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If I were to make my own Final Fantasy game, it would feature a plot that begins light-hearted to set the stage for the story, environments, way-of-life for the main characters and NPC's so the player can have a connection with the world because as the story progresses, the plot gradually becomes darker and eventually, nothing is the same at the end compared to the beginning. There will be four main characters, while the other three to four members are made up of side-characters from around the world (with different skills and abilities.) The main character is someone who is mere catalyst for the events of the game, a person who essentially a nomad-type person who meets people, doing jobs/quest for numerous people (to help explain certain customs, rules, traditions) until he finally meets up four other main characters as the story progresses, and from there, the story builds and the character, who is a young adult (early 20’s) is put in situations he has never been in before. In this world, there are three major groups that are at war with each other over a prophecy of the awakening of god-like entities. Those groups are at war with each other to stop one another from trying to awaken those deities, with each having their own reasons for awakening the entities. The main characters each are involved, in some way, to each of those groups, so you can better understand the motives of the groups, so expect a lot of plot twist. The kind of NPCS you recruit into your party will affect how you experience the plot, which cut scenes you see, etc.
I really like the exploration in XIII-2 and Lightning Returns, and the environments will be massive and full of opportunities to platform on buildings and objects to explorer every corner of the areas. I also have an idea where side-quests can affect many things (for example: doing a side-quest for one of the merchants in the area can influence what items you get and the price.)
There will be a day and night system (inspired by Pokemone Gold/Silver and Lightning Returns, except without anything being specified to days). NPC’s, monsters, side quest, access to areas, etc. will vary.
Also, you have to capture and raise your own Chocobo's and other creatures when it comes to using them to explore the outer-world map and in-world maps. Depending on how you raise them, they will have different specialties (ex: raising Chocobo A to be a bitter glider, Chocobo B to have more stamina and run faster, etc.) There will also be hunting mini-games involving attacking or hunting while on a Chocobo. If you raise your Chocobo well enough, it can even be a fourth party member in your party when applicable. Also, I like how XIII-2 and Lightning Returns deals with random encounters, so I want a similar system like that.
The battle system, in my opinion, will be like FF XIII-2, except you can switch between characters on the fly (both off and on the battle field) and you can access all roles instead of relying on the 6 paradigm decks. Doing a "paradigm shift" in this games just means that the battle menu is re-ordered according to the role you want and how you plan to attack your enemies (ex: use single-target abilities or wide-radius abilities). Each character will have TP/EP abilities similar to XIII and Lightning Returns.
How you develop your characters will depend on their levels, how you upgrade your armor, weapons, and accessories, and what kind of abilities you learn and how you upgrade them. I also have an idea of tying the summons into the equation, too. So in the game, you really have to experiment with how you equip your character. Some characters will be more inclined to have higher stats in a specific area, role, weapon, and type of magic/ability.
I like the idea of New Game Plus, so after beating the game, you can replay the game with some new-mechanics, a special challenge mode (think of an RPG version of the 2011 Mortal Kombat's Test Your Luck). New enemies will be introduced, bosses will be harder, etc.
Man I have so many ideas!
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