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ShroudedDarkness said:

 

Take out all quotes or outside information from the directors and producers...

If you had played the game, you would realize that the content doesn't fit the game.  You go from cutscene to cutscene for 25 to 30 hours with no options.  The game has a linear path with no hidden dungeons, minimal branching paths all of which are dead ends, very obvious treasure chests, no sidequests, no minigames (outside of one mandatory one during Chapter 4 and a single optional one near the end of Chapter 8), you don't even have the ability to choose your party members, you can't backtrack, there are no NPCs, there are no traditional shops, there are no traditional towns, there are no optional party members, you have level caps, grinding is heavily discouraged, and you are forced to use the characters the game tells you.  This was a conscious decision.  Freedom and optional content was not what they had in mind for the first 10 chapters.  This is why they said "content volume concerns".  They wanted a very controlled experience.  

If you knew anything about the development of the game, you'd know there was massive miscommunications within the team.  People were creating assets for ideas long since cut.  People were rendering cutscenes to story bits that had been changed ten times over by that point.  They didn't even have the battle system set till the Advent Children Demo.

Kitase and Toriyama call Final Fantasy XIII an "Interactive Movie RPG".  They wanted a linear, movie like experience.  The content you speak of was cut enable to accomplish this.

 


I had other interview with Kitase saying otherwise... but forget what I said in this thread... the guys here are too exalted to understand .