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Forums - Sony Discussion - Final Fantasy Versus XIII on PS4 and PS3

maybe people should stop going off topic. the discussion about ffxiii is old and this thread is about FF VERSUS XIII



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ethomaz said:
ShroudedDarkness said:


http://www.1up.com/previews/final-fantasy-xiii-rpg

 

"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."

"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.

"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."

"The earlier part of the game is designed so that players get accustomed to both the storyline and the battle system," 

 

 

http://www.computerandvideogames.com/235030/final-fantasy-xiii-boss-responds-to-review-scores/

 "When you look at most Western RPGs, they just dump you in a big open world, and let you do whatever you like... [It] becomes very difficult to tell a compelling story when you're given that much freedom."

 

 

 

http://www.siliconera.com/2010/03/18/final-fantasy-xiii-director-answers-your-ffxiii-questions/

"The content that was cut were in various stages of development. We took a step back from having a lot of ideas upfront and then cutting them a little by little as the game was being completed. This is a normal process when developing a game, so this is not particular to Final Fantasy XIII. If we did cut the content it wasn’t fit for the final product, which is why it didn’t make it in. "

 

 

 

"The game, unlike previous titles in the series, includes no explorable town areas; Toriyama said in an interview that the team was unable to make them as graphically appealing as the rest of the game and chose to eliminate them."

-Final Fantasy XIII Scenario Ultimania 

 

 

http://www.siliconera.com/2010/01/13/noras-secret-base-and-lightnings-home-cut-from-final-fantasy-xiii/

"These areas were running in an unreleased build of Final Fantasy XIII, but were cut from the final version due to considerations about game balance and game volume."

 


Otherwise I mean more about the cut content not about the linear of developer choice... these removed content was part of the game... they removed in the late moment "due to considerations about game balance and game volume".... ohhhhh that's fit what I'm saying the removed content was because the DVD limitation.

Anyway thanks by the links... they help to make my point even better... I will use they in my future thread.


HOW?  Kitase and Toriyama stated they wanted Cocoon to be linear.  They didn't want player choice.  They say this over and over and over again.  Therefore, they took it out.  "Game Balance" has nothing to do with Disc space limitation.  They cut Serah out as the 7th playable character early on due to "Game Balance" and implementation issues.  They have 6 roles.  Each one of the characters is the best in one of the roles.  Adding in Serah meant they'd have to create a 7th role or find some other way to balance.  This is an example of cut out ideas because of "Game Balance". But I guess, in your world, it's because the 360 couldn't handle Serah's data, right?  As per Game Volume:  The game already takes most people 150 to 200 hours to Platinum and the main story is already 50 to 60 hours for most people.  And moreover: Final Fantasy VII PC, Final Fantasy VIII, and Final Fantasy IX were all 4 discs, so it's not like Square has a 3 disc limit rule or anything.  Furthermore, there is no evidence saying Square couldn't have thrown in an extra disc when Lost Odessey, published by Microsoft, already had 4 discs.

Your twisting and stretching the info out there to the limit to fit your little delusion of a game you never played.  There is no point in arguing further.



They can't be stopped...

 



rutea7 said:

Is that a hype train?



AshKetchum1992 said:
rutea7 said:

Is that a hype train?

No.



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AshKetchum1992 said:
rutea7 said:

Is that a hype train?


just as KHlover explained... but i thought it was pretty clear.



Explain to me DigitalDevilSummoner, how does SE go about westernizing an RPG by removing exploration elements (towns, dungeons, side-quests, etc.), when western games are so exploration heavy? Think Rockstar, Bethesda, Ubisoft and the like. I've always failed to see the effort. And weren't Cecil, Tidus and Vaan blonde? Go on. Knock me on my ass.



After reading this thread, I kinda wish that FFvsXIII goes multiplatform. Even if it doesn't come to the WiiU, I'll be more than happy if it ends on the Xbox 3.



ShroudedDarkness said:
ethomaz said:
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 .


http://www.1up.com/previews/final-fantasy-xiii-rpg

 

"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."

"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.

"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."

"The earlier part of the game is designed so that players get accustomed to both the storyline and the battle system," 

 

 

http://www.computerandvideogames.com/235030/final-fantasy-xiii-boss-responds-to-review-scores/

 "When you look at most Western RPGs, they just dump you in a big open world, and let you do whatever you like... [It] becomes very difficult to tell a compelling story when you're given that much freedom."

 

 

 

http://www.siliconera.com/2010/03/18/final-fantasy-xiii-director-answers-your-ffxiii-questions/

"The content that was cut were in various stages of development. We took a step back from having a lot of ideas upfront and then cutting them a little by little as the game was being completed. This is a normal process when developing a game, so this is not particular to Final Fantasy XIII. If we did cut the content it wasn’t fit for the final product, which is why it didn’t make it in. "

 

 

 

"The game, unlike previous titles in the series, includes no explorable town areas; Toriyama said in an interview that the team was unable to make them as graphically appealing as the rest of the game and chose to eliminate them."

-Final Fantasy XIII Scenario Ultimania 

 

 

http://www.siliconera.com/2010/01/13/noras-secret-base-and-lightnings-home-cut-from-final-fantasy-xiii/

"These areas were running in an unreleased build of Final Fantasy XIII, but were cut from the final version due to considerations about game balance and game volume."

 


....

Square fucking disgusts me smfh..

 

Poor things probably convinced themselves to believe the bullsh!t they were saying

 

..



rutea7 said:
AshKetchum1992 said:
rutea7 said:

 

Is that a hype train?


just as KHlover explained... but i thought it was pretty clear.

One can't derail a thread that was already off-topic long ago.

@reviniente It was more to remove the JRPG factor and turn it into something more mainstream. I guess that went wrong :P

But others will tell you different, apparently the biggest problem was that SE wanted to fit the game into 3 DVDs XD