Yea, I can get down with this. Just give us gambits so I don't have to switch characters.Stick with the VIIR system and just make new games based on it.
Well that's the thing: this is not true. Or it used to be not true. Final fantasy games were extremely iterative up until ff15. FF13 could be the first one that started to deviate slightly with its level design (or I guess 10), but 15 is the first that broke the mold. You can even draw a straight line from ff1's combat system right up to 13's.
Before the hd era, let's say, Final fantasy fans and the world in general knew what the hell final fantasy was.
At the same time it's kinda like...ok SE makes 4-5 new FFs that are all turn-based with overworlds and flying airships on them and 8ish party members and...yeah. I dunno, I really loved what XIII and XV and XII and X brought to the table. They all have ties to the games that came before in their own ways.
I feel like SE would be best served if they just put the teams together (CS1/CS3 leadership) and have them create a blueprint for the next ~4 mainline FFs in a way that they'll be similar games with similar identities, similar gameplay, similar styles, characters/parties, etc. Each game could iterate a bit but they'd all follow off a similar blueprint and the studios would each make 2. They could use FF7 Rebirth as the basics of the blueprint.10-15 years ago, if you were to tell me Sega's business would basically be held up by the Yakuza and Persona franchises, I'd say you're nuts.
So what is it about those games that makes them land positively for Sega and allows them to keep making them? Reasonable production scale? A stylistic and tonal identity that runs consistent through each entry?
Yeah, there was a time FF's storytelling was super impressive for console RPGs. That's hardly an exclusive trait anymore - lots of RPGs have good storytelling. Except I'd also say XV and XVI were extremely lacking in that department.
Old FF could almost sell itself on how wild and crazy the summons were. They're still impressive, but people have seen games do all sorts of similar stuff now - you're not getting any new attention you didn't already have.
The production values were crazy impressive and now they're quite possibly a financial detriment.
Where do they really see this trending for them? They already broke the glass on FF7. That was it. That was the emergency bell. Where do they go now continuing with this approach?
As others have mentioned, 7 Rebirth is your template for combat. It's deeply satisfying as is. If they need to better consider how they're going to structure their overall worlds to both be economical and how to pace their stories as a result, then go right ahead.I feel like SE would be best served if they just put the teams together (CS1/CS3 leadership) and have them create a blueprint for the next ~4 mainline FFs in a way that they'll be similar games with similar identities, similar gameplay, similar styles, etc. Each game could iterate a bit but they'd all follow off a similar blueprint and the studios would each make 2. They could use FF7 Rebirth as the basics of the blueprint.
(Obviously they have to make FF7 Part 3 first, but one will be making FF17 and can start first).
And I'm on the team that they don't need to keep pushing graphical fidelity; it literally doesn't matter at this point; you're not going to make games that look significantly better than FF16 and Rebirth; it's not the main selling point for video games to try to keep pushing the bleeding edge of graphics. Trying to make the best selling point of FFs the graphics has not worked and won't work...
I mean just look at the top selling live service games: WoW, Fortnite, Roblox, GTA 5, Minecraft; literally none of these is selling off graphics. Millions of people were playing WoW Classic with 20 year old graphics the past 5 years (including I'd imagine plenty of FF fans that grew up on FF7-X).
That includes building a team and expanding CBU 3 to be able to ship another game alongside FFXIV, and making all the development tools with a new team for the first time. IIRC, full production was only about 4 years and that included the COVID years. Not that crazy for a new game and development tools. The battle director only joined SE in 2020, for example.Well I agree with that for sure lol. I don't understand how that game took eight years to plan and develop.
Yeah, the combat system between 1-3 and 4-9 had actually been mostly the same across those games, it was -everything else- that was constantly changing. It wasn't until X that they started throwing out everything including the combat system each time, and it's probably not a coincidence that the series had been stumbling ever since.They just need to identify what the true brand identity is and keep putting out bangers.
Right now FF is like a random gamble on whether you're going to like it. If they stick with either the style of FFXVI or FFVII Rebirth both of which had solid base mechanics (even though I prefer FFVII), and just focus on building out quality and content at a high level then I think there's a solid path for them to succeed.
At this point they need to pick a direction and iterate don't innovate.
Next game should be open world with a treehouse as your base and a morphing chocobo companion that you can wear as a body suit. The chocobo is voiced by john dimaggio.
Being an anthology series is exactly why Final Fantasy is cool.
Homogeneous design is exactly what bores me about modern game design. Final Fantasy is cool because your getting different things every time.
You just described the gardens and junction system of FF8, lol.
They canned the announced DLC because of creative differences between Matsuda and Tabata which left to the latter leaving the company, and because DLC ~3 years after launch is basically never a good idea for any game. The fact that the tail end of the second wave of DLC was deemed not viable due to a multitude of factors, doesn't mean that XV, and even it's first year+ of support was not a success, especially when Squeenix said they broke even day one/day zero and it was part of the reason they had one of their best financial periods ever around the release of the game.
In terms of sale prices, this is basically every blockbuster game ever. Give it a couple months and you will usually be able to find a game at half off if not more depending on where you look. We see the same thing in the Inqusiiton thread where you have users saying "But how many of those 12m copies sold at sale prices huh?". The answer for any game which has sold 10m copies is usually "a lot of them". At a bare minimum they sold probably close to 5-6 million copies at full price, which is an order of magnitude more than what a lot of games do.
FFXV, by basically every metric, was a runaway success for Squeenix.
Importantly XV had massive legs. This isn't a case of like Resi6 where the game sold a lot up front (and even then sold less than capcom forecast at launch) and then never sold much more. XV sold like 5m at launch, 1m+ within another month or so when all reviews and whatnot were out, and then like a 1m and change a year for next several years. This isn't including DLC sales either.
To believe that it was all hype or something you'd have to believe that somehow the game continued to sell in spite of presumably negative word of mouth. To believe that it meaningfully damaged the brand you'd expect to see a drop off for the next title. Unfortunately the game was/is Squeenix's best PC launch, with very positive steam reviews, and 7 Remake sold perfectly fine for a single platform with legs comparable to XV.
The constant relitigation of "was 10m copies actually a bad thing" is always so absurd. You'd think that people would be able to say "huh game sold well even if I don't like it". I literally have to do that with basically every Pokemon game lmao. It would be like if I went through Metacritic reviews for XVI and started arbitrarily excluding them for reasons to say that actually game didn't review well lol.
FF didn't use to be like this until 12-13 after ff10 all FFs had to be different for some reasonFinal Fantasy's sales crisis is also an identity crisis | Opinion
The news that Square Enix considers its two major Final Fantasy titles in the past year – Final Fantasy 16 and Final Fa…www.gamesindustry.biz
I've had this argument for a while. While I do like how the FF series does reinvent itself every entry, it makes it hard to build a real identity because of this.
You know what you're getting from Souls games. You know what you're getting from GTA. You know what you're getting from Mario. But FF mainlines has these very drastic shifts that makes it hard for consumers and fanbases. The recent game plays more character action for example.
Souls fans don't need to worry about this. GTA fans don't need to worry about this. Like a Dragon fans, a game that did have a big recent shift in the battle system, don't' have to worry about this still.
Even SE's other big franchise--KH (well technically Disney's but you know)--has a pretty clear identity. You know what you're getting.
I can't imagine a Souls fan skipping a Souls mainline entry, but it happens a lot with FF because of the drastic experimentation. Many long time FF fans said nope to 15 and 16.
FF didn't use to be like this until 12-13 after ff10 all FFs had to be different for some reason
Even the PS1 era had 3 games with the pre-rendered backgrounds.
Always knew it came back to XI.FF didn't use to be like this until 12-13 after ff10 all FFs had to be different for some reason
I don't include 11 and 14 in this they are their own thing
It's still closer than the ones after thatFFX was different from IX by a massive margin. Threw away ATB, airship is a menu, no card game, node progression system, hard tic tac toe character spread, in-battle character switching, summons that aren't cutscenes, 3d areas instead of pre-rendered maps, no true overworld. But people want desperately for it to be 'part of the club' of earlier FFs because those are the 'cool' kids
And XII is closer to 1-9 than XIII, which is closer to 1-9 than XV...
This is the point that everything comes back to... The gameplay is really what FF fans understand as a key part of the identity of the series, and wildly changing that across the most recent iterations is a major part of why it's become unpredictable and why nobody knows what FF17 will be.Yeah, the combat system between 1-3 and 4-9 had actually been mostly the same across those games, it was -everything else- that was constantly changing. It wasn't until X that they started throwing out everything including the combat system each time, and it's probably not a coincidence that the series had been stumbling ever since.
That said, I recall that Yoshi-P interview talking about why they chose the combat design they did for XVI, saying that they did consider turn-based at one point, and they said something to the effect of believing that the action gameplay turned out to be a better fit for the visuals/setting/story that they were going for. I think SE has been trapped in the idea that the gameplay has to reflect the visuals they're going for, rather than the other way around or detaching those concepts. All of the titles since X appear to be designed with a visuals > story >= gameplay philosophy, but the current mainstream audience seems to value gameplay above all.
The first major narrative follow-up to a Final Fantasy game since the Lightning trilogy just seemingly flopped harder than any other high budget game in the series.Nowadays franchises are kinda "required" to be multi-entry universes, with multiple games, spinoffs, that bring the story of that universe forward, with recurring characters and "a world" with seemingly no end.
Final Fantasy is the antithesis to this. Each entry is its own self-contained universe, which maybe specially newer generations (and our Marvel-filled brains) struggle to connect with. "What's the point when there's not gonna be a sequel or a continuation?"
Are you talking about FF versus 13? I think that case was just a huge mismanaged shitshow. I will also say that it's really difficult to make multi-entry franchises when companies feel the need to make AAAA games that take a decade to make.The first major narrative follow-up to a Final Fantasy game since the Lightning trilogy just seemingly flopped harder than any other high budget game in the series.
I'm talking about Rebirth. It's a sequel to FFVII Remake, and a meta-sequel to the original FFVII and all its spin-offs, and by all accounts it seems to have done very poorly sales-wise.Are you talking about FF versus 13? I think that case was just a huge mismanaged shitshow. I will also say that it's really difficult to make multi-entry franchises when companies feel the need to make AAAA games that take a decade to make.
Pretty sure they're talking about RebirthAre you talking about FF versus 13? I think that case was just a huge mismanaged shitshow. I will also say that it's really difficult to make multi-entry franchises when companies feel the need to make AAAA games that take a decade to make.
This being said, I want FF to keep being FF. Self-contained stories in new universes and wild ideas.
I'm talking about Rebirth. It's a sequel to FFVII Remake, and a meta-sequel to the original FFVII and all its spin-offs, and by all accounts it seems to have done very poorly sales-wise.
FFVSXII became FFXV, which sold very well, though it's left a very mixed legacy in terms of its reception and reputation.
Oh. My bad then. Haven't really engaged much with Rebirth yet, so the reasons for its low-sales are pretty unkown to me (a game I am really exceited to play when it comes to PC eventually). In my first comment I was kinda mentioning FF16 more and its "mixed-reception".
Some of those are a natural evolution. Moving to 3D was expected for a PS2 game. Having a card game is not mandatory, and it still had a minigame regardless. Different progression system is expected, same as the games before it. Airship menu and no overworld is the same point. And what they did with the summons was a cool change considering the story of the game, and it wasn't a drastic change regardless.FFX was different from IX by a massive margin. Threw away ATB, airship is a menu, no card game, node progression system, hard tic tac toe character spread, in-battle character switching, summons that aren't cutscenes, 3d areas instead of pre-rendered maps, no true overworld. But people want desperately for it to be 'part of the club' of earlier FFs because those are the 'cool' kids
The identify of the franchise is a story someone on the Internet made up? lolFinal Fantasy is called Final Fantasy because every game should be developed like it might be the last. That IS the identity of this franchise.
This is about an earlier post but it's related, when it comes to iteration specifically on XVI. I mentioned it earlier but Dragon's Dogma basically is a more party based (no active swap tbf), job focused, ARPG with similar trappings to XVI. They aren't one to one obviously but there is some level of similarity you can draw from. But I think a bigger need in XVII is a attention drawing hook in its core concept. Something like "party explores a world in the sky fighting dragons" ala HW or exploring a world bathed in light in ShB it's cool interesting concepts that were eye grabbing from their concept alone I feel.If it means anything, I suspect that even CS3 is at the point of understanding that future FF games need to have the party as a major element. They've even added them to XIV, the goddamn MMO, at this point. Sometimes even briefly playable.
This is what happens when you don't have a clear identity, randos online define it for you lol.The identify of the franchise is a story someone on the Internet made up? lol
Final Fantasy was never going to be the last Squaresoft game. They chose that name because they thought it was cool.
Stick with the VIIR system and just make new games based on it.
Final Fantasy was never going to be the last Squaresoft game. They chose that name because they thought it was cool.
Though often attributed to the company allegedly facing bankruptcy, Sakaguchi explained that the game was his personal last-ditch effort in the game industry and that its title, Final Fantasy, stemmed from his feelings at the time; had the game not sold well, he would have quit the business and gone back to college.
The atmosphere left Sakaguchi doubting the potential of the game, thinking that the game wouldn't sell thanks the shortage of staff and other factors. The series name, Final Fantasy, is often attributed to Square's dependence on the product as its last throw of the dice – but the truth, says Sakaguchi, was that it was his personal last effort.
"The name 'Final Fantasy' was a display of my feeling that if this didn't sell, I was going to quit the games industry and go back to university. I'd have had to repeat a year, so I wouldn't have had any friends – it really was a 'final' situation."
maybe stop making a bunch of poor action games masquerading as RPGs
From Sakaguchi from Famitsu in 2007:The identify of the franchise is a story someone on the Internet made up? lol
Final Fantasy was never going to be the last Squaresoft game. They chose that name because they thought it was cool.
That's sad because to me that's the bigger appeal. Then again, i have skipped a few mainlines already because of it.
Curious how sales compare to other RPGs like Drsgon Quest? Has DQ ever dip or has been continuously growing?
This is doubly funny because the combat director of XVI was on Dragons Dogma 1!This is about an earlier post but it's related, when it comes to iteration specifically on XVI. I mentioned it earlier but Dragon's Dogma basically is a more party based (no active swap tbf), job focused, ARPG with similar trappings to XVI. They aren't one to one obviously but there is some level of similarity you can draw from. But I think a bigger need in XVII is a attention drawing hook in its core concept. Something like "party explores a world in the sky fighting dragons" ala HW or exploring a world bathed in light in ShB it's cool interesting concepts that were eye grabbing from their concept alone I feel.