LubeMeUpUncleAlfred said:
On the contrary, everything in bold is a very different approach that most RPG series wouldn't dare try to do. It's completely linear and restrictive and as a result makes a leap to be that way which is quite unique not just for the FF series, but RPGs. The negatives you mention can simply be spun like that. And the thing is, it is kinda like that. I don't know of any AAA RPG titles or open world/ semi-open world series that would do something like that and take such a huge risk to be that restrictive for a vision specifically tailored like this. I heavily disagree about the battle system not requiring strategy too. I don't know if you beat the game, but most people I hear this line from say that but never got to the end or even second half of the game. There are a ton of bosses that will require you to carefully consider your paradigm set ups and you'll have to swtich them correctly or you'll fall behind and not be able to capitalize. Several of the battles in FFXIII won't allow you to just attack passively either, you reallly have to go in for the kill or you'll die because of Doom or the Boss cures himself.
Now regarding bad vs. good. We can't prove that. One way or another you can't prove what is good or bad in a video game or any art form. There's public opinion, but that's irrelevant regarding artistic strides. I personally find it to be an irritating approach overall like many others do, but yet there are times in FFXIII where I felt very satisfied like some of the boss battles. |
There are many linear and restrictive JRPG's. They just weren't generally considered good (a few games do make up for it in other ways though.) That's why you don't know of them. Final Fantasy never was the epitomy of open-world JRPGs until FF12, but certainly it never was as restrictive as Final Fantasy XIII either. Having said that, it might be innovative for a Final Fantasy to be restrictive, but certainly that isn't true for RPG's and JRPG's in general. I will admit there are some bosses where you actually do need to play the game, but they were few and far in between. The core gameplay - the common enemies - could be defeated through auto-battle or a signle button repeatingly hit with only a minor loss in efficiency. With other games that have auto-battle you lose a lot if you choose to auto-battle (example that comes to my mind is the Shin Megami Tensei series.) So there is motivation for you not to choose to have the game play run for you and only show up for a boss battle here and there. There is a reason why Lighting's Return got the relatively better acclaim it had gotten. It wasn't entirely linear and there was an additional level of strategy to battles, albeit I've only played a bit of it at a friends so my knowledge of that game mostly comes from reviews.
As for the bad vs. good, I didn't make it clear that I was expressing my opinion in these posts with the end tag, "imo", but it should be implicit to the discussion.