Quote Originally Posted by Wolf Kanno Today View Post
I feel you have misconstrued my meaning, I never implied that you don't believe it didn't happen in other genres.
Quote Originally Posted by Wolf Yesterday
I don't know man, I kind of feel any game with cinematic sequences can do this. I mean what makes Solid Snake sneaking into Shadow Moses island any different from what you described. I get how it separates JRPGs from WRPGs but how is that trait really unique to JRPGs?
I wanna know what your meaning of the word "misconstrue" is. Even if that was your meaning, can you please explain to me how other genres come into the fold here?

Quote Originally Posted by Vivi Today
It insults me when you try to brush off my point as being a really valid point and i'm impressed by your thinking. when I did no such thing.
Quote Originally Posted by Vivi Yesterday
It's as suitable an example as any of what you're talking about with JRPG's, but it didn't invent this stuff as you seem to want to believe.
Quote Originally Posted by Vivi Yesterday
Why do you always treat FFVII as though games had never featured set pieces, cutscenes, or whatever else you want to give it credit for before it was released? I hate to be the bearer of bad news Bolivar, but those didn't originate with it
Congratulations, Vivi. You've officially fallen to the argumentative value of a brick wall. Nonetheless:

If you're going to limit yourself solely to the seamless transition from FMV and gameplay I think this misses the point that FMV's are functionally no different than things games were doing for years anyway.
FMVs allows you to do things that the engine cannot. Mode 7 could not show a character's face up close. Mode 7 could not show an animated city, only pieces of it, a finite number of tiles at a time. Even when Mode 7 showed far away shots of Narshe, it couldn't then come into the controllable overhead view of the player. These three methods show how the first two minutes of Final Fantasy VII alone had more sophisticated techniques than the entirety of FFVI.

The sequence I just described was the first time a sequence shot had ever happened in an interactive medium. A more recent example would be the Metal Gear Solid: Ground Zeroes trailer. The sequence shot is an incredibly difficult and coveted technique in film that takes a deal of creativity and skill to pull off. The fact that its use also serves as a nod to the film industry increases the creative ingenuity of Square using it.

I can't imagine how allowing creators express themselves in different ways is not an important thing.