@NEStalgia You're acting like not every Final Fantasy game was linear with open world elements. The series was always go from A to B, but they allowed you the freedom to go around and explore the world and the towns. In many cases you had to in order to move along in the plot. FF16 is shaping to be no different. FF16 is shaping to be no different from literally almost every RPG. What are you on?
@Matroska Oh nice judgment, cause you've played the full game of FF16 right?
Anyways, every Final Fantasy game is linear, they just throw you in a explorable and interactive word where it takes you away from feeling that linearity. And by linearity that was mostly the dungeons(main story stuff), just like 16. That was not the case for FF13. The entire game consisted of walking from point A to B without any diverging paths, explorable paths, or even you interacting with the world. That's the entire game until chapter 11, a gorgeous but very repetitive and boring mess. The fact that 16 even has explorable environments already puts it above 13 as far as game design goes imo.
Don't sit here and pretend 13 didn't have way more problems than just "Linearity". That whole argument of "Well XY is linear so why do people hate 13?" Is old and debunked.
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Re: Preview: Final Fantasy 16 Still Seems Like a PS5 Must Have, But a Couple of Niggles Need to Be Addressed
@NEStalgia You're acting like not every Final Fantasy game was linear with open world elements. The series was always go from A to B, but they allowed you the freedom to go around and explore the world and the towns. In many cases you had to in order to move along in the plot. FF16 is shaping to be no different. FF16 is shaping to be no different from literally almost every RPG. What are you on?
Re: Preview: Final Fantasy 16 Still Seems Like a PS5 Must Have, But a Couple of Niggles Need to Be Addressed
@Matroska Oh nice judgment, cause you've played the full game of FF16 right?
Anyways, every Final Fantasy game is linear, they just throw you in a explorable and interactive word where it takes you away from feeling that linearity. And by linearity that was mostly the dungeons(main story stuff), just like 16. That was not the case for FF13. The entire game consisted of walking from point A to B without any diverging paths, explorable paths, or even you interacting with the world. That's the entire game until chapter 11, a gorgeous but very repetitive and boring mess. The fact that 16 even has explorable environments already puts it above 13 as far as game design goes imo.
Don't sit here and pretend 13 didn't have way more problems than just "Linearity". That whole argument of "Well XY is linear so why do people hate 13?" Is old and debunked.