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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.
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.
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.
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.
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.
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.
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.
Thanks to a crazy head engineer with a god complex, ten thousand players are now playing an ultra-realistic fantasy game in a virtual world with real-world stakes. This would be an absolute win (but a budgetary nightmare as a developer). Cutscenes in an MMO? Level-Based Advancement. Worse, it can cause VR sickness.
So… DikuMUDs started to add scripting systems , which were generally much more limited than the ones on LPMuds, but fit better with the whole “fill out some rows in a form to add content” development model. So simulationism was born as a way to make fantasy worlds richer, more immersive… in a sense, to “make the ride better.”
Perhaps as a result, Egor is one of the least interesting and less developed characters in the game unfortunately. TUTORIAL The tutorial happens across 3 in-game loops. During this time, mission selection is restricted and progression is heavily scripted / controlled. Kind of sad.
Only MMO like World of Warcraft and Final Fantasy 14 are still generally recognized by western gamers. Second, quest development is linear on the map. In the earlier stage, the raids in the main quest are quite easy and exist to help develop the story. This genre is getting marginalized in the West. UI of adventure scroll).
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