Final Fantasy XV Gamescom Active Time Report - CNN reporting live from disaster scene

Personally I think open world approach has taken too much toll for this game. It sacrifices combat system/warp, overall visual, longer to develop because they are new to open world development, airship, etc. I wish they did multiple big zones in the size of Duscae. Even Witcher 3 is not fully open world, but many big (really big) open world zones.

It could possibly still be like Witcher 3's approach, especially if the cities are massive. Hope they start showing more of the current build at TGS. Gonna hold off saying whether or not open world was a good idea since they've barely shown much, but I actually like the sense of a bro trip exploration which wouldn't really have the same appeal in a linear game.
 
Personally I think open world approach has taken too much toll for this game. It sacrifices combat system/warp, overall visual, longer to develop because they are new to open world development, airship, etc. I wish they did multiple big zones in the size of Duscae. Even Witcher 3 is not fully open world, but many big (really big) open world zones.


I think multiple intricately designed hubs like TW2's could've been an interesting fit for this game.

XV's world is probably going to be amazing .Here's it ships before 2018 though.
 
Hey, remember when people were joking-but-kinda-not-joking that Tabata, unlike Nomura, could "ship games"?

lol

I don't know but at least he's kicking FF XV out the door which is enough for me.

Nomura has yet to ship a single Final Fantasy title. Let's hope both XV and VIIR will be amazing.
 
XV's world is probably going to be amazing .

Maybe in terms of technical, because I'm afraid the overworld is going to be a let down in terms of artistic direction and level design. The developer team seemed so keen on creating environment that's based on the real world that I'm concerned that they would forget to put the fun, creativity and imagination into it.
 
Maybe in terms of technical, because I'm afraid the overworld is going to be a let down in terms of artistic direction and level design. The developer team seemed so keen on creating environment that's based on the real world that I'm concerned that they would forget to put the fun, creativity and imagination into it.

683373c6-d8de-4e92-a622-d98e877fe8b2.jpg


Now I get that the place might not even exist anymore in this form, but unless Tabata decides to majorly shit up the design "fantasy based on reality" doesn't necessarily mean boring.
 
Maybe in terms of technical, because I'm afraid the overworld is going to be a let down in terms of artistic direction and level design. The developer team seemed so keen on creating environment that's based on the real world that I'm concerned that they would forget to put the fun, creativity and imagination into it.

I don't think so.
Both Nomura around E3 2013 and Tabata in one of these days interviews said that the game starts in very grounded locations, but the further you go the more fantastical areas you'll meet.

Wether it'll be fun that's another matter. As long as they strike a nice balance in open-world content design between TW3 (too much POIs/content overblown) and Episode Duscae (basically nothing to do), i'll be set.
 
Maybe in terms of technical, because I'm afraid the overworld is going to be a let down in terms of artistic direction and level design. The developer team seemed so keen on creating environment that's based on the real world that I'm concerned that they would forget to put the fun, creativity and imagination into it.

Fun is very relative.
i would take the empty lands of Shadow of the Colossus, over the "a burglar every two steps!" potato land of Skyrim any day, for example.
what i want from the overworld isn't a distraction around every corner, but a good sense of distance and journey, which sometimes mean having some empty space, too.
 
683373c6-d8de-4e92-a622-d98e877fe8b2.jpg


Now I get that the place might not even exist anymore in this form, but unless Tabata decides to majorly shit up the design "fantasy based on reality" doesn't necessarily mean boring.

To be fair, I said overworld, not the towns or cities. Those are very promising. My most hyped aspect of XV.

I don't think so.
Both Nomura around E3 2013 and Tabata in one of these days interviews said that the game starts in very grounded locations, but the further you go the more fantastical areas you'll meet.

Wether it'll be fun that's another matter. As long as they strike a nice balance in open-world content design between TW3 (too much POIs/content overblown) and Episode Duscae (basically nothing to do), i'll be set.

They really have to share some insight on the latter regions soon enough, the more fantastical ones. And hopefully something more beautiful and interesting than marsh and swamps. (I have no idea why Tabata shows those instead)
 
Now I get that the place might not even exist anymore in this form, but unless Tabata decides to majorly shit up the design "fantasy based on reality" doesn't necessarily mean boring.

Your comment got me thinking about the jump festa trailer: https://www.youtube.com/watch?v=IbGVWbTr_Kg

We got it on Dec 22, 2014, and it has the old king regis in it + that amazing standoff scene. if King Regis has already been redesigned is anything pre-rendered in that trailer still part of the game? gameplay parts are probably from Tabata's FFXV because they closely resemble Duscae, but the rest seem to be from Nomura's Versus. meaning the game was scrapped three times already, and that would explain the lack of information because Duscae might have been the only thing they worked on for the last year :|
 
Maybe in terms of technical, because I'm afraid the overworld is going to be a let down in terms of artistic direction and level design. The developer team seemed so keen on creating environment that's based on the real world that I'm concerned that they would forget to put the fun, creativity and imagination into it.

There is an area that is completely red. I know that might not be enough but it's some sort of indicator that it won't all be Duscae regions. I feel like it's almost certain we'll have beaches, volcano, snow area, desert area, and maybe even a classic FF town.


I enjoyed Duscae so I'm set.
 
They really have to share some insight on the latter regions soon enough, the more fantastical ones. And hopefully something more beautiful and interesting than marsh and swamps. (I have no idea why Tabata shows those instead)

I kinda prefer to remain oblivious, i don't want to be spoiled on those.
Watch them going full 14min trailer revealing most of the locations like Xenoblade.
 
Your comment got me thinking about the jump festa trailer: https://www.youtube.com/watch?v=IbGVWbTr_Kg

We got it on Dec 22, 2014, and it has the old king regis in it + that amazing standoff scene. if King Regis has already been redesigned is anything pre-rendered in that trailer still part of the game? gameplay parts are probably from Tabata's FFXV because they closely resemble Duscae, but the rest seem to be from Nomura's Versus. meaning the game was scrapped three times already, and that would explain the lack of information because Duscae might have been the only thing they worked on for the last year :|
I will be disappointed if this scene won't make it in the final game. It is still a very impressive scene after all these years.
 
For those that would like the game to have manual weapon switching during combat, how would you do it? Would you scrap the deck system or make it complementary?

What i'd like to have is baiscally two type of attacks: short and long.
Short is with the Square button, and you only use one weapon, which you select with left/right arrows from the weapons present in your equipped deck (think that icon present in the E3 2013 trailers). A basic simple combo, not more than a few hits depending on the weapon.
Long attack is with Triangle button. Basically what's in the game at the moment, a string with the various weapons of your deck. To add more versatility, make it that we can have say 3 decks, and we can change them mid-fight with Up/Down arrows.
Of course you need to stimulate the use of the Long attack, so in my agenda would be cool if equipping specific weapons in the deck for the string attack give you various benefits (ex: if you have a sword with +10% Crit. Rate and use it as a Short combo you only get that, but if you have another weapon with the same attribute and put both in the deck you get an added bonus to the crit rate for both only if you use the Long attack), this way you have to use the Long attack for both the added bonuses and the fact that using various weapons in a row gives different results (as already seen in Ep Duscae).
Then you keep Circle for Abilities (which change every time you change Short attack weapon) and L2/R2 + Face buttons for magics.

Sounds a bit complicated, but i think it would get something for both imho
 
They really have to share some insight on the latter regions soon enough, the more fantastical ones. And hopefully something more beautiful and interesting than marsh and swamps. (I have no idea why Tabata shows those instead)

I'm thinking the normal world will be "realistic" all around while the fantastical regions will be the gods' dimension or the surface of the moon or something.
 
For those that would like the game to have manual weapon switching during combat, how would you do it? Would you scrap the deck system or make it complementary?

What i'd like to have is baiscally two type of attacks: short and long.
Short is with the Square button, and you only use one weapon, which you select with left/right arrows from the weapons present in your equipped deck (think that icon present in the E3 2013 trailers). A basic simple combo, not more than a few hits depending on the weapon.
Long attack is with Triangle button. Basically what's in the game at the moment, a string with the various weapons of your deck. To add more versatility, make it that we can have say 3 decks, and we can change them mid-fight with Up/Down arrows.
Of course you need to stimulate the use of the Long attack, so in my agenda would be cool if equipping specific weapons in the deck for the string attack give you various benefits (ex: if you have a sword with +10% Crit. Rate and use it as a Short combo you only get that, but if you have another weapon with the same attribute and put both in the deck you get an added bonus to the crit rate for both only if you use the Long attack), this way you have to use the Long attack for both the added bonuses and the fact that using various weapons in a row gives different results (as already seen in Ep Duscae).
Then you keep Circle for Abilities (which change every time you change Short attack weapon) and L2/R2 + Face buttons for magics.

Sounds a bit complicated, but i think it would get something for both imho

If it were me, I might just ditch the entire weapon deck system altogether and go back to the initial idea of true manual weapons switching and combo based on button timing, character switching, light and heavy attacks, and more responsive, faster paced movement and straight up rip off Dragon's Dogma's monster climbing mechanic.
 
This sounds terrible:

Tabata-san explained that Sakaguchi-san asked him how he’s going to please both the fans of action-based games and turn-based games. Sakaguchi-san played Episode Duscae, and the two directors discussed about it afterwards. During the discussion, the original creator of Final Fantasy mentioned that he likes the game, and it’s very well done, but the current system is going to be a hard sell for those people who only play turn-based games.

Tabata-san told Sakaguchi-san his opinion, and what he thinks should be done about it. He also got some advice from him, and he came up with a solid plan. He thinks he finalized what he’s going to attempt to solve the problem and please both kinds of fans. He’s quite confident about it and he thinks he feels he’s going to manage in the task. That said, he’s not going to reveal his solution just yet.

You can't please everyone when it comes to gameplay systems, Tabata. This is terrible game design philosophy.
 
This sounds terrible:



You can't please everyone when it comes to gameplay systems, Tabata. This is terrible game design philosophy.

I'd tend to agree, but curious what the tweak for fans of traditional turn-based is going to be. Something like a pause-and-manually-assign-targets-for-everyone option?
 
This sounds terrible:



You can't please everyone when it comes to gameplay systems, Tabata. This is terrible game design philosophy.

From a business standpoint, it was a right philosophy. But when it comes to good game design, it was indeed a bad idea. The last game that tried to satisfy two distinct audience is Dragon Age: Inquisition, and we all know how much its combat ends up pleasing nobody.
 
From a business standpoint, it was a right philosophy. But when it comes to good game design, it was indeed a bad idea. The last game that tried to satisfy two distinct audience is Dragon Age: Inquisition, and we all know how much its combat ends up pleasing nobody.

Final Fantasy hasn't really been turn-based since FFX though. People complaining seem to forget about that. I'd rather XV be a full action system like originally planned rather than some stitched together cross breed just to please people who were going to buy it anyway.
 
683373c6-d8de-4e92-a622-d98e877fe8b2.jpg


Now I get that the place might not even exist anymore in this form, but unless Tabata decides to majorly shit up the design "fantasy based on reality" doesn't necessarily mean boring.

If the town in FFXV ends up looking like that...and is fully explorable, it will be the most beautiful town in an RPG...ever.
 
This sounds terrible:



You can't please everyone when it comes to gameplay systems, Tabata. This is terrible game design philosophy.

Ah so more changes to the combat system? I'm guessing scrap it all and build it from the ground up. Maybe also redo all the animations and current weapon designs too.
 
People don't know what they want. Make a solid game that you as a game developer think is best and if you're actually competent... Lo and behold! People will probably like it.
 
Sakaguchi seems way too stuck on FF needing to be turn based as well. Every FF is different so I don't see why one being an ARPG is bad for the series.
 
Trying to please everyone rarely leads to good.

I realize this, but it's basically just a blanket statement. It really says nothing. It's a non-specific, general answer to stop making people like us, freak out...in turn it does the opposite because everyone's tired of hearing these buzz phrases like, "pleasing both the old and the new."

Gotta let the man cook the cake before we eat it.

I know i'm preaching to the choir, but man it just seems like such concern over next to nothing. The game is so unfortunately far off from being considered done I'm sure, that it's just not worth the effort. Heck, we still haven't seen a spell cast outside of a single fire spell. It's just frustrating I guess. Bleh.

Just gotta stay hopeful, which is hard when they release next to nothing for us to chew on...especially considering Gamescom's story-time adventure and Hug Trailer.
 
What is he doing btw. ?
Terra Battle?

I wish that the FF series stayed closer to turn-based with atb, but I really don't mind if the go the arpg way if the combat is competent. Playing Duscae, I tried to have fun, but the combat never clicked with me. FFXIII combat wasn't exaclty stellar either, even if I got some enjoyment out of it. Didn't like XIII-2 combat and LR was interesting in its own way.
 
This sounds terrible:



You can't please everyone when it comes to gameplay systems, Tabata. This is terrible game design philosophy.

Could very well mean that he did his own thing, and that thing will end up pleasing both type of fans, not necesarily that he made it in orderd to do so.
 
Could very well mean that he did his own thing, and that thing will end up pleasing both type of fans, not necesarily that he made it in orderd to do so.

We'll see. Manual weapon switching was already more promising than the deck system we saw in Duscae. People have already mentioned why that system isn't that great in here and I agree with them.
 
Terra Battle?

I wish that the FF series stayed closer to turn-based with atb, but I really don't mind if the go the arpg way if the combat is competent. Playing Duscae, I tried to have fun, but the combat never clicked with me. FFXIII combat wasn't exaclty stellar either, even if I got some enjoyment out of it. Didn't like XIII-2 combat and LR was interesting in its own way.

Terra Battle.

googled that and... ugh.
 
This sounds terrible:



You can't please everyone when it comes to gameplay systems, Tabata. This is terrible game design philosophy.

Have they mentioned anything about a Gambit system similar to XII? That would make the combat much more satisfying to what in is Duscae.
 
Sakaguchi seems way too stuck on FF needing to be turn based as well. Every FF is different so I don't see why one being an ARPG is bad for the series.

Yeah, exactly. It's strange considering he made The Last Story real-time because he felt that people thought Blue Dragon and Lost Odyssey's turn-based systems were out-dated (to be fair, he also says that turn-based still has potential):

"Adam Riley: Have you decided that a turn-based battle system is no longer suitable for modern RPGs?

Sakaguchi-san: I think that turn-based battle systems have their own attraction, and I think that there’s still a lot of potential to expand on. However, it is the truth that there were many users who played Blue Dragon and Lost Odyssey felt that turn-based systems were becoming out-dated. Such feedback became the catalyst for creating a completely new battle system for The Last Story."


TLS was pretty fun. The system was unique and had some cool ideas which I'm sure you could expand on with more powerful consoles (environment destruction).
 
Yeah, exactly. It's strange considering he made The Last Story real-time because he felt that people thought Blue Dragon and Lost Odyssey's turn-based systems were out-dated (to be fair, he also says that turn-based still has potential):

"Adam Riley: Have you decided that a turn-based battle system is no longer suitable for modern RPGs?

Sakaguchi-san: I think that turn-based battle systems have their own attraction, and I think that there’s still a lot of potential to expand on. However, it is the truth that there were many users who played Blue Dragon and Lost Odyssey felt that turn-based systems were becoming out-dated. Such feedback became the catalyst for creating a completely new battle system for The Last Story."


TLS was pretty fun. The system was unique and had some cool ideas which I'm sure you could expand on with more powerful consoles (environment destruction).

Huh.
 
The battle system was my least favorite element in Duscae so for once I'm glad he is taking into consideration tips to make it better or even different than what it is now. It's pretty boring and bland for now, even if on paper looks way more exciting than a normal turn based bs or a full action s one. It needs a lot of rework for sure.
 
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