The RPG That Wasn't
The single most divisive element of Final Fantasy VI -- 1994's much-loved SNES RPG, originally released as Final Fantasy III -- is the way the adventure is cleanly broken into two halves. The first half, set in the game's World of Balance, is a predominantly linear, story-driven affair which sees a large party of characters band together in a bid for world peace. The game's latter portion transpires in the post-apocalyptic World of Ruin, a free-form quest to reform the scattered party and build sufficient strength to take on the maniacal overlord Kefka. The change in quest structure makes for a stark contrast between the game's two worlds, and many players find that the open-ended nature of the World of Ruin undermines the game's pacing and detracts from the intensely focused introductory chapters of the adventure.
Fast-forward more than 15 years to the launch of Final Fantasy XIII, and the bulk of chatter about the game (based on impressions of the import version) center around a similar debate. This time, however, gamers are largely dissatisfied not with the openness of its latter portions but with the stiflingly linear nature of its first chapters. In many ways, this controversy is simply a sign of changing tastes within the gaming public, but it also reflects on just how far FFXIII strays from the classical concept of the RPG.
According to producer Yoshinori Kitase, though, that's absolutely what the FFXIII team was aiming for. As far as Kitase is concerned, FFXIII isn't even really a role-playing game. "We didn't really intend to work within with the RPG template," he says. "We wanted to create a new game, even a new genre. The way we look at it, there's isn't a certain format that we have to keep to and build a game around. Rather, it goes the other way around. We create a game and, depending on what works or doesn't work within that game, it ends up reflecting different staple elements."
"Now, the Dragon Quest series has stuck to the classical RPG format, and it's still greatly loved by fans," he notes. "The audience craves more of it! But that's because [Dragon Quest creator Yuji Horii] is making a fun game that just happens to fit within that template. As creators, we have to think about how to combine many different elements and concepts into something that gamers will enjoy. After that, others can judge what genre it belongs to. With FFXIII, we've first and foremost pursued a gameplay style in which different situations and dramatic occurrences will be presented to players one after the other."
In other words, FFXIII has taken yet another step closer to becoming the "interactive movie" detractors have waggishly derided the series as being ever since 1997's dazzlingly cinematic Final Fantasy VII -- and the creators are perfectly happy with that step.
"Because players are presented with multiple different situations on the field, in a lot of senses FFXIII is more like an FPS than an RPG," says director Motomu Toriyama. And it's true: The game consists almost entirely of dungeons, with enemies placed about the field to force players to consider their options as they attempt to advance along the path the game presents them with. Towns and villages are waypoints rather than destinations. And while battles still cut to a separate screen in the traditional RPG style, both the layout of the quest and the way players interact with enemies on the field give FFXIII a hybrid feel, as if Final Fantasy had collided with a modern action game like God of War or Bayonetta.
It's a radical change in tone and structure for the series; but then, Final Fantasy has always been about change. "The teams behind Final Fantasy have always presented themselves with the challenge of creating something new," say Kitase. It's a tradition that stretches back to the series' earliest days, in fact. Final Fantasy dates from the NES era, when sequels more often than not abandoned the rules and even genres of their predecessors. Final Fantasy II was a massive departure from the original game, but it was less extreme a change than, say, Zelda II, which made the leap from top-down action RPG to side-scrolling platformer. What makes Final Fantasy unique is that where other franchises settled down with their third iterations (the third Zelda, A Link to the Past, was a greatly refined version of the original game's format), Final Fantasy never stopped reinventing itself. Its most recent numbered chapters have included such diverse takes on the RPG as a story-driven adventure, a mission-based side-story, a massively multiplayer game, and a bold attempt to marry western and Japanese RPG design tropes.
"There isn't a particular aspect of Final Fantasy that we've tried to retain throughout the series," muses Kitase. "We're always trying to depart from what we've created in the past. Still, even though FFXIII doesn't quite fit into the RPG genre, our mission from the very beginning was to create the ultimate single-player RPG experience. In that sense, our team's perspective was to think ahead to what RPGs will be like ten years from now, especially with the arrival of high-definition machines. What can we do to make this game stand apart from something like Dragon Quest and other RPGs on handhelds? What can we do that's different and advance the genre as a whole?"
As such, FFXIII seems entirely focused around the advent of high-definition graphics. It's a game about presentation: Its graphics are utterly beautiful, its characters exquisitely animated as they travel through the gorgeous and varied environs of Cocoon and Pulse. The downside is that the game offers few opportunities to peek around corners or explore. Kitase and Toriyama are determined to give gamers a lush, cinematic experience, and to that end they've severely limited player freedom to minimize the possibility that you might encounter a blemish. Still, as Toriyama is quick to point out, the entire game isn't the single line from start to finish that Internet rumor would suggest.
"There are definitely fans who want towns in their game, to go shopping, things like that," he admits. "And there were a lot of people who voiced concerns about the linearity of the early parts of the game. But towards the latter half of the game, there's a lot of freedom given to the players."
"The earlier part of the game is designed so that players get accustomed to both the storyline and the battle system," adds Kitase. "We really want fans to get used to the world of Cocoon, get to know the characters, and really understand the fate that they're facing. The battle system is completely new, too, so we wanted to take steps to ensure that the players can really get a handle on it."
Toriyama continues, "There's a portion of the game where you spend your time in Cocoon, and then there's a part when you're finally let free into the world of Pulse. At this point, we felt like gamers would have the hang of the battle system. So there you're free to swap your party members and adjust your Paradigm settings, really customize it. The world is very open there, so all the skills you've developed by practicing the battle system to that point come into play and you can really go all-out."
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