I have no idea where you got that from.
Okay, I'll bite. What did you mean, because your prose in both of your posts suggested that you were equating the two as being horribly designed when they're
actually on different tiers and styles of poor game design.
The circumstances of both games are fairly similar in that they were rushed to meet either a holiday rush, or a quarterly/fiscal report, with one coming out worse and far less polished than the other.
It's funny. Final Fantasy XIII is hilariously one of the least glitchiest Final Fantasy games I have ever played. There are glitches with respect to AI movement on the field and a glitch associated with Snow glyph on his coat staying on him outside of battle. But that's it. It's hilarious that there aren't a lot of bugs and glitches in that game despite its game design being less-than-stellar. I tore that game apart in 2009 for its design decisions which didn't jive well with me, and finally realized that during my platinum run, the game only works remarkably well when you're doing advanced monster hunts on a platinum run. That in its design is actually good. The rest of it isn't designed as succinctly, but it's a completely different way of bad game design than what happens in Sonic 2006. Final Fantasy XIII is merely an
average game, much like its sequel. It isn't a bad game in the slightest. I wouldn't classify it as a
kusoge.
I've played Sonic 2006 three times. I've played Final Fantasy XIII for ~200 hours with one platinum run and one playthrough in Japanese, so I'd like to think I know my shit given that I seem to have an odd reputation on this site for trying to figure out games inside and out.
There are different ways that a game can be poorly designed. It isn't a dichotomy. The way you were phrasing your posts outlined that it was a dichotomy from your perspective given that you were essentially equating the two and ended up implying that game design is merely divided into good/bad design as opposed to different tiers and different ways of implementing game design.
So what
did you mean, because your prose isn't coming off as saying anything other than "they're both equally as bad in terms of game design, except one has bugs". And I want examples of video game design. Video game design doesn't only include whether or not a game has bugs. It also includes the pacing of the game, how the narrative is included, how music is used, how sound effects are implemented, how the music is programmed into the game, dungeon design, level design, character ability gain, character movesets, character animation, how character animations flow together in gameplay, how cutscenes are implemented, graphical design, art style, user interface design, content design, quest design, and a whole lot of other factors.
So tell me how Final Fantasy XIII's overall game design is as bad as Sonic 2006's. I'd
really like to know.
I doubt Corvo was really trying to suggest that FFXIII is remotely comparable to Sonic 06 in terms of quality; he was merely using Sonic 2006 as an adjective.
What
Oh no, there are some people in/out of this thread who genuinely believe that is the case.
And yeah, there are far worse games than Sonic 06. Even in this very genre. Sonic 06 at least has entertainment value despite being a terrible game. An example I love to use is Hoshi wo Miru Hito having its first town invisible and you sometimes warping back to the starting part of the map when you finish some of the dungeons. Oh, and there's no way to cancel attacks when you have 0 MP, so sometimes when you select ESP on the attack screen, you auto-confirm your attacks so you just end up dying in the end.
Beyond the Beyond suffers from horrific dungeon design, bad encounter rate, poor progressive style (ie: the pacing of the narrative runs at a snail's pace at times), the puzzle design is really mediocre and it's something that Camelot improved upon in Golden Sun. Sakuraba music is okay.
I've played the Zelda CDi games. All three of them. They were some of the worst things imaginable. Awful hitboxes, maps, movement and control (and the controller was awful, too), and the cutscenes speak for themselves.
I've played a ton. Tecmo Secret of the Stars, Astonishia Story, Bubsy, Aidyn Chronicles, Quest 64, Tail of the Sun, Ephemeral Phantasia, Virtual Hydlide, Dino City, Sonic Labyrinth, MakaMaka (where they released the
beta version of the game), etc. There are a lot of bad games I've played in many genres. I don't think Sonic 06 is the worst one I've played, though. It's a bad game, but it'd take me a while to say what is the worst game I've played.
I recently played Dragon Book Fantasy II, and it was pretty bad. Over/under Sonic 06, but I just wasn't having fun with it:
But as of now, I'm very disappointed with it. I've had a lot of crashes, despite the game being patched twice. When battles begin, they don't begin properly. Characters aren't positioned right (heals are AoE spells, which isn't a problem, though), which means sometimes the lead character gets trapped and can't move, or characters are unnecessarily clumped together. Enemies aren't positioned right because sometimes they move after you select your first command (and these enemies are static and unmoving when battles begin, unlike CT), or sometimes new enemies that are still moving around on the field enter your battle that is currently taking place and sometimes you can't even see them when you're attacking them. It makes little sense. I posted a screenshot where enemies apparently have 0 HP since they aren't in the FOV, yet I can still attack them and XP will be accrued.
Balancing is kind of all over the place, but for the most part, it's much easier than the original game because Focus is broken, and SMAAAAAASH is broken (because it works in terms of your party's average level, so you can have overleveled characters, but smash enemies, or 2 party members with one member bringing the level count down significantly). So most of the time, you'll be smashing enemies when your true intent is to capture enemies to make them part of your party. Smash should honestly be something that's toggled. I also feel like enemy placement on the field maps are kind of silly. There are some areas where it makes sense and I'm amused at some bits (ex: enemies would be having a picnic or singing tunes somewhere), but then there are areas where you wonder why there are so enemies there. It's quite a contrast from Chrono Trigger for reasons I'll go into in a future writeup.
I also feel like battles describing every action per turn takes far too much time. I'm just holding the X button to get through the text because it wastes so much time. The Coliseum matches where the camera pans up to the crowd post-match and plunking your party upstairs instead of asking if you'd like to continue, or keeping your party where the match official is wastes a lot of time, too.
The framerate is terrible in areas with environmental effects and you get clipping every so often on the fields. You have scrolling issues on the world map and field with artefacts popping in and out.
I saw a treasure chest in one area, with the developer saying that they didn't have time to program the way to get the treasure chest, which is absurd.
It is one of the sloppiest put-together games I've seen in a long time. If a lot of things were fixed, it wouldn't be that bad, but since there are so many technical problems including crashes populating it, it's just so hard recommend it to people who aren't diehards of the genre. This game either should've stayed in the oven longer, or should have been beta-tested if it wasn't beta-tested.