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  1. #11
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    Quote Originally Posted by Skeeter View Post
    As many as of the counter arguments, if not more are simple responses with no backing, reread the whole thread. There have been plenty of examples given. It opens up a whole new dimension of game design opportunities, whether it be battle tactics or future dungeon and terrain design. I always hate using WoW as an example but there are plenty of fights in that game where if you mistime a jump to dodge an ability you are going to die. Or if you misjudge moving from plat forms or small ledges. The counter argument against this was "GIMMICKS!!". Well that is all PvE encounters are, but I guess we could just stand on the side of the dragon and tank+spank and be funneled through our maze like zones, how exciting.
    Earlier someone said jumping would ruin exploration and that FFXIII jumping worked becasue you were going in a linear direction the whole game...

    Don't you just find that funny?

    Wouldn't the opposite be true? The thing that stands out to me in Final Fantasy is the complete want of exploration, not just on the ground, but above the ground also. It's so linear and the sense of discovery of certain areas in a FF game are dwarfed by the potential of discovery if jump was added.

    I don't see how jumping is a gimmick either. If people think it's a gimmick, then I'd hate to see their vision for an ideal combat and exploration system. Standing in one place, balancing numbers like a mathematician is a combat system that is in desperate need of some gimmicks to make it more involving.
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    Last edited by gifthorse; 03-14-2011 at 07:52 AM.

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