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Forums - Gaming - FFXV - A Lesson in Choosing a Story that Matches the Gameplay

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Note: Minor spoilers throughout. Nothing too major will be given away in the plot for this game, but some vague descriptions of the direction the gameplay and story take in FFXV will be present. Additionally, some suggestions that do go in depth on story spoilers for FFXV will be inside a spoiler tag. With that said, the comments section has become full of spoilers. Finally, keep in mind that this is all my opinion.

I will fully admit I was looking forward to FFXV. I've never been a huge fan of combat systems that attempt to merge turn based and real time combat, and result in the player trying to hurredly navigate a set of Microsoft drop down menus in the middle of the action. As a result, I wanted to see what an RPG could do if they tried to impelement a more traditional form of real time combat. And while the combat is definitely on the simplistic side, it's a step in the right direction. Fighting enemies is actually enjoyable, while the open world and team combat lends itself to a feeling of exploring the wilderness with a group of friends. There's even a Monster Hunter-esque feel that comes from the various animal killing sidequests scattered throughout restaurants. It's definitely enjoyable.

...which is why I was left utterly stunned that the open world essentially disappears from the halfway point onward, and the group consistently has members subtracted and readded as the game progresses. There's even one particularly obnoxious chapter that not only separates you from your teammates, but from your weapons as well. FFXV largely sold itself on its open world and its revamped combat system; taking them both away for long periods of time is entirely counterintuitive. While this mission has been acknowledged by the developer as tedious and there is currently a patch in the works to make it less so, it does beg the question...why was this considered a good idea in the first place?

The obvious answer is for the story. The story, as it stands, requires that certain members not be present for various portions of the game, and that Noctis' ability to fight be stipped from him as well. And this is where I think FFXV should teach the entire industry an important lesson; it is of the upmost importance that your narrative fit with the gameplay. If your core gameplay features are a big open world and lots of exploration, it's probably not best for the second half of your story to demand consistent changes in setting and small, linear areas. FFXV ignores this principle wholesale by taking the open world away from the player at the halfway point, and then consistently changing the dynamics of combat, either by taking away various members of the group for story reasons or drastically revamping Noctis' ability to fight from something that felt like a simplistic hack and slash to an extremely slow paced third person shooter crossed with stealth gameplay. In small doses, a drastic change in the core gameplay mechanics can work well. But a game should not revamp its entire core gameplay for extended periods of time, let alone the latter half of the game. There are two important reasons why games should avoid this sort of thing.

#1: It simply takes much of the fun out of the game. A game is built on its core mechanics, and removing them for long periods of time is going to cause the gameplay to suffer.

#2: It diminishes a sense of progression and is arbitrarily unfair for the player. Much of the satisfaction gained from playing a game like FFXV is the sense of progression. If, say, for instance, you've been putting most of your AP into leveling up skills that are only useful in the open world, or only useful when certain teammates are around, then you are at a disadvantage when the game takes those away. What good is improving a certain skill when you will hardly be able to use it in the second half of the game?

I'm not sure whether the narrative was written for the game before the developers knew what the core gameplay mechanics would be, but it's not particularly important. If the narrative was written beforehand, it should have been drastically altered once the developers knew what kind of game they were working with. If the narrative was written after, then the developers should have recognized how disruptive this would be for the gameplay, and should have made story changes as necessary. While these are by no means small changes, they don't require the story to be completely rewritten. Here is one (very spoiler heavy) way in which the narrative of the latter half of the game could have been written in order to better suit the gameplay at hand.

Have the chancellor recover Luna's power at the end of Chapter 9. With the rite disrupted, the world continues as it would have before, with daemons becoming more powerful as the game continues and days consistently growing shorter. This has the additional benefit of the story informing gameplay in a positive way; the player is directly shown how dangerous the world is becoming by being forced to deal with stronger daemons at night, or else resign themselves to a very short active cycle in the day. The open world fully opens up, and the much of the remaining game is spent hunting down daemons or other enemies that hold the power Noctis needs to confront Ardyn, before the final battle takes place in Chapter 15. Daemons running amok would begin to replace the empire as the main threat, and perhaps even begin to possess some of their stronger members (providing an explanation for what happened to Ravus). Perhaps most importantly, it allows the player to actively watch as the world begins to literally descend into darkness, instead of having a ten year timeskip just before the final boss where a bunch of important character development happens off screen. 

I'm sure an actual story team could do a much better job with this, but I think the point is clear; the general gist of the story isn't incompatible with the core gameplay mechanics. The atmosphere of doom and helplessness that the second half of the game wants to impose upon the player is still very much possible within the open world. Certain events have to be rewritten, but the general direction of the story is still intact. Above all else, it still maintains the same type of gameplay, and even allows for various previously established elements to be built upon with strong narrative reasons behind them.

The ultimate point is that having a story that is compatible with your gameplay is extremely important, and rarely impossible; though developers do need to be creative to allow the two to work well together. And if a game simply cannot work well with the intended story, then it's worth asking if this is the story that should be told with this type of game, or alternatively if this is the right type of gameplay to tell that story. Future games would do well to reconcile story and gameplay as much as possible.



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The more linear 2nd half for me is perfectly fine. The only thing i didn't like was chapter 13. As well as that i would have liked ffxv open world to have been a little smaller as the time running/driving/chocobo was a bore to me.



Haven't done the 2nd half due to finals, so I didn't read the spoiler.

But already I have felt the Tabata effect that made me laugh pretty hard when some of the boss fights and scenarios felt exactly like FF Type 0 HD. And the lack of a real FF story is the cherry on top, this game isn't even attempting to recreate the magic of Sakaguchi era FF or even FFX, so far. I have really enjoyed Kingdom Hearts as well story wise, and Nomura was in complete control of those games, yet he gets booted for Tabata and they renamed the game to FFXV in an attempt to recoup costs. Naturally I will still be excited for when they announce FFXVI with a different director I hope.



The linear approach in the "second half" of the game isn't the problem, they just didn't implement it in a way that would truly benefit the player (story- and gameplay-wise). Having that said, I'd prefer your solution any day, keeping the open world aspect of the game intact just makes a lot more sense and has a lot more potential.

The tedious chapter, however, seemed like a lazy and cost-effective way of increasing playtime without disrupting the story to a degree it wouldn't make sense at all.

They should have introduced the ring as an addition to your arsenal and a necessity to combat the daemons' ever-growing strength. Instead they cut your powers, separate you from your allies, introduce (non-combat) QTEs, stealth sessions, enemies that can disrupt your ring "powerful" abilities with ease etc etc, all resulting to a longer chapter.

Ardyn intentionally blocking your powers had no meaning (hell, a man-made machine blocking divine powers doesn't even "make sense" IMO). Ardyn kidnapping Prompto had no meaning. Being separated from Gladiolo and Ignis did make sense (in a way) but them finding you at the perfect spot at the perfect time with absolutely no way of tracking you down (the citadel is frickin' huge)? Yeah, right. But at least Ignis didn't hold you back that much like previous chapters where he was tagging along, right?

To me it looks more like a "convenience" than a poor interplay between gameplay and narrative, at least for this chapter. For the rest: the narrative is all over the place, so I'm guessing they changed it a lot (makes sense considering the game's development history) and gameplay had to to adjust accordingly.



I don't care about the linear approach of chapters 10+. I just hated the overall design chapter of 13. Its too long. Its not fun. And the story could've been easily modified to do that chapter differently. The story overall feels very short, it doesn't even stablish several of the supportive characters, and thats a shame, cause the game could've used that. Tho I did love Ardyn as a villain, I think his character arcs shouldnt be imposed over the war story and context of the game because I feel Kingsglaiveis a useless story now. Whatever happened to Glauca or Libertus? Ardyn's personal vendetta makes every character and story arc irrelevant, thus the story feels weird and left me feeling that a lot of important events happened but they become irrelevant because we are stuck trying to save the world from that one specific maniac.
As for everyone dying in the end. I've no complaint. It feels weird because games should be fun, but I won't deny it fits the story.



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ClassicGamingWizzz said:

They created this character named Prompto, to me he is one of the best characters in any final fantasy ever, but they didn't explained nothing about him in the game, You need to watch brootherhood anime and read the guide book to know how fucking amazing he is and how tragic is story is. I loved this character since the start, the roof scene was fucking amazing, but in the end in the stupid chapter 13 they reveal you something in a scene that is so fucking bad and completely ruined the character, i was like what?????? Then i go to GAF and see that in the fucking guide book there is some crucial information about him. his father his the magitech soldiers creator that experimented on him HOJO style. , his mother is probably a certain Naga that they killed when in the ramuh mission if , saw it in reddit today.

Well ,thats messed up, I didn't know that. The game doesn't tell you a single thing about that background story other than him being from Niflheim.
A lot of character have a good or interesting background story terribly missused - or not used at all -  in this game. 



BasilZero said:

When you hire someone like "Mr lets kill everyone" Tabata to pick up reigns from what another person had created, this is what you get.

Tabata didn't write the story of FF XV. He just directed the end result. -_____-



what I dislike the most is the constant back and forth trekking. The quality of life in this game would be so much better if I could accept all the hunting quest and just finish them all consecutively in order. BUT NOPE, they want me to come back to collect them one at a time after each successful hunt..

Nomura is Square Enix last hope.



Since the Final Fantasy series has always lent itself to a very measured and even-paced style of storytelling, I feel as if the developers didn't really know how to implement it in an open-world. Look at most past Final Fantasy games, and you'll see the same problem: the game switches from linear to open-world at the most baffling intervals in the story. This game seems to be the opposite.



BasilZero said:
Hynad said:

Tabata didn't write the story of FF XV. He just directed the end result. -_____-

So noctis was suppose to die in versus xiii ;o?

First, you want to tag such spoiler. How inconsiderate. 

Second, most likely. Since the story didn't change much when it went from Nomura to Tabata.