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Thread: The Successful Experiment

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    Memento Mori Site Contributor Wolf Kanno's Avatar
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    Quote Originally Posted by VeloZer0 View Post
    If you actualy trace to degradation of FF from a strong brand to a label to slap on games to move more units I think it all starts off at FF6. Which makes me sad, because I love FF6. (And FF7, which I consider quite similar)
    I completely agree with this.

    Quote Originally Posted by Skyblade View Post
    Sorry Wolf, but the one which switched things up most successfully was FFIII and the job system. FFVI largely succeeded based on the depth it presented and fleshed out, rather than because of it's experiments (most of which were largely abandoned moving forward).
    I disagree, because FFIII's job system is a rip off of DQ's Job system which itself isn't far from the D&D roots. While III introduced iconic job roles, it didn't actually introduce any gameplay mechanic that was drastically new to the genre. Even FFV's sub-job mechanic is simply a refinement of the "happy accident" of DQIII's class blending. Not that VI did either in terms of the Esper/Relic system but VI did begin to incorporate more interactive elements that were not as prevalent before it and which games like FFVII, Breath of Fire, Xenogears, and others would continue to use.

    Quote Originally Posted by Vyk View Post
    It didn't shake things up too much via its game mechanics/battle system, etc. But as far as story goes, I think it blew most others out of the water. Though who knows what FFII could have been, with better graphics, memory, and music. The only other game I can think of that had similar caliber of scope was maybe Phantasy Star IV, and even then, by comparison, it seemed more like a skillful attempt by amateurs, while VI was obviously more the Mona Lisa of masters at their craft
    I don't know about the remark it's combat didn't shake up the system, the Materia system can easily be viewed as a refinement of the Esper/Relic system and Breath Of Fire's Master System, Digital Devil Saga's Mantra System, and Wild Arms 3's Skill system all appear to have their design roots from the Esper system.

    The other thing I would point out is that VI pushed the envelope in terms of making the sprites more animated and utilizing movie style design to enhance story sequences which the series had played with but not really get the hang of until this game and later perfected with Chrono Trigger and the PS1 entries. Even more amusing is how Ito purposely adding interactive/gameplay elements into more drawn out scenes like the Opera or the negotiations with Gestahl to liven them up created a more interactive story telling element that was lacking in game before it liek Phantasy Star and Lunar that used animated cutscenes for their more dramatic moments and other games simply left to the text to fill up the holes.

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