How to Fix Final Fantasy

Remember Your Audience

I get it. You’re a Japanese developer. There will always be little idioms and quirks we won’t understand on account of the fact that there’s a significant cultural barrier between us. I’m not asking for these moments to be translated into something we can understand during localization; I’m asking for you to stop alienating the massive non-Japanese audience you have. This is why I run to Final Fantasy after I’ve been brutally assaulted by a SoftMax game, I seek the comfort of a foreign dev that understands the need to transcend the overtly-odd that many find endearing about Japanese games. For years, I’ve been able to find something I can relate to in FF. Regardless of language and culture, Final Fantasy has been able to exist in two worlds. Yet XIII never quite crossed that threshold into our comfort zone. This is a much larger issue than many of you may realize, especially if you don’t understand the history of Final Fantasy’s localization. The Japanese language uses so many devices that we just don’t understand here that a direct translation is near impossible– harder so to make it interesting to us. If the plot is rotten to the core, then this process won’t fix much, but the responsibility lies in preparing it for Western audiences: remember how we speak. Certain words and phrases just don’t work in our language. Ridiculous pep talks and “we’ll go see her together’s,” are not powerful, nor are they appreciated. Most of us don’t understand the significance of speaking without turning to face the conversation partner– something that occurs a lot in Japanese games and cinema. Fist pumps and hand gestures are interpreted as goofy rather than humorous. We don’t enjoy multiple, blatant scenes of introspection and existentialism. “What are you thinking about? Something complicated?” Of course he is, Vanille. His mother is freaking dead and he’s going to turn into a monster unless he blows something up. Why do you ask the most obvious crap? There were far too melodramatic moments that ended with me asking, “wait, was I supposed to care?” In short: Don’t alienate your audiences. The dialog should resonate with everyone, regardless of their native language.

Come Back to Earth

Even during the pixel years, Final Fantasy’s worlds possessed some element of tangibility, despite the fantastical elements within them. From the industrial backdrops of Narshe to the dark cityscape of Midgar, these worlds reflect the state of their inhabitants. There was something tangible about them, but distant enough to be considered fantasy. When I want to be whisked away to an imaginary world, I want more than whimsy and elegance: I need something that makes this world believable, a suggestion that it could exist, or at least that they exist for their digital denizens. While Pulse and Cocoon were beautiful, they were far too pristine and ethereal for me to believe in them. Hovering cars and cities and fireworks are all well and good, but far-fetched. Ground us with some science or explanations, a little realistic wear and tear. For all the people who exist in this floating sphere, there seems to be so little evidence of practicality. Sure, it’s Final Fantasy. There’s no rule book that dictates explicitly what a town in this series should look like, but I believe there’s an unspoken expectation. Cocoon and Pulse, for all their beauty, were sterile and uninspired. I still remember the backdrop of the lake where Aeris was laid to rest, the spiraling conch. Even the castle of Alexandria is burned into my mind– and it was no masterpiece, but XIII’s scenes were quickly forgotten. Yet how do you tell a developer to create something memorable? Does it just “happen,” or is it a per-meditated effort? Whatever it is, XIII didn’t quite nail it. In short: Create a world meant to be lived in, not looked at.


Strive for Balance

One of the most common complaints about XIII had to do with the painfully linear plot. Most Final Fantasies are fairly linear journeys– they were simply disguised better with optional side quests or world maps to help players feel like they weren’t being squeezed through a tube of toothpaste onto boss fight after boss fight. The illusion of choice was believable enough to keep me complacent. Many will argue that if something isn’t broken, don’t fix it and will apply this logic to combat in the Final Fantasy series. Yes, turn-based combat works, but it isn’t for everybody and I can’t fault a developer for trying to re-invent this portion of the experience. I will, however, assert that if you’re going to overhaul the gameplay, the story must reflect the quality of the combat, and vice versa. As one of the more outspoken supporters of Final Fantasy XII’s deviation from the “my turn, your turn” battles, I’ve been unable to condemn Square for the same effort in XIII. Did I like it? No, not really. I found the battles a little too Michael Bay in their presentation, which made the so-called “on the fly” tactics frustrating and haphazard. Yet I don’t feel that this was the deal-breaker. I eventually came to understand this process, but found that these fights were unrewarding and the stars meant virtually nothing to me. I missed standard experience points and the joys of over-levelling prior to a boss battle. I also mourned the significance of a summon, or eidolon. It seemed that these super powerful creatures eventually lost their luster and could barely put a dent in an average world monster. Each element of battle must have its purpose and value. Final Fantasy VIII suffered from this problem. Re-purposing magic led to issues with the junction system, and Guardian Forces became obsolete as the game progressed. Why create a gameplay element that you know will eventually fall by the wayside once the plot’s reached a certain point? Furthermore, for whatever linear content provided, you should also offer suitable distractions and side quests in the mean time. Give players a chance to understand this world outside of the primary story. Flesh out a character with a personal quest or offer some non-essential challenge akin to Triple Triad, Battle Arena, or Blitzball. While hardly integral to the plot, there’s plenty to be gained by investing time in these seemingly innocuous side events– the rewards alone were worth the effort. In short: Balance linear plots with optional side quests, and ensure that the combat shares the same quality treatment as the story.

Optional Sixth Fix: Don’t Do Anything Without Uematsu or Nomura

Testuya Nomura’s stories work. Games blessed with his original stories seem to soar. Final Fantasy VII and Kingdom Hearts were unanimous successes, so once he’s done with Versus, you get him back and don’t do anything until he approves it. And then there’s Nobuo Uematsu. Without Nobuo, these worlds are flat, stagnant and lifeless places. Don’t ever for a second think that over-synthed tracks and peppy J-Pop melodies will ever replace the power and emotion that he imparts with his music. When every character’s “theme” sounds almost identical, then you’ve done something very, very wrong. Two words: Terra’s Theme. In short: Uematsu and Nomura or nothing.

I don’t believe that I’ve become too jaded to appreciate what Final Fantasy has to offer, but I will entertain the idea that perhaps my tastes have changed just enough to sour this series for me. Still, I find myself perfectly capable of sitting down with a copy of almost any previous entry in this saga, and losing myself to it. As much as I wanted to love XIII, I knew there was something wrong with this “wacky-gang-romp-to-save/destroy-the-world.” No, I don’t want remakes of past titles, nor do I want an amalgamation of them all. I believe that along the way, Square lost something, and Final Fantasy suffered. Change is wonderful and exciting, but can sour so quickly when it doesn’t work. I thought Final Fantasy XI and XII were excellent examples of risks that paid off and would love to see more like them. I have an abundant supply of faith. I believe that as long as Square is willing to go back and learn a lesson from the past, they might just ensure that Final Fantasy survives the future.

Stephanie has many opinions that you may not agree with and that’s a-ok. If you’d like to discuss it further, tell her on Twitter: @SigmaRue

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  • Dave Oshry

    http://youtu.be/1Isjgc0oX0s

    No Sakaguchi, no sale.

  • http://twitter.com/nhales80 nate hales

    While I don’t share your disdain for FFXIII, I am certainly not above admitting that it’s a flaw game.  I think your main point of SquareEnix needing to “figure it the fuck out” is right on.  They seem to be lost somewhere in between the RPG powerhouse they once were and a running joke of developer that can’t seem to find their way.

    To me, it seems like story, characters and “level” design is where they are struggling to most.  Instead of telling one epic tale, they seem to be trying to tell all epic tales, which doesn’t work.  Not to mention the characters ranging from blah to shoot them in the face.

    Your suggestions are great I think.  They have to figure out where the balance is between reinvention and time tested things the work.  I think they take risks at times, unfortunately it just seem to be the wrong ones.  Awesome read.

  • http://www.facebook.com/people/Stephen-Mc-Devitt/100002626261475 Stephen Mc Devitt

    I can’t believe how you can talk crap about some of the better characters like Lightning when Cloud and Squall are far bigger emo twats.

    The worst thing about XIII was Leona Lewis. ’nuff said. Final Fantasy XIII-haters are annoying and even whinier than Hope.

    • Anonymous

      I find it funny that people use the “Cloud’s emo” argument when in the original FFVII he angsted very little throughout the whole game. They ruined his character in Advent Children, and it’s that depiction that is used the most; it’s also the one that gets the most flack. 

      • http://www.ripten.com Chad Lakkis

        ^^

    • Dave Oshry

      NO LEONIDAS, YOU ARE WRONG!!

  • BadNewsBrownell

    Awesome article man. Nailed it

  • BadNewsBrownell

    Awesome article man. Nailed it

    • Dave Oshry

      You mean awesome article, WOman.  She’s a lady, man.

  • BadNewsBrownell

    Awesome article man. Nailed it

  • BadNewsBrownell

    Awesome article man. Nailed it

  • http://nocturneadagio.blogspot.com/ LainaLain

    I agree with everything you said. Especially about the element of tangibility when it comes to previous Final Fantasy games. I think that’s one of the main things that they’ve really forgotten about. That and the fact that the characters don’t always have to be so stereotypical and one-dimensional which again takes away from the game. I really wish they’d get it together and soon.

  • http://salvego.com Danilo Salvego

    Jesus, great article Stephanie.

    I’ve been playing FF since the original Nintendo and I stoped when they released FF X. Sorry, I simply didn’t liked. Today I still play the classics and right now I’m playing Chrono Trigger, which is, in my modest opinion, the best game ever conceived by Square.

    I agree with you. Square is lost. They should stop making games for 5 years and reboot the series with new ideas. Final Fantasy was a great franchise back in PSOne and older consoles. But today it’s hard to see it fit in the market like in its golden era.

    They should start listening to gamers and read about their games. But I’m afraid they will not notice your great article. But I encourage you though. ;)

  • RazerBlaze

    Give the author a fricken pulitzer because she has written one of the most accurate, sincere and intelligent editorials about a huge problem the FF series and SquareEnix are facing right now. All her fixes and suggestions need to be implemented for future products with one other suggestion which is to get on their hands and knees and beg sakaguchi and uematsu to come back. This piece is un-apologetic, as well as it should be, and it is far more well thought out and argued better than most die hard SquareEnix defenders who’s only lines of defense are “you’re just hating FFXIII cause it’s the cool thing to do…” Or “You just hate change.” Etc…

    • Dave Oshry

      This ^

    • Dave Oshry

      This ^

    • Dave Oshry

      This ^

  • RazerBlaze

    Give the author a fricken pulitzer because she has written one of the most accurate, sincere and intelligent editorials about a huge problem the FF series and SquareEnix are facing right now. All her fixes and suggestions need to be implemented for future products with one other suggestion which is to get on their hands and knees and beg sakaguchi and uematsu to come back. This piece is un-apologetic, as well as it should be, and it is far more well thought out and argued better than most die hard SquareEnix defenders who’s only lines of defense are “you’re just hating FFXIII cause it’s the cool thing to do…” Or “You just hate change.” Etc…

  • RazerBlaze

    Give the author a fricken pulitzer because she has written one of the most accurate, sincere and intelligent editorials about a huge problem the FF series and SquareEnix are facing right now. All her fixes and suggestions need to be implemented for future products with one other suggestion which is to get on their hands and knees and beg sakaguchi and uematsu to come back. This piece is un-apologetic, as well as it should be, and it is far more well thought out and argued better than most die hard SquareEnix defenders who’s only lines of defense are “you’re just hating FFXIII cause it’s the cool thing to do…” Or “You just hate change.” Etc…

  • Dr. Avery

    I hate to get hung up on mechanics, but incorporating more than just a straight line as a map would have helped.  ”But there’s a huge wide open area near the end of the game,” comes the inevitable cry of the apologist.  True enough, but even that is merely a spoked hub, devoid of any real quality of exploration or choice.  

    Everything that is wrong with this game comes down to the failed illusion of choice.  The advancement grid is a big twisty looking construct that might as well have been rendered as a straight line – and the extent of that development is restricted based on what point in the game you are at.  Contrast this with the ffx sphere grid, which required frequent decision-making due to the scarcity of certain key spheres – not to mention the fact that you could completely erase and customize the sphere grid to maximize player stats.  The map only is a single dimension – a narrow tunnel – and they only use half of that dimension by prohibiting the player from going backwards.  They should have called it “Funnel Fantasy”  Even the very first Final Fantasy has a more interesting map than XIII – and they only had 250 kilobytes to work with.

    During the entire game, the player is essentially extruded through a rigidly defined path.  I suspect this is a symptom of making the game available to the xbox360.  The game had to be designed to fit on a reasonable number of DVDs.

    At no point in the game do you encounter some new culture or help out random strangers with their odd requests.  You never purchase goods from an actual shop, relying instead on mail ordering at save points.  There’s no satisfying diversionary sidequest – and the few sidequests there are can only be completed after defeating the game.

    You can’t level up all the way until you’ve defeated the game, and the unreasonable amount of grinding required for ultimate weapons is probably going to wait until after you’ve finished the game as well – in order to unlock the final advancement grid level and give you a fair shot at killing thousands of giant turtles.

    But by this point, you just don’t care anymore.  The Pyrrhic satisfaction of ‘completion’ is insufficient motivation to keep you from turning off the game – disappointed that Square managed to rob you of even that last potential bit of satisfaction.

    I could forgive the whiny and androgynous characters, and the poor dialog, and the impenetrably dense exposition (and the companion text).  I could have forgiven the plot, and the fact that the characters do precisely what they were told to do by their original antagonist, never finding any strength to fight their own destiny.  I could have forgiven the complete and deliberate refusal to acknowledge proper FF lore within the game…

    …If it had just been fun.