• Yewb@lemmy.world
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    10 months ago

    I have an idea lets make a game that embodied the spirit of the successful versions, lets stop trying to court devil may cry/elden ring fans and get back to making a turn based rpg or similar to ff10.

    Ff3, ff7, ff9, ff10

    Are great examples of the story lines I loved.

    • rimjob_rainer@discuss.tchncs.de
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      10 months ago

      I enjoyed all of them and FFXVI too. I think it’s okay to reinvent FF combat every iteration to keep it fresh. I’m not sure if I’d enjoy a turn based combat today like I enjoyed it 20 years ago.

      • Ilflish@lemm.ee
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        10 months ago

        I was pretty happy to let FF innovate and leave DQ as the stable JRPG release and then they announced DQ12 would be more action focused

    • ShadowRam@kbin.social
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      10 months ago

      4,6,7,10

      I don’t know. I know I played 9 in its entirety, but it is completely un-rememberable.

      But yeah, 100% lets get back to the turn-based formula it was meant to be.
      Bonus if we could go back to a 5-team instead of a 3-team

    • rustydrd@sh.itjust.works
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      10 months ago

      Love this idea. The turn-based system in FFX was my absolute favorite, and I was really sad they didn’t follow this direction further (even for FFX-II, like WTF).

    • Haru@lemmy.world
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      10 months ago

      What would you consider the last Final Fantasy game they made with good writing?

      • IWantToFuckSpez@kbin.social
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        10 months ago

        imho I have never experienced really good writing in any FF mainline game. Like they all have very creative and cool story arcs but it’s the execution that ruins it for me. The dialogues and characters are always so cringe af, you can basically tell that the writers have based their writing framework solely on lowbrow manga. Which is fine when the dialogues weren’t voiced since you could speed read trough the dialogues. Like I thought 6 and 7 were decent and 9 was okay (8 was annoying emo teen angst drama). But once they started voicing the dialogues and added longer cut scenes the bad writing just stuck out like a sore thumb. 10 was just really bad even though I loved 10 for the gameplay. I even skipped 12 because of that. With 13 they improved a bit, but with 15 they slid back almost to the level of the dialogues of 8. I haven’t played 16 yet but from the trailers I’ve seen and based on opinions of my friends who’ve played it I don’t have hope that the dialogues are any better.

        And also Octopath and Forspoken just proofs that Square just can’t write good characters and dialogues. Even when they hire non-Japanese writers. They need to look at Naughty Dog and Larian for how it’s done. Neil Druckmann adheres to “Simple story complex characters” with his writing which makes his stories always compelling. While Square, and Japanese video game writers in general, always does the opposite.

        • triclops6@lemmy.ca
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          10 months ago

          I found myself involuntarily agreeing with most of this(except ff12 whose dialogue I actually enjoyed)

  • WEAPONX@lemmy.world
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    10 months ago

    I wish they would stop with the weird hack&slash/ATB combat. Also, with PC ports they should use standard PC control scheme and menus. And i get it, PC is not big in Japan, but they are selling the games to western audiences.

    • Katana314@lemmy.world
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      10 months ago

      Any return to turn-based would probably have to be careful about it. Persona 5 managed it well, but it easily reaches criticism of being too much of “Use fire on ice”. Ideally, every decision a player is making in their infinite-time turns should have some form and consequence to it. I have always hated the “solution” wherein you can turn on an Auto-Battling system. It fixes the problem, but doesn’t acknowledge that the problem is battle decisions always being completely unnecessary and routine, which itself is something that can be fixed using more intelligent game design.

      • memo@feddit.it
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        10 months ago

        fyi: SMT and Persona based their combat system on weak points way earlier than P5. I’m not saying it is immune to criticism, but it’s a series standard by now

        • Ookami38@sh.itjust.works
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          10 months ago

          I think they brought up p5 specifically because it’s a super-modern turn based RPG, so the same kind of thing a new, turn based, ff would be. This modern game, despite being overall well received, got some criticism for its turn based system being too much of the “use obvious elemental weakness” style strategy, and not more novel ideas.

        • Katana314@lemmy.world
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          10 months ago

          Ooooooooh. Ouch. “It is a series standard” is exactly the sort of weak point that leads to some big franchises like Final Fantasy staggering.

          There’s a reason games like Persona gained such popularity. It is NOT because players learned to use a thunder attack on the floating pair of chairs.

          • memo@feddit.it
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            10 months ago

            Persona’s combat system, if tweaked correctly can be a tremendous strength: there’s a chance to have a great turn-based system in which elements play the role of the main “puzzle” to strategize over with both your demons and your party cast. I agree that Persona 5 had very little strategy in it, let’s hope for future entries to be better.

            I wonder what kind of battle system the new Atlus JRPG will have

    • MrScottyTay@sh.itjust.works
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      10 months ago

      As a big fan of the old FFs I really enjoy the new ATB and hack and slash combat. 16 is fun and I think 7R is a great middle ground as well as being a true extension of the classic ATB stuff.

      • Haru@lemmy.world
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        10 months ago

        People seem to forget that the ATB stuff started to come in at IV/V. I’m not sure I want the turned based mechanics and gameplay of games like FFII for the sake of misplaced nostalgia. Give me ATB any day over that.

  • Katana314@lemmy.world
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    10 months ago

    It might be a good time to revisit some other long-running series that have managed a very good “reset” after running dry. Some examples that come to mind are Resident Evil 7, God of War, The Legend of Zelda, maybe some others.

    At least for RE7 and God of War, it does feel like their overall goal was to reduce the action-packed scope, and focus more closely on something character-focused. RE7 doesn’t have crashing helicopters, and God of War doesn’t have you killing gods in the first 30 minutes. It definitely felt like an overall goal for FF16 was epic, bombastic scope and throwing around their budget, which obviously drove sales…but not as much lingering popularity as they hoped.

    (Oh yeah, and plan a Steam release already. The world is not as console-obsessed as Japan)

    • otp@sh.itjust.works
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      10 months ago

      I’m old too, but 10 was good, and 10-2 had a really fun class system that reminded me of FF5.

      I haven’t played 15 or 16, nor the 13 series (though I enjoyed 13, I don’t think it’s as good as the other good entires).