• Ever wanted an RSS feed of all your favorite gaming news sites? Go check out our new Gaming Headlines feed! Read more about it here.
  • We have made minor adjustments to how the search bar works on ResetEra. You can read about the changes here.

LightEntite

Banned
Oct 26, 2017
3,079
I get the impression that many of you have this sort of distorted view of what the world maps in the older FF games were really like. Boot up FF7-9 again and actually play them. They're large expanses of nothing to slowly trod along, with random battles to slow you down. They have an abstract sense of scale and an abstract sense of time. Going the wrong way and having to walk back to a town/car/chocobo in FF8 was just as frustrating as it was in FFXV when you had to get somewhere without your car or your chocobo license ran out. The only real difference here is the amount of time it actually takes to traverse from point A to B in a world like FFXV -- it can take an extremely long time without a car or chocobo.

But to everyone arguing that the world is empty, i'm going to have to disagree with you -- FFXV's map was far from empty, in fact it's probably the most content-riddled world map of any FF game i've played in the last nearly 2 decades. There is alot of random shit to do in FFXV's world map that you'd never bother with if you just went from Objective A to Objective B. And I mean actual things to do like dungeons or optional bosses, not just people to talk to or fetch quests.

I think the main issue with FFXV is that its missing optional STORY locations and landmarks. There's no Wutai, Ancient Forest, Deep Sea Research, Chocobo Forest, or Daguerreo in FFXV. If you find an optional area in XV, despite how intricate it is, 99% of the time you're going to be going through a dungeon or fighting a boss....except for that 1% time where you don't (Pitioss Ruins) which pretty much everyone can agree is the best dungeon in the game, me personally I think it was the best dungeon in the series.


The problem with FFXV's world map isn't that it's contentless, but that it's content predictable....but this has nothing to do with the fact the game is open world. We could have had many little locations as engaging as the Temple of the Ancients or Ancient Forest from FF7.

Pitioss Ruins proves that FFXV could have had DRASTICALLY different content than what the main game provided to us. Probably not as crazy as Pitioss, but at least something less streamlined -- asking the player to make a few jumps, avoid obstacles, suffer heights and long drops, ect. This stuff likely would have failed spectacularly if combined with combat (probably why Pitioss has none) but Final Fantasy has never mixed combat with platforming anyway....hell Kingdom Hearts doesn't even really mix those two and that's a game where you can double jump and fly.

Midgar wasn't very expansive at all -- the reason it feels like it was though is because although you're technically doing the same things gameplay wise in most of the locations, from a story aspect, you're constantly doing varied things. Escaping Shinra, escorting Aeris, going through the markets, infiltrating the don's place, passing through trains, sewers, ect ect.



All of that was possible in FFXV...it just wasn't designed that way. XV was the first Open World FF game, but no FF game has been designed that way for years -- X and XIII were extremely linear A-to-B games, and while XII had TONS of stuff to do, it was designed just like FFXV in the sense that you're either doing a story dungeon, or fighting something optional -- nothing inbetween.

Ironically, the only recent Final Fantasy game that puts as much effort into optional story building and varied content as the SNES/PSX era FF games is Final Fantasy XIV.

Edit:

But I wouldn't really count FFXV out on that note, because although the main game was pretty streamlined as far as content variety, the DLC has been surprisingly varied in its approaches, and has the kind of things I haven't seen in FF since FF6-FF9.

Alot people rag on FFXV for its random gameplay deviations (Leviathian sequence, Titan sequence, Train sequences, Ignis babysitting, Chapter 13 ring gimmick) but those are the sorts of things that used to make Final Fantasy exciting to experience. It's a catch 22 though. Because now that it's less common to see throughout the game, it's more jarring when it finally happens...but it's less likely to happen more frequently because fans constantly bitch about it.
 
Last edited:

Death Penalty

Avenger
Oct 27, 2017
3,307
First of all you spend most of your time on the overworld or in dungeons in older FFs which are all emptier than XV is, secondly it is not any quicker to walk from location to location than it is to use the car/fast travel in XV to get to places. It is fully comparable and that's what you people hiding behind nostalgia need to get.

It takes longer to walk from Chocobo ranch to Junon there than it does from getting to Wiz Chocobo Post from Hammerhead, and seeing as you're a self proclaimed expert on XV then surely you know there is outfit you can wear for infinite sprint, or a buff, or you can drive your car which you have from the get go, or you can use a chocobo which you have from ch3 onward, or you can free warp to get around too. But apparently these options don't exist just because you can infinite sprint normally by timing a button press.

I disagree, you spend far more time in older Final Fantasy games inside locations than you do on the world map and the distance from one hub to another is a matter of seconds. Even with the car in XV, you can fast travel to certain points and then have to walk several minutes to get where you're going. That's if it's not too far off the beaten path. Even your airship can only land on roads, where in VII the airship means you can get to pretty much any point on the map in maybe 10 seconds. Your whole Junon comparison is flawed, too. To walk there, you have to go through a story related dungeon. Once you get vehicles that give you shortcuts, it's again a matter of seconds to get there. For a more apt comparison, I can walk from Midgar to Kalm to the Chocobo Farm way faster than I can walk from Insomnia to Hammerhead to the Wiz Chocobo Post. The car and other travel options were already factored into my response, and the comparisons get way worse when you include similar options like the buggy or chocobos in VII. I didn't include the infinite stamina suit because it's either a collector's edition bonus or paid DLC. I don't think "but you can pay for infinite stamina!" is a good counter argument.

But like, the thread has moved on from this, and your posts are starting to feel more and more hostile. What's with this "self-proclaimed expert" stuff and other borderline personal attacks on other posters? Exentryk, in particular, isn't shitting on anything but rather provided reasons for things that they said and then tried to steer discussion back to the topic. Their only crime seems to be not really liking XV. I'd like to politely request you take a step back, because not only is your tone starting to get a little uncomfortable for me personally, I feel as though you're beginning to strangle discussion in these threads. People tried to move back to the topic several times and you don't really seem to be allowing it, which is rough when you're such a dominant voice in pretty much any Final Fantasy thread. If you do have some kind of issue with me or the way I present my thoughts, know that I'm sorry if I rubbed you the wrong way and I've got no personal beef with you on my end.

I get the impression that many of you have this sort of distorted view of what the world maps in the older FF games were really like. Boot up FF7-9 again and actually play them. They're large expanses of nothing to slowly trod along, with random battles to slow you down. They have an abstract sense of scale and an abstract sense of time. Going the wrong way and having to walk back to a town/car/chocobo in FF8 was just as frustrating as it was in FFXV when you had to get somewhere without your car or your chocobo license ran out. The only real difference here is the amount of time it actually takes to traverse from point A to B in a world like FFXV -- it can take an extremely long time without a car or chocobo.

But to everyone arguing that the world is empty, i'm going to have to disagree with you -- FFXV's map was far from empty, in fact it's probably the most content-riddled world map of any FF game i've played in the last nearly 2 decades. There is alot of random shit to do in FFXV's world map that you'd never bother with if you just went from Objective A to Objective B. And I mean actual things to do like dungeons or optional bosses, not just people to talk to or fetch quests.

I think the main issue with FFXV is that its missing optional STORY locations and landmarks. There's no Wutai, Ancient Forest, Deep Sea Research, Chocobo Forest, or Daguerreo in FFXV. If you find an optional area in XV, despite how intricate it is, 99% of the time you're going to be going through a dungeon or fighting a boss....except for that 1% time where you don't (Pitioss Ruins) which pretty much everyone can agree is the best dungeon in the game, me personally I think it was the best dungeon in the series.


The problem with FFXV's world map isn't that it's contentless, but that it's content predictable....but this has nothing to do with the fact the game is open world. We could have had many little locations as engaging as the Temple of the Ancients or Ancient Forest from FF7.

Pitioss Ruins proves that FFXV could have had DRASTICALLY different content than what the main game provided to us. Probably not as crazy as Pitioss, but at least something less streamlined -- asking the player to make a few jumps, avoid obstacles, suffer heights and long drops, ect. This stuff likely would have failed spectacularly if combined with combat (probably why Pitioss has none) but Final Fantasy has never mixed combat with platforming anyway....hell Kingdom Hearts doesn't even really mix those two and that's a game where you can double jump and fly.

Midgar wasn't very expansive at all -- the reason it feels like it was though is because although you're technically doing the same things gameplay wise in most of the locations, from a story aspect, you're constantly doing varied things. Escaping Shinra, escorting Aeris, going through the markets, infiltrating the don's place, passing through trains, sewers, ect ect.

All of that was possible in FFXV...it just wasn't designed that way. XV was the first Open World FF game, but no FF game has been designed that way for years -- X and XIII were extremely linear A-to-B games, and while XII had TONS of stuff to do, it was designed just like FFXV in the sense that you're either doing a story dungeon, or fighting something optional -- nothing inbetween.

Ironically, the only recent Final Fantasy game that puts as much effort into optional story building and varied content as the SNES/PSX era FF games is Final Fantasy XIV.

Edit:

But I wouldn't really count FFXV out on that note, because although the main game was pretty streamlined as far as content variety, the DLC has been surprisingly varied in its approaches, and has the kind of things I haven't seen in FF since FF6-FF9.

Alot people rag on FFXV for its random gameplay deviations (Leviathian sequence, Titan sequence, Train sequences, Ignis babysitting, Chapter 13 ring gimmick) but those are the sorts of things that used to make Final Fantasy exciting to experience. It's a catch 22 though. Because now that it's less common to see throughout the game, it's more jarring when it finally happens...but it's less likely to happen more frequently because fans constantly bitch about it.

I think it's very possible you're on to something here. It's why I think the XV setup has plenty of potential, I just didn't like the way it was realized in XV itself. I think when people are using the blanket term "meaningful content" they're referring to exactly what you mention here, stuff like Wutai and the Ancient Forest. There may be plenty of places in XV, but they fail to leave the lasting impression that makes other Final Fantasy areas feel "iconic" and I absolutely believe you can link it back to story not being interwoven into many of the places you go. As stated earlier, it's not the map necessarily, but how you use it. I'd also agree that the XV DLC tends to do these things a lot better. The caverns of Gilgamesh or the events in Altissia would be extremely memorable anchor points for the story and locations they happen in. Gilgamesh's thing in particular would have made a fantastic piece of optional content in the base game and was more what I was expecting from optional dungeons in XV as a whole. The fact that it's paid DLC means I won't cut it much slack, but it shows SE CAN still do these things.

This description is probably also why I didn't feel XII was very engaging.

I'm curious since you seem to have a really clear idea of some of the strengths of FF's maps what your ideal setup would be given what you've just posted. Just weaving story into the locations better? Giving the audience a reference point that makes them go "Ah yeah, that's where I broke into that mansion and foiled a horny villain!" so that they remember the locations more distinctly? You seem like you might be pro open world, and I am as well, but like you say open world can inflate travel times significantly. Even if we have locations with more story content, wouldn't that still make wide swaths of land with nothing to do that could cause players similar fatigue when they have to plod along?
 

Neutra

Member
Oct 27, 2017
988
NYC
From what I've heard, DQXI is more zone-by-zone, but still giving the impression, or "illusion" that it is one big connecting world. Actually, it handles exploration EXACTLY like how I described my preferred method in my first post, ground exploration (in DQXI, it's on foot and horseback) is scale to your character and the areas per zone are big enough to give the illusion of a big world (there are also monsters wandering around), but other methods, like flying and ship travel, take place in a different mode where the entire make is scaled down, looking like a classic world map but nicely detailed. You ONLY explore this map while flying or via ship and once you land, you go back to the character proportioned map. THIS is what I want for the FF series.

But yeah, "illusion" is key. That can also be applied to cities. Take for example FFXII, which I felt did the illusion of making "big looking cities that were actually rather small" right. Rabnastre looked like a big, sprawling city, but this is basically the map:
latest

I'm not including Lowtown because this is meant to show the illusion of the topside as a massive city opposed to the actual areas you can explore. I don't mind more things like this. I don't want a big city that I can fully explore, because I KNOW that is impossible, but give me a big looking city and the illusion that I can explore it while keeping that actual area of exploration small. Basically, do that old movie magic, make the majority of the city a facade. Give the illusion you are seeing more than it actually is programmed to be.

Strongly agree with everything in this post. It's on the developers to present the game in a way that forces the player to perceive the world as expansive and immersive. An "open world" is a literal and "easy" way to get there but it's not the only way.
 
Jan 11, 2018
9,857
There's certainly lots more to explore of Rabanastre than let's say Narshe or Cosmo Canyon though. Not only that, the towns and locations in this game were considered quite large back in the day. Not to mention incredibly impressive from a technical point of view. I do think the towns in Eos are an improvement over those in Ivalice (that being said, there's a stronger sense of identity in the latter world but that's not due to the use of space, or lack thereof).
 

LightEntite

Banned
Oct 26, 2017
3,079
I think it's very possible you're on to something here. It's why I think the XV setup has plenty of potential, I just didn't like the way it was realized in XV itself. I think when people are using the blanket term "meaningful content" they're referring to exactly what you mention here, stuff like Wutai and the Ancient Forest. There may be plenty of places in XV, but they fail to leave the lasting impression that makes other Final Fantasy areas feel "iconic" and I absolutely believe you can link it back to story not being interwoven into many of the places you go. As stated earlier, it's not the map necessarily, but how you use it. I'd also agree that the XV DLC tends to do these things a lot better. The caverns of Gilgamesh or the events in Altissia would be extremely memorable anchor points for the story and locations they happen in. Gilgamesh's thing in particular would have made a fantastic piece of optional content in the base game and was more what I was expecting from optional dungeons in XV as a whole. The fact that it's paid DLC means I won't cut it much slack, but it shows SE CAN still do these things.

Yeah, I think one of the main reasons the game ended up split like this is because of development woes....and not particularly ones that existed because of the choice to go open world, but because Square needed to first create a framework that would allow them to create the kind of content in an OW environment that people would expect from an FF game. And ultimately, I think they've succeeded pretty far past anything i'd have initially expected on Attempt #1.

It's been clear that the ambitions of FFXV were much larger than the product we received, but since the game has released we've seen a multitude of seemingly tiny additions to the game (Sailing, Off-roads driving, multiple hunts, character swapping, timed events, Assassins Creed climbing, Prompto shooting and driving, Ignis' grapple) that seem like QoL content changes but would have likely MASSIVELY altered the end-product of the final game if the framework for those features were already completed during the development and planning period. But they weren't, and so the core content of the game wasn't developed to include them.


I'm curious since you seem to have a really clear idea of some of the strengths of FF's maps what your ideal setup would be given what you've just posted. Just weaving story into the locations better? Giving the audience a reference point that makes them go "Ah yeah, that's where I broke into that mansion and foiled a horny villain!" so that they remember the locations more distinctly? You seem like you might be pro open world, and I am as well, but like you say open world can inflate travel times significantly. Even if we have locations with more story content, wouldn't that still make wide swaths of land with nothing to do that could cause players similar fatigue when they have to plod along?

Well yeah, I think weaving story locations into the world would help alot with that, in fact I believe it might solve the majority of the issues people have with the gameplay style (open world). I think the key issue here is that Final Fantasy has currently gotten some form of tunnel vision as far as gameplay content goes, for one reason or another, where there's this heavy separation of story elements and gameplay elements. Final Fantasy XV is ironically the first FF i've played in a while that feels as though it's about to break that trend, which is why I view it as such a massive step forward despite its flaws.

Example: I think Episode Duscae was a perfect example of something XV desperately needed. Sadly, like literally everything that was good about Episode Duscae was removed from the final game.

But the general idea is that Prompto wrecks the car, you're forced to pay for the repairs by killing Deadeye, you stalk Deadeye by seeing his impact on the environment. You then finally fight Deadeye by carrying out a plan put together by Ignis (prompting a special cutscene). It doesn't work, and you're forced to fight Deadeye, at which point everyone quickly realizes you're screwed because he's way too strong. You then have to find an alternate way to get money which involves Fociaugh Hollow, the place you're directed towards in the "Trial of Ramuh" in the final game. Upon reaching the end, you're given Ramuh. You then rematch Deadeye and get your ass kicked again, except this time Ramuh comes out and nukes Deadeye for you.

This is good for multiple reasons. First off, Prompto wrecks the car...somehow. We don't know how, but this likely would have been a set point upon entering Duscae. This then triggers a story segment that:

1) Gives you a clear reason for exploring the Duscae region, complete with cutscenes and interactions with Cindy

2) Puts you up against a foe you can't beat at that point without an Astral. This makes the player feel vulnerable, but also gives tangible weight to the Astrals. There's a gameplay AND story significance to Ramuh in this scenario.

3) Gives you a chance for non-linear story progression, as nothing is actually stopping you from acquiring Ramuh before you fight Deadeye, who is unbeatable at that point in the story.


In the final game...you enter Duscae, Gentiana points out 3 shrines, the last of which is Fociaugh Hollow. After going to those 3 spots, you get Ramuh. Deadeye is just a prerequisite hunt required to unlock the Chocobos. It's generally the same quest, except there's no stalking, no plan from Ignis, no special cutsene, and the fight is braindead easy because there are fire barrels littered around the arena that do ridiculous damage to him.

But I think the most telling thing to notice here is that the only difference in these two scenarios is the way the game directs the player to see the content. The actual world map between Episode Duscae and the final game is identical.

There's nothing wrong with the fact that FFXV has large amounts of space between locales. The issue is that it doesn't do much to immerse you in the world. That's not to say there's nothing to do in that space, there absolutely is, but the PLAYER has to want to do it -- the story gives you no reason to care. The only thing that would lead a player to exploring all the many optional areas in FFXV is pure player curiosity. And yes, Final Fantasy XII is the exact same way. The Clan Hunts are FILLED with great content...but if you as a player aren't self-motivated to seek out hunts, then there's nothing for you there.


The funny thing about this is that Chapter 9 onward is where all of this stuff starts to happen in FFXV, but it's just jarring because instead of weaving this into the entire experience, they chopped it up and put ALL of it into the final half of the game, and so it starts to feel like you're playing a completely different game because suddenly you have no freedom and the content you're playing through is just of a completely different pace.
 

Death Penalty

Avenger
Oct 27, 2017
3,307
Yeah, I think one of the main reasons the game ended up split like this is because of development woes....and not particularly ones that existed because of the choice to go open world, but because Square needed to first create a framework that would allow them to create the kind of content in an OW environment that people would expect from an FF game. And ultimately, I think they've succeeded pretty far past anything i'd have initially expected on Attempt #1.

It's been clear that the ambitions of FFXV were much larger than the product we received, but since the game has released we've seen a multitude of seemingly tiny additions to the game (Sailing, Off-roads driving, multiple hunts, character swapping, timed events, Assassins Creed climbing, Prompto shooting and driving, Ignis' grapple) that seem like QoL content changes but would have likely MASSIVELY altered the end-product of the final game if the framework for those features were already completed during the development and planning period. But they weren't, and so the core content of the game wasn't developed to include them.




Well yeah, I think weaving story locations into the world would help alot with that, in fact I believe it might solve the majority of the issues people have with the gameplay style (open world). I think the key issue here is that Final Fantasy has currently gotten some form of tunnel vision as far as gameplay content goes, for one reason or another, where there's this heavy separation of story elements and gameplay elements. Final Fantasy XV is ironically the first FF i've played in a while that feels as though it's about to break that trend, which is why I view it as such a massive step forward despite its flaws.

Example: I think Episode Duscae was a perfect example of something XV desperately needed. Sadly, like literally everything that was good about Episode Duscae was removed from the final game.

But the general idea is that Prompto wrecks the car, you're forced to pay for the repairs by killing Deadeye, you stalk Deadeye by seeing his impact on the environment. You then finally fight Deadeye by carrying out a plan put together by Ignis (prompting a special cutscene). It doesn't work, and you're forced to fight Deadeye, at which point everyone quickly realizes you're screwed because he's way too strong. You then have to find an alternate way to get money which involves Fociaugh Hollow, the place you're directed towards in the "Trial of Ramuh" in the final game. Upon reaching the end, you're given Ramuh. You then rematch Deadeye and get your ass kicked again, except this time Ramuh comes out and nukes Deadeye for you.

This is good for multiple reasons. First off, Prompto wrecks the car...somehow. We don't know how, but this likely would have been a set point upon entering Duscae. This then triggers a story segment that:

1) Gives you a clear reason for exploring the Duscae region, complete with cutscenes and interactions with Cindy

2) Puts you up against a foe you can't beat at that point without an Astral. This makes the player feel vulnerable, but also gives tangible weight to the Astrals. There's a gameplay AND story significance to Ramuh in this scenario.

3) Gives you a chance for non-linear story progression, as nothing is actually stopping you from acquiring Ramuh before you fight Deadeye, who is unbeatable at that point in the story.


In the final game...you enter Duscae, Gentiana points out 3 shrines, the last of which is Fociaugh Hollow. After going to those 3 spots, you get Ramuh. Deadeye is just a prerequisite hunt required to unlock the Chocobos. It's generally the same quest, except there's no stalking, no plan from Ignis, no special cutsene, and the fight is braindead easy because there are fire barrels littered around the arena that do ridiculous damage to him.

But I think the most telling thing to notice here is that the only difference in these two scenarios is the way the game directs the player to see the content. The actual world map between Episode Duscae and the final game is identical.

There's nothing wrong with the fact that FFXV has large amounts of space between locales. The issue is that it doesn't do much to immerse you in the world. That's not to say there's nothing to do in that space, there absolutely is, but the PLAYER has to want to do it -- the story gives you no reason to care. The only thing that would lead a player to exploring all the many optional areas in FFXV is pure player curiosity. And yes, Final Fantasy XII is the exact same way. The Clan Hunts are FILLED with great content...but if you as a player aren't self-motivated to seek out hunts, then there's nothing for you there.


The funny thing about this is that Chapter 9 onward is where all of this stuff starts to happen in FFXV, but it's just jarring because instead of weaving this into the entire experience, they chopped it up and put ALL of it into the final half of the game, and so it starts to feel like you're playing a completely different game because suddenly you have no freedom and the content you're playing through is just of a completely different pace.
Excellent post, some really novel and I think very accurate insight into these things. I hadn't thought of it this way, the role of perception and the game's direction of the player. The comparisons to Duscae in particular are extremely striking. After reading this, I completely agree. I wish I had more to add, but I really couldn't say it better than this post and I appreciate you writing it up.
 
Oct 25, 2017
5,469
There's nothing wrong with the fact that FFXV has large amounts of space between locales. The issue is that it doesn't do much to immerse you in the world. That's not to say there's nothing to do in that space, there absolutely is, but the PLAYER has to want to do it -- the story gives you no reason to care. The only thing that would lead a player to exploring all the many optional areas in FFXV is pure player curiosity. And yes, Final Fantasy XII is the exact same way. The Clan Hunts are FILLED with great content...but if you as a player aren't self-motivated to seek out hunts, then there's nothing for you there.

The hunts in XII weren't just pure gameplay like in XV though. Every hunt had a little story behind it that expanded the game's lore, and a lot of hunts even segued into their own side quest chains after killing the mark. A ton of them even had cutscenes. Every mark had a treat for players who cared about the world's lore and side stories. The story DOES give you a reason to care in XII.

That was the main failing of XV's hunts to me. The vast majority of the hunts were just "Monster's been causing trouble, kill it for us." "Good job, here's you're reward." The End.
If they had made use of the hunts for the world building like XII did, that alone would have vastly improved the game I think.
 

Vault

▲ Legend ▲
Member
Oct 25, 2017
13,618
World maps suck, made the world seem so small entire continents made up of 4 towns.

12 had the best world in the series just copy that
 

Deleted member 426

User requested account closure
Banned
Oct 25, 2017
7,273
Honestly if FFXV had had more towns it would have improved the game a hell of a lot.

Galdin Quay
Altissia
Lestallum
Caem

Great locations. Replace almost all of the gas stations with something a bit more interesting and that would have made the whole map better!

It's funny how moar towns = better seems to have become a thing with FF, but I really do believe it.
 

Mr.Deadshot

Member
Oct 27, 2017
20,285
I want the classic world maps back. Ni No Kuni has the best world map to date but seems like the only "recent" AAA-JRPG that tried to have one at all.
After all the damage done to the franchise with Final Fantasy 13, 14 (first try) and 15 they should go back to full classic FF with FF16. ATB-combat, world map, linear progression with secrets and a good end-game-stuff. Just like Final Fantasy 10.
 
Oct 31, 2017
14,991
Next FF will have 90% of locations consist of towns. There will only be 2 dungeons. The difficulty will be comparable to Ninja Gaiden. Will have 20+ hours of cutscenes.

Since SE typically goes from hot to cold to hotter to colder to hottest to coldest in terms of listening to criticism lol
 

duckroll

Member
Oct 25, 2017
11,209
Singapore
While I know many people on the actual Final Fantasy staff felt this way too, I still don't really agree with it. To me it's similar to these same people talking about their battle systems. They want the presentation of their combat to look grand and dynamic, and at one point this could be best achieved with turn-based systems. As the visual fidelity increased, the abstraction of the static turn-based battles was no longer cutting it, and they slowly started moving away from it. I definitely get trying to move past their their previous limitations and getting closer to their vision, but as a consumer who got to sample the products of these old limitations, I think I preferred what I had to what they want to move towards, and still see its value. It's the same for world maps. I'm aware of what they wish to do, and they have valid reasons for it, but I still think these advantages might not be worth their inherent trade-offs.

I guess the big disconnect between me and the developers is that we probably interpreted those old games differently. I saw the design and direction of the old games as a destination, while the Kitase produced era of games made it clear they were mere stop-gaps to them.
Personally I think the design of the old games could be a destination and also a stepping stone. They were a destination then, they are clearly not where they wanted the series to remain. FFXVI is not going to be something like Ninokuni 2, because the expectations are very different for the series now. Like I said, when they remake FFV and FFVI, no matter how advanced they make the graphics, it would still be best to make them in that style. So in that sense, the ultimate FFV remake would maybe look like.... a better Blue Dragon. Which is good. But FF as a mainline series is something else today and it's not realistic to expect that direction.
 
Oct 25, 2017
1,511
Unless they did it open world like FFXV and make a full open world area ( which isn't a big world IMO except for Midgar and the northern areas ) then I guess it will be like FFX , and Acquiring the buggy or Bronco will unlock places you can visit from the travel menu based on their abilities

IIRC , Nothing major to be accomplish in the world map except for Unlocking Yuffie , Fighting some enemies and discovering the hidden dungeons and drawing out a certain boss to midgar , and I don't think they will make Yuffie or Vincent an optional characters in the Remake so I guess that sort out the Unlocking Yuffie quest and As for the boss then they can easily convert this to a cutscene , The enemies could be inserted in another areas and the hidden dungeons could be accessed by a Code/Coordinate menu like FFX
 

Rei Toei

Member
Nov 8, 2017
1,523
I would love them for going the Ni no Kuni route. I really like the look of that world map.

For me, a good world map holds a bit of mystery - as in, it is not just a way of travelling from story location to story location, but also something that rewards a bit of exploration. FFVII had a little bit of that with some quasi-hidden caves and forests, the ocean floor, but also after the snowboarding part in the snow fields with some hidden locations.

If they want to push on with what they did in FFXV, cool, but they need to step up their game. Have a good look at how other developers tackled it. Don't want to drag Witcher 3 in every discussion on RPG's, but that game revived the thrill of exploration quite a bit for me.

Bit of a sidestep of the discussion, but is Octopath Traveller going to have a traditional world map?
 

Gaia Lanzer

Member
Oct 25, 2017
7,672
Honestly if FFXV had had more towns it would have improved the game a hell of a lot.

Galdin Quay
Altissia
Lestallum
Caem

Great locations. Replace almost all of the gas stations with something a bit more interesting and that would have made the whole map better!

It's funny how moar towns = better seems to have become a thing with FF, but I really do believe it.

That's actually an interesting point. Given all the "space" in FFXV's Lucis continent, you COULD"VE made towns out of those outposts. Y'know, expand them a bit outwards, more buildings and such. Sure, nothing as big as Altissia or Lestallum, but something that you could see a community living in, sure. Especially given where some of the outpost locations are, it could allow the looks of these towns to differ. I'd imagine a Duscae town would look different than the one at Leide, given the different climates. Leide one could probably feel like a ghost town or one of those small towns you pass on the way to Las Vegas while driving in Nevada. Duscaes could look more like a rugged, wilderness towns, more cabin-style houses and such. Old Lestallum should've been an actual town with a proto-Lestallum look to it, architectural-wise and culture-wise.

Classic world maps that feel like you are in a actual world like previous FFs.

Not the corridors like X or the small "open" world of XV.
Looks like you want the Dragon Quest VIII/Dragon Quest XI route. Personally, I think it captures the "world spanning adventure" feel of the older FF games, allowing both somewhat realistically scaled locations to characters, as well as boat and flying travel that happens on a "scaled down" world map mode (and once you land, you go back to the more character/location scaled map mode).
 
Last edited:

ethomaz

Banned
Oct 25, 2017
4,851
Santa Albertina
Looks like you want the Dragon Quest VIII/Dragon Quest XI route. Personally, I think it captures the "world spanning adventure" feel of the older FF games, allowing both somewhat realistically scaled locations to characters, as well as boat and flying travel that happens on a "scaled down" world map (and once you land, you go back to the other map).
Yes DQXI is a good choice... No ni Kuni looks promising too.
 

Deleted member 426

User requested account closure
Banned
Oct 25, 2017
7,273
Because you missed three out of fifteen installments?

If you like a good RPG romp, you can safely skip XIII and the MMO, XV is worth playing though.
Whatever you do, don't skip the MMO. It's essentially a single player FF game with lots of people to talk to when playing. It's the best since X and the most Final Fantasy feeling game since X as well.
 

Gaia Lanzer

Member
Oct 25, 2017
7,672
World maps suck, made the world seem so small entire continents made up of 4 towns.

12 had the best world in the series just copy that
They are representations of travel, never meant to be a realistic depiction of the world. If that was the case, most of the coastal sides and areas around major rivers and lakes would be completely dominated by cityscapes (IF we are trying to apply real world logic). And it is not like there, hypothetically, can't be other towns and cities that exist in those worlds, they just aren't important to the main game's story and travels. For instance, in FFVII Compilation, there's new locations like Banora, Fort Tamblin, and Modeoheim that technically existed (even if they were at ruin) during FFVII Prime, but were not important to the story. You could say, "But, they weren't even conceptionally thougth up yet!", which you'd be right, but regarding world building, if we were to look at that world as a whole (even it's flaws), those areas would've still been there during the FFVII quest, it's just Cloud and co never visited them, or had the need to visit them.

As in RPGs, you don't need a TRULY realistic representation of a world, you just need enough to give you the illusion that the world is somewhat realistic. I feel that's the keyword, "enough". You just need ENOUGH.

FFXII is an interesting topic because it, IMO, has done towns right. Towns like Jahara and Eryut Villaga are small, but feel lived in. They remind me of some of the towns in the PS1 FFs that are only a few screens long. Cities like Rabanastre, Bhujerba and Arcades give the impression they are MASSIVE, but are just "big enough", exploration-wise.
 

Keym

The Fallen
Oct 26, 2017
9,197
Next FF will have 90% of locations consist of towns. There will only be 2 dungeons. The difficulty will be comparable to Ninja Gaiden. Will have 20+ hours of cutscenes.

Since SE typically goes from hot to cold to hotter to colder to hottest to coldest in terms of listening to criticism lol
Shutupandtakemygil.png
 

LightEntite

Banned
Oct 26, 2017
3,079
Excellent post, some really novel and I think very accurate insight into these things. I hadn't thought of it this way, the role of perception and the game's direction of the player. The comparisons to Duscae in particular are extremely striking. After reading this, I completely agree. I wish I had more to add, but I really couldn't say it better than this post and I appreciate you writing it up.

Thanks. I gave some thought to it on my second playthrough and realized what was missing. I remembered when i played Episode Duscae, i had INCREDIBLY high hopes for XV because it seemed to have everything that was missing from Final Fantasy since the PSX days. The quest in Duscae was linear and pretty padded down, but the way it made you feel like you were really in their shoes was tangible.

i think the reason it's so tragic that XV didn't have stuff like this is because it was soooooooooooooo well geared to have it. Towards the beginning of the game when the Zu makes a close pass over the party, and then you later have to sneak by it to get the thing for Dino......I was expecting more situations like that, putting the player in vulnerable positions and having them interact with the wildlife. But it never really happened. I think FFXV did an amazing job of making nighttime actually feel dangerous to traverse, at least in the older versions without the offroads car because they would literally stop you from traveling and force you to fight powerful enemies. The story tells you about how dangerous it is at night, but actually traveling at night let you feel how dangerous it was. But I think daytime could have also used some of those threats, like the Behemoth / Zu / Bandersnach / Griffon ambushing you at certain areas on the map until you're strong enough to fight them off.

But yeah, I think the future BD2 titles that use XV's experience will take care of this. It's clear that Square had the IDEA correct, but just didn't have the time to capitalize on all of it because of XV's development schedule.

The hunts in XII weren't just pure gameplay like in XV though. Every hunt had a little story behind it that expanded the game's lore, and a lot of hunts even segued into their own side quest chains after killing the mark. A ton of them even had cutscenes. Every mark had a treat for players who cared about the world's lore and side stories. The story DOES give you a reason to care in XII.

That was the main failing of XV's hunts to me. The vast majority of the hunts were just "Monster's been causing trouble, kill it for us." "Good job, here's you're reward." The End.
If they had made use of the hunts for the world building like XII did, that alone would have vastly improved the game I think.

It was executed a bit better in XII because you could trigger alot of things to happen by taking part in them. But the main way you interact with them is identical.

I agree though, if the hunts had little story building segments to them, it'd have been much more interesting to do them.
 

JuanLatino

Cerny’s little helper
Member
Oct 25, 2017
3,372
whatever they do, i hope they adapt to todays standards of RPGs or Openworld Games in terms of the World and Presentation.

The Citys in and villages of FFXV felt so lifeless and unconneceted to the World. The Fetch Quests need to go and be replaced by quests with good writing
 

Gaia Lanzer

Member
Oct 25, 2017
7,672
whatever they do, i hope they adapt to todays standards of RPGs or Openworld Games in terms of the World and Presentation.

The Citys in and villages of FFXV felt so lifeless and unconneceted to the World. The Fetch Quests need to go and be replaced by quests with good writing

Basically side-quests with significant meat and story. No more "Hey, I need you to go all the way back to my farm and collect so many onions for me!" BS.

I want REAL quests, like:

- Someone runs into town saying that the mine has collapsed. If you approach them, you venture to the Mythril Mine outside of town and find a way in to rescue the injured miners, and perhaps discover the cause of the collapse. Objective: Save miners and defeat the boss. Reward: Miner finds extra pure for of Mythril ore and has his friend, the Blacksmith, create a new weapon for you as thanks.

- There's an old haunted house at the far edge of town that is in need of renovating. Everybody's too afraid to go near it. You take the quest and rid it off it's monsters. Objective: Find and defeat all the monsters and dispel the evil attracting them. Reward: The house becomes an orphanage and the head offers free stay for when ever you are in town.

- In the Mystics' Forest, there are tales of a house that appears only when the moon is full, and it houses a witch named Matoya that knows really powerful magic. You enter the small looking cottage, that is in fact many times bigger on it's inside. Objective: Locate Matoya's House, navigate the maze-like corridors and take Matoya's trial. Reward: X-Zone spell... or something, as well as the ability to return to Matoya's house at anytime, in which she can synthesize magical properties to weapons, armor and accessories.

- At a certain town, they say that late at night, shadowy figures lurk the streets, and are said to be a cult responsible for the disappearances for a few locals. Objective: Sleep at an Inn until Midnight, then follow a cloaked cultist back to their hideout. Reward: I don't know, but you get the point.
 

Kumomeme

Banned
Nov 6, 2017
668
Malaysia
turn ff viir into full open world might sound too much,but given how the game progress,i personally believe rather than full open world or multiple big area like witcher 3,having linear with big area connected like xenoblade probably best solution

its the formula that how past ff progress being driven...player still can roam in big area but at same time the progress in linear form

its like the area similiar to archyle steppe of ffxiii,but this time more town and variety of location and weather,like xenoblade chronicles are
 

Cameron122

Rescued from SR388
Member
Oct 27, 2017
2,289
Texas
I love the classic overworld style map. in my eyes it actually makes the world feel bigger. Mount and Blade does it great!