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Forums - Gaming - Do you think FFXV will have a open world like Oblivion, Skyrim, Red Dead Redemption and Fallout 3?

 

Do you think FFXV will have a open world like Oblivion, Skyrim, Red Dead Redemption and Fallout 3?

Yes. 10 21.74%
 
No. 36 78.26%
 
Total:46
Galvanizer said:
Hynad said:
Galvanizer said:
Hynad said:
Galvanizer said:
Hynad said:
Galvanizer said:
Hynad said:
Yeah, ha ha ha!

Different teams... Indeed, NOTHING can be shared from one game to an other. That's why the ATB system wasn't used in IX... because it was used by the team that made VIII... oh, wait.


FFIX was made exclusively in Hawaii by a team that was formed there to make the game. This team has now been split in two. Some staff went to form the Kingdom Hearts team in Division 1, while others went to form the Crystal Chronicles team in Division 2. Also, two key staff members, Hiroyuki Ito (Director) and Hideo Minaba (Art Director), went on to join Division 4 and start making FFXII.

So really, there's only ever been two offline main series teams and another one that makes MMOs.

Also, Kitase has confirmed that he wants to compete with this other team making offline main series Final Fantasy  games. He looks at the team as his rivals. He'd much rather not use their ideas and instead make his own. That's why FFXIII never used Gambits or seamless battles.

You barely addressed what I said. ha ha ha

The Final Fantasy series has different teams working on different games. The Kitase-style ones -- VII, VIII, X -- have all a distinct style, but XI and IX are different. XII, different. Is it ever a challenge within Square that the games are inconsistent?

Kitase:
They are competing with each other, each team. That brings motivation.

Kitase never says that no ideas can be shared between teams.  Nor did he ever claim that he wouldn't use any ideas from other teams.  Or from games that came before the one he's making. 

He's implying that each team makes gameplay systems purposely different to the other team. Don't be surprised if the next main series FF game by Division 4 has Gambits and ADB returning, especially if Hiroyuki Ito is in the director seat.

I wouldn't be surprised.  I WANT them to use that system again.  In fact, I think that Gambits should be the battle systems' foundation for the next few games as I enjoyed them greatly.  XII's battle system was near perfect in my book.  They only had to tweak it a little to make the player more active somehow (you barely touched a button once your gambits were properly adjusted).

 

As for the different teams, IX was mentioned, and the battle system wasn't made purposefully different from the other games to compete with them.  It was done the way it was because, as you already know, IX was to be a farewell/hommage to the roots of the series.  As for X and XII, yes, they were different.  But XII felt the way it did mostly because it was now real time.  XIII went a route very similar to XII, as far as the flow of battle is concerned, gambits were re-used in a sense, but were just not programmable.  I think the Gambit system, even though it was almost unanimously praised by critics, was deemed too complicated by a majority of so-called fans who like the melodramatic stories of the games (mostly Kitase's productions) more than the actual gameplay behind it. 

It's no wonder that my all time favorite Final Fantasy games were directed by Horiyuki Ito: Final Fantasy VI (my absolute favorite), IX, and XII.

I think they didn't put Gambits into FFXIII as they didn't understand the programming logic behind them.

Also, if the teams are rivalling then it's a huge ego burst to use stuff made by another team in their game. It's almost like admitting defeat and I'm sure that's something that may have affected Kitase when making FFXIII. There's no way he'd have added the gameplay system of FFXII to FFXIII as that would be Division 1 saying, "You know what? Division 4 has this locked down. Let's just make each Paradigm as customisable as Gambits outside battle and then when in battle you just switch between your customised Paradigms on the fly." It would have been a logical step from FFXII but the sense of rivalry got in the way.

Heck, Taku Murata has said that Crystal Tools caused arguments among Divisions. Staff in Division 1 didn't want to use the same engine as the other divisions as they wanted to be different and not share development tools. Seriously, they didn't even want to use the same fucking engine and another internal team. How ridiculous is that?

Regardless, Hiroyuki Ito will use an evolved ADB system in his next FF. That's borderline confirmed by his Ultimaina interview and his interview in the FFXII Bonus DVD. I'm eagerly awaiting his next game as director. I just hope it has a good, rich and lengthy story to go along with it.


You got Kitase wrong, I'm sure.  They're all part of the same company.  I really doubt the competitive aspects he mentioned is anything other than friendly competition, unlike what you describe.  As for your comment about the (lol) programming logic...  Do you even believe what you just typed?

As for your Crystal Tools engine comment, could you provide a source?

I can't find the URL to where Taku Murata said it. I definitely read it somehwhere and recently. I think it was an interview with Toriyama/Kitase about XIII-2. Since I can't find a source for it, go ahead and dismiss it as fake.

As for my programming logic statement, that's a valid statement as the coding for Gambits will not be understood by the programmer of FFXIII. Different prorammers program in different ways.


I don't think you understand a thing about programming.  



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I heard that the development team really enjoyed Red Dead Redemption, so i think we can expect to see some elements of RDR and other western games in FF13-2 before even FF15. they're even adding multiple dialogue conversations to FF13-2 (like Mass Effect) so i think if its well received they will keep using different inspirations from other games.

the thing is that the older FFs had a somewhat open world format with the world map system. so i think that they will reintroduce this feature like they've mentioned with FF13 Versus and FF13 Type 0. probably take some ideas from the way FF12 evolved this with a deeper system of exploration. while at the same time keeping the dungeons semi-linear like FF13-2 seems to be doing, or FF12 with some of its dungeons. which i think worked really well (Barhiem Passage, Rabanastre Waterway, etc).

i think now is the time they will revist the roots of the series and bring back things like chocobos, airships, card games, (hopefully better script writing), so in a nutshell i think FF15 will be a very nostalgic game, based on the merits of FF12 ( if Team 4 is back) and the merits of FNC and the other FF games.



Hynad said:
Galvanizer said:
Hynad said:
Galvanizer said:
Hynad said:
Galvanizer said:
Hynad said:
Galvanizer said:
Hynad said:
Yeah, ha ha ha!

Different teams... Indeed, NOTHING can be shared from one game to an other. That's why the ATB system wasn't used in IX... because it was used by the team that made VIII... oh, wait.


FFIX was made exclusively in Hawaii by a team that was formed there to make the game. This team has now been split in two. Some staff went to form the Kingdom Hearts team in Division 1, while others went to form the Crystal Chronicles team in Division 2. Also, two key staff members, Hiroyuki Ito (Director) and Hideo Minaba (Art Director), went on to join Division 4 and start making FFXII.

So really, there's only ever been two offline main series teams and another one that makes MMOs.

Also, Kitase has confirmed that he wants to compete with this other team making offline main series Final Fantasy  games. He looks at the team as his rivals. He'd much rather not use their ideas and instead make his own. That's why FFXIII never used Gambits or seamless battles.

You barely addressed what I said. ha ha ha

The Final Fantasy series has different teams working on different games. The Kitase-style ones -- VII, VIII, X -- have all a distinct style, but XI and IX are different. XII, different. Is it ever a challenge within Square that the games are inconsistent?

Kitase:
They are competing with each other, each team. That brings motivation.

Kitase never says that no ideas can be shared between teams.  Nor did he ever claim that he wouldn't use any ideas from other teams.  Or from games that came before the one he's making. 

He's implying that each team makes gameplay systems purposely different to the other team. Don't be surprised if the next main series FF game by Division 4 has Gambits and ADB returning, especially if Hiroyuki Ito is in the director seat.

I wouldn't be surprised.  I WANT them to use that system again.  In fact, I think that Gambits should be the battle systems' foundation for the next few games as I enjoyed them greatly.  XII's battle system was near perfect in my book.  They only had to tweak it a little to make the player more active somehow (you barely touched a button once your gambits were properly adjusted).

 

As for the different teams, IX was mentioned, and the battle system wasn't made purposefully different from the other games to compete with them.  It was done the way it was because, as you already know, IX was to be a farewell/hommage to the roots of the series.  As for X and XII, yes, they were different.  But XII felt the way it did mostly because it was now real time.  XIII went a route very similar to XII, as far as the flow of battle is concerned, gambits were re-used in a sense, but were just not programmable.  I think the Gambit system, even though it was almost unanimously praised by critics, was deemed too complicated by a majority of so-called fans who like the melodramatic stories of the games (mostly Kitase's productions) more than the actual gameplay behind it. 

It's no wonder that my all time favorite Final Fantasy games were directed by Horiyuki Ito: Final Fantasy VI (my absolute favorite), IX, and XII.

I think they didn't put Gambits into FFXIII as they didn't understand the programming logic behind them.

Also, if the teams are rivalling then it's a huge ego burst to use stuff made by another team in their game. It's almost like admitting defeat and I'm sure that's something that may have affected Kitase when making FFXIII. There's no way he'd have added the gameplay system of FFXII to FFXIII as that would be Division 1 saying, "You know what? Division 4 has this locked down. Let's just make each Paradigm as customisable as Gambits outside battle and then when in battle you just switch between your customised Paradigms on the fly." It would have been a logical step from FFXII but the sense of rivalry got in the way.

Heck, Taku Murata has said that Crystal Tools caused arguments among Divisions. Staff in Division 1 didn't want to use the same engine as the other divisions as they wanted to be different and not share development tools. Seriously, they didn't even want to use the same fucking engine and another internal team. How ridiculous is that?

Regardless, Hiroyuki Ito will use an evolved ADB system in his next FF. That's borderline confirmed by his Ultimaina interview and his interview in the FFXII Bonus DVD. I'm eagerly awaiting his next game as director. I just hope it has a good, rich and lengthy story to go along with it.


You got Kitase wrong, I'm sure.  They're all part of the same company.  I really doubt the competitive aspects he mentioned is anything other than friendly competition, unlike what you describe.  As for your comment about the (lol) programming logic...  Do you even believe what you just typed?

As for your Crystal Tools engine comment, could you provide a source?

I can't find the URL to where Taku Murata said it. I definitely read it somehwhere and recently. I think it was an interview with Toriyama/Kitase about XIII-2. Since I can't find a source for it, go ahead and dismiss it as fake.

As for my programming logic statement, that's a valid statement as the coding for Gambits will not be understood by the programmer of FFXIII. Different prorammers program in different ways.


I don't think you understand a thing about programming.  


Hiroyuki Ito confirmed it in the FFXII Ultimania. He said the gameplay systems for FFXII are programmed together in complex ways. If you tried to take out the Gambit coding, it would be impossible due to it being enveloped in the code of ADB and seamless battles.



Khuutra said:
Mummelmann said:
Hmm, Red Dead, Fallout 3 and Oblivion have tiny worlds compared to the usual scope of Final Fantasy games. I don't think it will work, the world would either have to be shrunk to a scale that wouldn't do the series justice or the design team would need ten years to build the world alone and the game would ship on ten Blu-ray discs.


"Scale" is an important word here - in the earlier games, the overworlds seemed large because everything was presented on a different scale there as opposed to in towns. You'd cover the length of towns in single footsteps, and so on. It wouldn't be that hard to get that sense of scale again.

It just might require random encounters to make a return.

I never understood why they actually ditched the system. It has been fine for 20 years. The same goes for traditional turn-based RPGs. I don't understand why you can't find a single turn-based RPG on the HD consoles. Everybody went for some Real-time Action-RPG elements, and I hate that. If anybody knows one, please tell me.



updated: 14.01.2012

playing right now: Xenoblade Chronicles

Hype-o-meter, from least to most hyped:  the Last Story, Twisted Metal, Mass Effect 3, Final Fantasy XIII-2, Final Fantasy Versus XIII, Playstation ViTA

bet with Mordred11 that Rage will look better on Xbox 360.

Galvanizer said:
Hynad said:
Galvanizer said:
Hynad said:
Galvanizer said:
Hynad said:
Galvanizer said:
Hynad said:
Galvanizer said:
Hynad said:
Yeah, ha ha ha!

Different teams... Indeed, NOTHING can be shared from one game to an other. That's why the ATB system wasn't used in IX... because it was used by the team that made VIII... oh, wait.


FFIX was made exclusively in Hawaii by a team that was formed there to make the game. This team has now been split in two. Some staff went to form the Kingdom Hearts team in Division 1, while others went to form the Crystal Chronicles team in Division 2. Also, two key staff members, Hiroyuki Ito (Director) and Hideo Minaba (Art Director), went on to join Division 4 and start making FFXII.

So really, there's only ever been two offline main series teams and another one that makes MMOs.

Also, Kitase has confirmed that he wants to compete with this other team making offline main series Final Fantasy  games. He looks at the team as his rivals. He'd much rather not use their ideas and instead make his own. That's why FFXIII never used Gambits or seamless battles.

You barely addressed what I said. ha ha ha

The Final Fantasy series has different teams working on different games. The Kitase-style ones -- VII, VIII, X -- have all a distinct style, but XI and IX are different. XII, different. Is it ever a challenge within Square that the games are inconsistent?

Kitase:
They are competing with each other, each team. That brings motivation.

Kitase never says that no ideas can be shared between teams.  Nor did he ever claim that he wouldn't use any ideas from other teams.  Or from games that came before the one he's making. 

He's implying that each team makes gameplay systems purposely different to the other team. Don't be surprised if the next main series FF game by Division 4 has Gambits and ADB returning, especially if Hiroyuki Ito is in the director seat.

I wouldn't be surprised.  I WANT them to use that system again.  In fact, I think that Gambits should be the battle systems' foundation for the next few games as I enjoyed them greatly.  XII's battle system was near perfect in my book.  They only had to tweak it a little to make the player more active somehow (you barely touched a button once your gambits were properly adjusted).

 

As for the different teams, IX was mentioned, and the battle system wasn't made purposefully different from the other games to compete with them.  It was done the way it was because, as you already know, IX was to be a farewell/hommage to the roots of the series.  As for X and XII, yes, they were different.  But XII felt the way it did mostly because it was now real time.  XIII went a route very similar to XII, as far as the flow of battle is concerned, gambits were re-used in a sense, but were just not programmable.  I think the Gambit system, even though it was almost unanimously praised by critics, was deemed too complicated by a majority of so-called fans who like the melodramatic stories of the games (mostly Kitase's productions) more than the actual gameplay behind it. 

It's no wonder that my all time favorite Final Fantasy games were directed by Horiyuki Ito: Final Fantasy VI (my absolute favorite), IX, and XII.

I think they didn't put Gambits into FFXIII as they didn't understand the programming logic behind them.

Also, if the teams are rivalling then it's a huge ego burst to use stuff made by another team in their game. It's almost like admitting defeat and I'm sure that's something that may have affected Kitase when making FFXIII. There's no way he'd have added the gameplay system of FFXII to FFXIII as that would be Division 1 saying, "You know what? Division 4 has this locked down. Let's just make each Paradigm as customisable as Gambits outside battle and then when in battle you just switch between your customised Paradigms on the fly." It would have been a logical step from FFXII but the sense of rivalry got in the way.

Heck, Taku Murata has said that Crystal Tools caused arguments among Divisions. Staff in Division 1 didn't want to use the same engine as the other divisions as they wanted to be different and not share development tools. Seriously, they didn't even want to use the same fucking engine and another internal team. How ridiculous is that?

Regardless, Hiroyuki Ito will use an evolved ADB system in his next FF. That's borderline confirmed by his Ultimaina interview and his interview in the FFXII Bonus DVD. I'm eagerly awaiting his next game as director. I just hope it has a good, rich and lengthy story to go along with it.


You got Kitase wrong, I'm sure.  They're all part of the same company.  I really doubt the competitive aspects he mentioned is anything other than friendly competition, unlike what you describe.  As for your comment about the (lol) programming logic...  Do you even believe what you just typed?

As for your Crystal Tools engine comment, could you provide a source?

I can't find the URL to where Taku Murata said it. I definitely read it somehwhere and recently. I think it was an interview with Toriyama/Kitase about XIII-2. Since I can't find a source for it, go ahead and dismiss it as fake.

As for my programming logic statement, that's a valid statement as the coding for Gambits will not be understood by the programmer of FFXIII. Different prorammers program in different ways.


I don't think you understand a thing about programming.  


Hiroyuki Ito confirmed it in the FFXII Ultimania. He said the gameplay systems for FFXII are programmed together in complex ways. If you tried to take out the Gambit coding, it would be impossible due to it being enveloped in the code of ADB and seamless battles.

How does that translate into: The programmers for XIII were too dumb to recreate Gambits?



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Actually I take that back, Chrono Trigger had overworlds but no random encounters.

They just need to play with scale a bit more.

Silver-Tiger, go play Lost Odyssey for your turn-based fix. Hop on it, it's great.



Hynad said:
Galvanizer said:
Hynad said:
Galvanizer said:
Hynad said:
Galvanizer said:
Hynad said:
Galvanizer said:
Hynad said:
Galvanizer said:
Hynad said:
Yeah, ha ha ha!

Different teams... Indeed, NOTHING can be shared from one game to an other. That's why the ATB system wasn't used in IX... because it was used by the team that made VIII... oh, wait.


FFIX was made exclusively in Hawaii by a team that was formed there to make the game. This team has now been split in two. Some staff went to form the Kingdom Hearts team in Division 1, while others went to form the Crystal Chronicles team in Division 2. Also, two key staff members, Hiroyuki Ito (Director) and Hideo Minaba (Art Director), went on to join Division 4 and start making FFXII.

So really, there's only ever been two offline main series teams and another one that makes MMOs.

Also, Kitase has confirmed that he wants to compete with this other team making offline main series Final Fantasy  games. He looks at the team as his rivals. He'd much rather not use their ideas and instead make his own. That's why FFXIII never used Gambits or seamless battles.

You barely addressed what I said. ha ha ha

The Final Fantasy series has different teams working on different games. The Kitase-style ones -- VII, VIII, X -- have all a distinct style, but XI and IX are different. XII, different. Is it ever a challenge within Square that the games are inconsistent?

Kitase:
They are competing with each other, each team. That brings motivation.

Kitase never says that no ideas can be shared between teams.  Nor did he ever claim that he wouldn't use any ideas from other teams.  Or from games that came before the one he's making. 

He's implying that each team makes gameplay systems purposely different to the other team. Don't be surprised if the next main series FF game by Division 4 has Gambits and ADB returning, especially if Hiroyuki Ito is in the director seat.

I wouldn't be surprised.  I WANT them to use that system again.  In fact, I think that Gambits should be the battle systems' foundation for the next few games as I enjoyed them greatly.  XII's battle system was near perfect in my book.  They only had to tweak it a little to make the player more active somehow (you barely touched a button once your gambits were properly adjusted).

 

As for the different teams, IX was mentioned, and the battle system wasn't made purposefully different from the other games to compete with them.  It was done the way it was because, as you already know, IX was to be a farewell/hommage to the roots of the series.  As for X and XII, yes, they were different.  But XII felt the way it did mostly because it was now real time.  XIII went a route very similar to XII, as far as the flow of battle is concerned, gambits were re-used in a sense, but were just not programmable.  I think the Gambit system, even though it was almost unanimously praised by critics, was deemed too complicated by a majority of so-called fans who like the melodramatic stories of the games (mostly Kitase's productions) more than the actual gameplay behind it. 

It's no wonder that my all time favorite Final Fantasy games were directed by Horiyuki Ito: Final Fantasy VI (my absolute favorite), IX, and XII.

I think they didn't put Gambits into FFXIII as they didn't understand the programming logic behind them.

Also, if the teams are rivalling then it's a huge ego burst to use stuff made by another team in their game. It's almost like admitting defeat and I'm sure that's something that may have affected Kitase when making FFXIII. There's no way he'd have added the gameplay system of FFXII to FFXIII as that would be Division 1 saying, "You know what? Division 4 has this locked down. Let's just make each Paradigm as customisable as Gambits outside battle and then when in battle you just switch between your customised Paradigms on the fly." It would have been a logical step from FFXII but the sense of rivalry got in the way.

Heck, Taku Murata has said that Crystal Tools caused arguments among Divisions. Staff in Division 1 didn't want to use the same engine as the other divisions as they wanted to be different and not share development tools. Seriously, they didn't even want to use the same fucking engine and another internal team. How ridiculous is that?

Regardless, Hiroyuki Ito will use an evolved ADB system in his next FF. That's borderline confirmed by his Ultimaina interview and his interview in the FFXII Bonus DVD. I'm eagerly awaiting his next game as director. I just hope it has a good, rich and lengthy story to go along with it.


You got Kitase wrong, I'm sure.  They're all part of the same company.  I really doubt the competitive aspects he mentioned is anything other than friendly competition, unlike what you describe.  As for your comment about the (lol) programming logic...  Do you even believe what you just typed?

As for your Crystal Tools engine comment, could you provide a source?

I can't find the URL to where Taku Murata said it. I definitely read it somehwhere and recently. I think it was an interview with Toriyama/Kitase about XIII-2. Since I can't find a source for it, go ahead and dismiss it as fake.

As for my programming logic statement, that's a valid statement as the coding for Gambits will not be understood by the programmer of FFXIII. Different prorammers program in different ways.


I don't think you understand a thing about programming.  


Hiroyuki Ito confirmed it in the FFXII Ultimania. He said the gameplay systems for FFXII are programmed together in complex ways. If you tried to take out the Gambit coding, it would be impossible due to it being enveloped in the code of ADB and seamless battles.

How does that translate into: The programmers for XIII were too dumb to recreate Gambits?

Dude, do you know how long it took to program the Gambit system? That shit was 4+ years in development. Why would Division 1 bother to replicate something that took that long to program?

Really, Division 1 just took the easy way out by making a new system. Problem is, the system they made lacks all the in-depth customization the Gambit system offered.



Galvanizer said:
Hynad said:
Galvanizer said:
Hynad said:
Galvanizer said:
Hynad said:
Galvanizer said:
Hynad said:
Galvanizer said:
Hynad said:
Galvanizer said:
Hynad said:
Yeah, ha ha ha!

Different teams... Indeed, NOTHING can be shared from one game to an other. That's why the ATB system wasn't used in IX... because it was used by the team that made VIII... oh, wait.


FFIX was made exclusively in Hawaii by a team that was formed there to make the game. This team has now been split in two. Some staff went to form the Kingdom Hearts team in Division 1, while others went to form the Crystal Chronicles team in Division 2. Also, two key staff members, Hiroyuki Ito (Director) and Hideo Minaba (Art Director), went on to join Division 4 and start making FFXII.

So really, there's only ever been two offline main series teams and another one that makes MMOs.

Also, Kitase has confirmed that he wants to compete with this other team making offline main series Final Fantasy  games. He looks at the team as his rivals. He'd much rather not use their ideas and instead make his own. That's why FFXIII never used Gambits or seamless battles.

You barely addressed what I said. ha ha ha

The Final Fantasy series has different teams working on different games. The Kitase-style ones -- VII, VIII, X -- have all a distinct style, but XI and IX are different. XII, different. Is it ever a challenge within Square that the games are inconsistent?

Kitase:
They are competing with each other, each team. That brings motivation.

Kitase never says that no ideas can be shared between teams.  Nor did he ever claim that he wouldn't use any ideas from other teams.  Or from games that came before the one he's making. 

He's implying that each team makes gameplay systems purposely different to the other team. Don't be surprised if the next main series FF game by Division 4 has Gambits and ADB returning, especially if Hiroyuki Ito is in the director seat.

I wouldn't be surprised.  I WANT them to use that system again.  In fact, I think that Gambits should be the battle systems' foundation for the next few games as I enjoyed them greatly.  XII's battle system was near perfect in my book.  They only had to tweak it a little to make the player more active somehow (you barely touched a button once your gambits were properly adjusted).

 

As for the different teams, IX was mentioned, and the battle system wasn't made purposefully different from the other games to compete with them.  It was done the way it was because, as you already know, IX was to be a farewell/hommage to the roots of the series.  As for X and XII, yes, they were different.  But XII felt the way it did mostly because it was now real time.  XIII went a route very similar to XII, as far as the flow of battle is concerned, gambits were re-used in a sense, but were just not programmable.  I think the Gambit system, even though it was almost unanimously praised by critics, was deemed too complicated by a majority of so-called fans who like the melodramatic stories of the games (mostly Kitase's productions) more than the actual gameplay behind it. 

It's no wonder that my all time favorite Final Fantasy games were directed by Horiyuki Ito: Final Fantasy VI (my absolute favorite), IX, and XII.

I think they didn't put Gambits into FFXIII as they didn't understand the programming logic behind them.

Also, if the teams are rivalling then it's a huge ego burst to use stuff made by another team in their game. It's almost like admitting defeat and I'm sure that's something that may have affected Kitase when making FFXIII. There's no way he'd have added the gameplay system of FFXII to FFXIII as that would be Division 1 saying, "You know what? Division 4 has this locked down. Let's just make each Paradigm as customisable as Gambits outside battle and then when in battle you just switch between your customised Paradigms on the fly." It would have been a logical step from FFXII but the sense of rivalry got in the way.

Heck, Taku Murata has said that Crystal Tools caused arguments among Divisions. Staff in Division 1 didn't want to use the same engine as the other divisions as they wanted to be different and not share development tools. Seriously, they didn't even want to use the same fucking engine and another internal team. How ridiculous is that?

Regardless, Hiroyuki Ito will use an evolved ADB system in his next FF. That's borderline confirmed by his Ultimaina interview and his interview in the FFXII Bonus DVD. I'm eagerly awaiting his next game as director. I just hope it has a good, rich and lengthy story to go along with it.


You got Kitase wrong, I'm sure.  They're all part of the same company.  I really doubt the competitive aspects he mentioned is anything other than friendly competition, unlike what you describe.  As for your comment about the (lol) programming logic...  Do you even believe what you just typed?

As for your Crystal Tools engine comment, could you provide a source?

I can't find the URL to where Taku Murata said it. I definitely read it somehwhere and recently. I think it was an interview with Toriyama/Kitase about XIII-2. Since I can't find a source for it, go ahead and dismiss it as fake.

As for my programming logic statement, that's a valid statement as the coding for Gambits will not be understood by the programmer of FFXIII. Different prorammers program in different ways.


I don't think you understand a thing about programming.  


Hiroyuki Ito confirmed it in the FFXII Ultimania. He said the gameplay systems for FFXII are programmed together in complex ways. If you tried to take out the Gambit coding, it would be impossible due to it being enveloped in the code of ADB and seamless battles.

How does that translate into: The programmers for XIII were too dumb to recreate Gambits?

Dude, do you know how long it took to program the Gambit system? That shit was 4+ years in development. Why would Division 1 bother to replicate something that took that long to program?

Really, Division 1 just took the easy way out by making a new system. Problem is, the system they made lacks all the in-depth customization the Gambit system offered.

Honestly I doubt the gambit system in 12 took 4 years to program. Im in school for game programming and saying that was super complex programming just doesnt sound right. Honestly I think the ff13 team made a better battle system it wasnt as comple but it was funner. and taking out the coding of something in a system is irksome ill give you that but i dont think  at all hat its impossible. and wasnt ff13's development time longer than 12's? or at least around the same length so they had time they just felt they did something just as special probably.



Khuutra said:
Actually I take that back, Chrono Trigger had overworlds but no random encounters.

They just need to play with scale a bit more.

Silver-Tiger, go play Lost Odyssey for your turn-based fix. Hop on it, it's great.

Same with pretty much any Tales games I played...

I'd tell you to get Vesperia, but I think you already did.



If you people don't trim that quote train, I swear....