Remove Cutscenes Remove Development Remove Fantasy
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Final Fantasy 7 Rebirth Review

Keith Burgun

I played Final Fantasy 7 Rebirth. Where Final Fantasy XVI kind of feels like “a bunch of white men growling at each other”, FF7 Rebirth is a very diverse world of colorful characters, almost all of which (Cloud being the exception) wear their heart and their personality on their sleeve. In general, I liked it.

Fantasy 105
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Game-Changing Storytelling: How To Integrate Narrative Elements in Mobile Games

Game Refinery

Narrative design has always been an important part of video game development, but its significance in modern-day games continues to grow as narrative elements play an important role in player engagement and retention. Goddess of Victory: NIKKE features high-quality anime cutscenes. Storyline in Diablo Immortal.

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Design review of Redfall by Arkane Studios Austin

Radiator Blog

Anyway I didn't mind the incompleteness so much because I was playing less for fun, and more "for work", as a first person game developer. Instead there's cutscenes without animation, scripted conversations without choreography, and readables you rarely read because the game never pauses. But not really.

Studios 246
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Sent this ask a while ago but I think Tumblr ate it so here it is: In which stage of game development are relationships between characters decided? Asking this because I recently found an old Final Fantasy VII relationship chart and originally some characters were supposed to have completely different bonds compared to the ones they ended up having in the actual game. These seem to be quite important plot points, so I assume that final decisions should be made before creating cutscenes? Or you can change stuff later if devs come up with better ideas?

Ask a Game Dev

The important thing to think about when it comes to development is that we can't build the game sequentially, we have to build as much of the game in parallel as we can. For features like cutscenes, it depends on how much difficulty it takes to build the cutscenes. In the original FF7, the FMV sequences were set in stone.

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Secrets in Videogames

Keith Burgun

As I’ve gone through the Final Fantasy series recently , it’s notable that the games used to have secrets, and now, they pretty much don’t anymore. As I have mentioned elsewhere, I’m starting pre-pre-development on an RPG of my own, and so this is something I’m thinking about a lot for that game.

Fantasy 52
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The three most important qualities in an RPG

Keith Burgun

So what we end up with, over time, is a “tradition”, or traditions within a blanket term like “RPG” There are so-called “ARPGs” like Diablo, JRPGs like Final Fantasy, CRPGs like Ultima, tactical RPGs like Fire Emblem, and so on. Over the years, I have loved games in all of these categories.

Fantasy 52
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Why I’m bailing on Yakuza: Like a Dragon

Keith Burgun

I would have played it sooner, but I was on this huge Final Fantasy kick (which is still ongoing, to be honest). The opening cutscene literally made me cry. But everything else just feels like it needed another 6-12 months of development on it. It just wasn’t that interesting to me overall. 50% fewer minigames.

Writing 52