FTWer said:
Well at the start, they are on the run. They're not going to set out exploring a specific secret dungeon for some loot when they are being hunted. it makes complete sense storywise that are going through jungles & mountainous roads at the start.
Well judging by how the levels are designed, it must be super easy to find someone on the run. If I was actually on the run, I wouldn't follow the only straight path road through Gapra Whitewood. I'd use my psycho antigravity technology to thrust myself through the gaping maw of the crystaline forest (tee hee), and then hide amongst the sparkling bushes or some shit. I wouldn't go through the only part of the forest that has fucking
elevators.
And besides, people keep using this on the run thing but the reality is there is numerous occasions when the game breaks its own rules to take a breather, relatively speaking, from the pace. It had time to stop and let you find a Chocobo baby in that terrible mini-game. It has time, where it deems it necessary.
The story is not the reason why the game is designed the way it is. It's a deliberate design choice, true, partially due to limitations of time (they didn't have enough time to make the content after spending all that time making the engine, they said as much), and it's partially due to the strong desire to strip away anything that takes players away from cutscenes and battles. This is a design decision, a bad one, but it is what it is. If they wanted to, they could have fit a breather into any part. Just like they arbitrarily decided in Gapra Whitewood that magically the soldiers weren't chasing them hard anymore for a time.
FTWer said:
I still can't see how this is different from most jRPGS. They don't have intricate & interactive level design.
Compare a Tomb Raider Tomb or a Zelda dungeon, with their puzzles, layers of various design & progression to any of the 2D FF game dungeon. In FF, all you are doing is going through one set linear path with some equally as linear branches that just lead to a treasure chest.
Sometimes there is diversion/mini-game thrown in between, which FFXIII also has. I don't see how it is so different at all other than the pacing & streamlining of towns.
we're talking about layering artistic direction now. The idea that your locations shouldn't be sterile, empty bits of nothing, but tangibly lived in, showing years of wear or history that is conveyed through simple designs. In ME2, which I was using as a comparison because they're both linear, it is filled with intricately designed sets where you can instantly tell about a civilization or a place based on what is there. You feel like "yes, this is a place that someone inhabits." The locations are appropriately filled with the type of
detritus that suggests life and a real location. FFXIII's locations are like some cellophane-wrapped fever dream, little hazy outlines suggesting the desire to live, but always being a sad imitation of a soul.