either A) job classes or B) customization available so I can make my own (a la Final Fantasy XII)
7. The ability to switch characters in battle.
8. Many different areas and locations to explore, some optional that you have to find yourself.
9. Fun, engaging sidequests, at least one involving chocobos.
10. Lots of magic spells.
Can we just have a World Map again? I miss those.![]()
I want an overworld-like thing.
I want a cast of 8 characters or more.
I want 2-4 optional/secret characters, where you might have to choose between just one or two of them. If you pick Character A and C, you might not be able to recruit characters B and D.
I want a fast paced battle system with action elements
I want a character progression system with a lot of depth, and that can keep me occupied for hours just figuring out the best ways to develop and build my characters. A job system would be pretty neat.
I want a lot of secret areas that reveal things about the world that you could go through the main storyline not even knowing about.
A controllable airship would be pretty cool. It has been a long time since we had that.
I want a story that is coherent, and characters that feel human.
I want a near-future world setting.
I want them to release it closer to 2 years of announcing it than to 10 years.
everything is wrapped in gray
i'm focusing on your image
can you hear me in the void?
I like that as well. However, I think FFXII did this somewhat well by hinting at superbosses or mark hunts. I remember in Nalbina Fortress throughout the game, a single guard talking about a fearsome wyrm under the Sochen Cave Palace. That level of hinting is quite cool I think. If you made them completely hidden, they might never get discovered, or at least take a furiating long time to find.
I. Reimagine the series. Do an almost total overhaul of most FF tropes and ideas. Go a new direction with the series VII did this, to success. I thought XII would do this, which it did to success. You need to reinvent the series, as it has become harder to take seriously after the more anime-like direction has been here for almost 20 years and has led to slews of spin-off, badly-written homoerotic fanfic, but new ideas. Try to make your series be taken more seriously.
II. Westernize. Open up and be more nonlinear and have a more open-ended and explorable world a la Xenoblade Chronicles.
III. But don't Westernize too much. Have one ending and don't even think about incorporating action or FPS elements. Evolve, don't emulate.
IV. Ditch archetypes. FF has become reliant and character tropes that are overused and are, frankly, inexcusable in a modern industry. Try to have a vast in which none of the characters resemble ones from other games in the series.
V. Challenge the player. both in style and implementation. Do what Obsidian's doing. Tackle darker topics and don't be afraid to challenge your Japanophile fanbase. JRPG's, with a handful of exceptions, are too "bright, grand, adventure", which has resulted into its loss of popularity worldwide. Tackle sex, crime, violence. Go for, dare I say, more modernist and bleak story in tone and style.
VI. Make character advancement interesting. Give us options, let us develop our character more or less how we want to while still having each one possessing their own skills, strengths, and weaknesses.
VII. Subtlety, subtlety, subtlety. Show, don't tell. Imply, don't explain. Let us draw our own interpretations and conclusions about characters, events, and ideas, but give us the intellectual room to form them.
VIII. Do something big with the story. As in, very big. End the world halfway through. Kill Aerith again. Do something emotional big that changes the game dramatically.
IX. Try something new visually. FF has always been beautiful, but try to go for a style, or even setting, we haven't seen anything like.
X. But what makes FF what it is. Change, but still do what you do best and don't cave in to an ever-devolving consumer base.
Well spoken, I agree with these 100%.
The subtlety thing should be part of every single game that is yet to be made. It's really flipping frustrating that developers always forget how important subtlety is. Do it right and your game will receive endless praise. (SPOILER)This is the very reason Dark Souls gets so much praise in the general gaming discussion. It does it right.
Last edited by Pete for President; 02-27-2013 at 12:52 PM.
I think it's extremely safe to assume FFXV won't be another MMO, unless of course they rename FFXIV to FFXV, which wouldn't shock me but also would piss the hell out of FF fans in general... so I don't think they will.
Thou shalt create a relationship between the final boss and the playable characters.
- DO let us meet the final boss, knowingly or not, inside the first quarter of the game. In FFVII, you meet Sephiroth in the first disc. In FFVI, you discover Kefka early enough. In FFV, Exdeath is always around. In FFII, Mateus is the bad guy from before the game begins. FFVIII/X/XII/XIII did this wrong as far as I'm concerned. I don't care if it's a blunt, in your face, no-twists-attached villain like Kefka. Just don't give me Sin through the whole game and then suddenly reveal the REAL enemy, Yu-Yevon.
- DON'T suddenly change your central antagonist right at the end of the game. Been fighting Barthandelus throughout the storyline? Final boss... Orphan! Wait, what?
- DO let us regularly communicate with the central antagonist throughout the game. We should have some kind of feeling towards the final boss. Don't do an Ultimecia and have them sound different to the people we've been fighting throughout the entire series (Edea/Adel spoke and acted differently to Ultimecia, and notably Edea is always the 'main' enemy I remember from FFVIII, despite this not being the case).
Thou shalt use a job system.
I love the job system. I wouldn't mind a 'remix' of XIII's job system - being able to switch between jobs in battle, having multiple jobs, inevitably having all characters on all jobs but still having it clear that some are better than others. All these things were good. But I'm not so sure on the lack of control over your party members... they still generally did what I wanted them to do, but I wouldn't have minded it being a bit more like XII in that I could hop over to them and force them to do something different. Not gambits, but the ability to switch the character I'm controlling in the middle of battle.
Thou shalt include a non-humanoid playable character.
If it walks like a human, stands like a human, holds things like a human, it's just not as fun or fantasy as, say, Red XIII.
Thou shalt have a traveresable world map.
So I can traverse. I like VIII's style where you can still do things on the world map, you can still access certain environments by walking up to them and whatnot. But it needs to be a bit more amazing to look at. A traversable world map should also mean that, at some point, you should be able to get to almost every area of the game. This is good for additional gameplay value (going back and being able to do new things or reach previously unreachable areas), good for explorers and good for lore (NPC dialogue changes).
Thou shalt shock.
If Sahz committed suicide, my jaw would have dropped.
If Hope turned into a Cie'th and we had to kill him, my jaw would have dropped.
If it turned out Serah was preggers and lost her baby due to all the strenuous fighting she was going through, it would certainly be a first in gaming, and perhaps rather traumatising for players.
This kind of thing can move a game and it's story from 'really good' to 'one of the best of all time'. See: Aeris' death.
Thou many characters shalt have family.
As in, more than two NPC familiy members throughout the entire game. In this day and age where there can be as many NPCs as there are found in the world of XII, we should be able to uncover family members of at least four or five characters and some of them should have little kid siblings, some of them should have aunts, some of them should have grandparents and parents AND siblings. I want to feel the emotion these people go through when they are trying to save the world, but how can I feel anything for someone who simply has no background whatsoever, and is just an "instantly created persona"? Oh, and note I say 'many characters', which means 'more than six'. Eight to ten characters would be cool. Eight I think is about ideal.
Thou shalt have a fantastic world that is clearly not Earth.
I don't want to look at a world and see NORMAL trees and NORMAL green grass and NORMAL mountains. I want to see a world that is clearly not Earth - things like the crystalised sea in the early stages of FFXIII, places like Oerba and the world of Cocoon. These were a great start. I'd love to see more, though - take inspiration from Dr. Suess, perhaps.
Thou shalt entertain in a variety of ways.
This means not just good fighting fun, but good fun doing other things, too. Questlines in MMO's, for example. You can have more than one of them, they don't always involve fighting, they give you experience and they aid you on your journey in various ways. Why not the same for a single player game? There should be quests relating to non-fighting things, including minigame focused quests. I'm talking racing, breeding, crafting, gathering, card games, snowboarding, etc. In fact, gathering and crafting would be really interesting. In MMO's, they are for the economy, but why not have a little gathering in single player games? It would make sense for creating/upgrading weapons and armour and would encourage exploration.
Thou shalt not have missable items.
I hate missable items. At the very least have a Bone Village-like place where you can get them later on if they are no longer obtainable in any way.
Thou shalt have alterable situations and characters.
The date scene in FFVII? That kind of thing should happen more often... things like this that add to replayability while not forcing you into drastic loss is a good thing. So, do allow us to change cutscenes up a bit, but don't do it so that it forces us into missable items, missable summons, missable areas. Just do it so it changes the cutscenes/dialogue (ie, the parts that don't affect gameplay). Unlockable characters are also a good plan for this kind of thing, as unlockable characters always allow things to change. 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. Sort of like a good-to-bad scale for each character. Do make this completely controlled, don't do it so "not in party = disliked". More like... options in dialogue towards them. Allowing us to interact with each of the characters is done well in other games (see: Mass Effect, Dragon Age) and I think SE could pull it off.
Bow before the mighty Javoo!