Ghost_Protocol
Member
This is all just from the game's official Wikipedia page, so take it as you will, but there are a bunch of details in there that I hadn't heard before:
Tetsuya Nomura has stated that he wants the characters to be "realistic and believable as real people" and not "anime-like" or "fictional." In pursuit of his goal, he appointed Jun Akiyama to be the event director due to his experience directing the event scenes in Final Fantasy XII. Tetsuya Nomura believes the characters in Final Fantasy XII felt like real people rather than the fictional characters one would normally associate with the Final Fantasy series.
The game will also have a traversable 3D world map similar to that seen in Final Fantasy VII, Final Fantasy VIII and Final Fantasy IX. However, as with the world of Final Fantasy XII, the world map will be modeled in accurate scale to the characters. As a result of this, the world map is truly vast and it would take a long time to traverse from one end to the other by foot. Therefore, to facilitate easy navigation for the player, the game will feature various forms of transportation such as cars, chocobos and airships. There will also be a Day/Night cycle on the world map and different enemies will appear at different times of day.
I also didnt know how serious he was trying this hard to change up how cutscenes have traditionally worked in JRPGs:
In FF Versus XIII, we've gotten rid of [in-game] cut scenes that the player can't control. There will either be pre-rendered movies or real-time event scenes that the player can control. These scenes are part of a new game play feature which, as far as I know, hasn't been done anywhere else. It's something that allows for very natural changes in the game experience, a form of expression you don't really see in games.
It's not something you can explain quickly since the experience can change with each situation, but you could say it leads to the sort of storytelling you see more in FPS games than in console RPGs.
I suppose it's a matter of opinion, but I wind up skipping most cut scenes I run into because I want to get back into the game. I don't think I'm the only gamer like that, and so I wanted storytelling that takes pains not to stop the game-play. That way, gamers like that can still get into the event scenes in natural fashion. It's also a development time-saver. In the past, we'd make separate high-poly models for the cut scenes, but technology is now to the point where the only difference between the 'high-poly' and 'low-poly' models in FF Versus XIII is in the hair.
I dunno, if this is really what they're trying to do.....and they manage to pull it off, will it have been worth the wait?
Tetsuya Nomura has stated that he wants the characters to be "realistic and believable as real people" and not "anime-like" or "fictional." In pursuit of his goal, he appointed Jun Akiyama to be the event director due to his experience directing the event scenes in Final Fantasy XII. Tetsuya Nomura believes the characters in Final Fantasy XII felt like real people rather than the fictional characters one would normally associate with the Final Fantasy series.
The game will also have a traversable 3D world map similar to that seen in Final Fantasy VII, Final Fantasy VIII and Final Fantasy IX. However, as with the world of Final Fantasy XII, the world map will be modeled in accurate scale to the characters. As a result of this, the world map is truly vast and it would take a long time to traverse from one end to the other by foot. Therefore, to facilitate easy navigation for the player, the game will feature various forms of transportation such as cars, chocobos and airships. There will also be a Day/Night cycle on the world map and different enemies will appear at different times of day.
I also didnt know how serious he was trying this hard to change up how cutscenes have traditionally worked in JRPGs:
In FF Versus XIII, we've gotten rid of [in-game] cut scenes that the player can't control. There will either be pre-rendered movies or real-time event scenes that the player can control. These scenes are part of a new game play feature which, as far as I know, hasn't been done anywhere else. It's something that allows for very natural changes in the game experience, a form of expression you don't really see in games.
It's not something you can explain quickly since the experience can change with each situation, but you could say it leads to the sort of storytelling you see more in FPS games than in console RPGs.
I suppose it's a matter of opinion, but I wind up skipping most cut scenes I run into because I want to get back into the game. I don't think I'm the only gamer like that, and so I wanted storytelling that takes pains not to stop the game-play. That way, gamers like that can still get into the event scenes in natural fashion. It's also a development time-saver. In the past, we'd make separate high-poly models for the cut scenes, but technology is now to the point where the only difference between the 'high-poly' and 'low-poly' models in FF Versus XIII is in the hair.
I dunno, if this is really what they're trying to do.....and they manage to pull it off, will it have been worth the wait?