If Final Fantasy gameplay took a cue from its own cutscenes, more people might actually play it.
If Final Fantasy gameplay took a cue from its own cutscenes, more people might actually play it.
That's much easier said than done. If gameplay could really keep up with cutscenes in most games there would be *no* cutscenes.
The only valid way I've seen used so far is turning a large part of gameplay in quicktime events, and quicktime events are utterly despised by a large part of the playerbase (and I can already see how much hate they'd generate in a MMORPG, as people would accuse the developer of taking control away from them).
There are also finishers, but Age of Conan demonstrated that they really add nothing to gameplay, and they become boring after a very short while.
There's a world of difference between Belgianrofl's posting style and giving valid criticism, which if there IS any of, it's tucked away between a very thick layer of vitriol and needless bashing.
"This is bullocks, SE. You're all bullocks for making it, and you'll never be more than bullocks."
"But guys, if we're not THIS hard on them, then they'll never improve!"
...If this isn't the gist of 70% of his posts, then I'll eat crow.
They're funny to read at least, although I'd hardly take anything mentioned in them at face value were I a dev.
Self-edited for "family friendliness", because people take issue with using the vernacular appropriate for the situation.
Take apart the events in a cutscene and you have basic things like: interesting skills with a highly visual animation, battle system where positioning matters, fast response times.That's much easier said than done. If gameplay could really keep up with cutscenes in most games there would be *no* cutscenes.
The only valid way I've seen used so far is turning a large part of gameplay in quicktime events, and quicktime events are utterly despised by a large part of the playerbase (and I can already see how much hate they'd generate in a MMORPG, as people would accuse the developer of taking control away from them).
There are also finishers, but Age of Conan demonstrated that they really add nothing to gameplay, and they become boring after a very short while.
FFXIV battle system is very mathematical. Half the time you're just balancing stats and that's the problem. SE should start looking at their own cutscenes and using that as a model for their gameplay, rather than looking at their own gameplay and using that as their model.
What makes them spectacular isn't only the basic animation, but the direction, the camera angles, the music, the linking between those animations. It's not really possible to do that outside of a directed cutscene, besides with quicktime events.
They actually did something kinda akin to that with FInal Fantasy XIII, but to achieve that they had to remove part of the control from the player.
The more specific an animation is, the less adaptable it is to the environment and to the other mobiles. This means that the most spectacular animations simply cannot be in player control, because the player needs to be able to use all his tools in every area of the game.
Yep. I actually *liked* that combat system by the way. It was pretty tactical if used in it's deepest options, but i would definitely have quite a lot of trouble even figuring out how to apply even parts of it to a MMO.
I'm thinking thats an arcanist skill because y'shtola uses it
Can you tell me the time in where you see the ninja so I don't spoil myself?http://www.youtube.com/watch?v=z83ZiqzTREk
Oh and his armor is TOTALLY un-gladiator like. like... Totally. more like... Ninja.
Back to the topic at hand, we see in this video various abilities from classes we dont have yet. I cant say much about the Pug or taru yet. But the Miqo'te and Hyur guy definantly had newer abilities.![]()
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