Logo

Escaping Burger

  • Archive
  • RSS
  • Ask

> READ POST

(Originally posted on 1UP.com, May 17, 2004.

Interactive fiction! I still love this stuff, even though I got out of the habit of actually playing it quite a while back. Lately my interest has been rejuvenated thanks to Twine, though, so this repost is sort of timely. Twine games are different than the parser-driven sort I talk about below, and have different strengths, but they’re extremely accessible and easy to just jump into and experience. I may have to write something about Twine specifically in the future, should I find the time.

It’s worth noting that this post largely predates the modern surge in indie gaming, which is why I was perhaps a bit more wide-eyed at the concept than I would be today. Also, I’m impressed at how many of the links still work, though I had to replace a few of them. The best find was that 1UP’s ancient Magic Words article, long thought lost in a site redesign, is actually still hosted somewhere.)

Which post do you mean, the post about interactive fiction, or the post about the N-Gage?
> INTERACTIVE FICTION

Have you ever wondered what it would be like if there was no “gaming industry?” What if there were no companies, no focus groups, no market pressures, just people making games because they enjoy it? What sort of games would people come up with if they could do whatever they wanted without having to justify it to their boss?

If the lead-in with the > prompts didn’t give it away, I’m here today to tell you that such a fantasy world does exist. It’s called interactive fiction, or just IF. IF is commonly known as text adventures, though that isn’t entirely an accurate label. It’s one of those subset deals—all text adventures are IF, but not all IF works are text adventures.

The thing about IF is that it’s commercially unviable now. Maybe in a perfect world this wouldn’t be true, but the fact is that no one wants to pay money for a game without any graphics in a genre that’s seen seemingly no technological advancement since the mid-80s. You might think this apparent obsolescence would cause IF to shrivel up and disappear, but instead the opposite has happened. A completely independent community has sprung up around the genre, with people making games just because they want to and giving them away for free. The result of this is that some really interesting stuff has been produced, since there’s no market in place to keep people from making whatever kind of games they want. Even calling them all games isn’t quite right, as there are a number of more artistic works that are closer to stories you can interact with (and not in a ‘choose your own adventure’ sense—these are significantly more complex than that, trust me) or even something else entirely.

I’m not going to go into details, because it’s already been done much better than I could. Check out this article if you’re at all interested in seeing what modern IF is like. It’s from our very own 1up.com, and put together by four of my favorite GIA alumni. It’s pretty long, but it’s good—I’d barely even played any IF before I read it and now look at me. It’s also full of suggestions for games to try out, ranging from old-school puzzleful adventures to crazy modern art pieces. In case you miss it or don’t read the article but still want to try some games, make note of http://wurb.com/if, the site where you can find pretty much all IF that’s freely available.

Instead of trying to give an overview of all IF, I’m going to discuss three of my favorites in some detail and hope to elicit some interest. If you want my longer list of recommendations, I actually had a letter about this very topic printed on Penny Arcade a few weeks back (down where it says Interactive Fiction on that page). I’m not going to bother copying all that over, since a lot of it is what I already said here, but there is a list of games in there.

Now, the favorites. You’re going to need a Z-code interpreter to play these, such as found here. That page doesn’t have the greatest interface ever (as in, none), but you should be able to find something that works. Frotz seems good; I use WindowsFrotz which can be downloaded directly here.

Photopia by Adam Cadre
This is one that’s difficult to classify as a game. You certainly get to interact, and there are puzzles to a small degree, but it’s mainly about experiencing the story. And what a story—I don’t want to spoil anything, but Photopia can be quite emotional, even touching. It really made me feel things by the end, and I can’t say that about a lot of games. I think it shows off the power of IF well, too; I don’t think it would have had nearly as strong an effect if I didn’t feel I had some personal, interactive connection with the characters involved.

A Mind Forever Voyaging by Steve Meretzky
This isn’t actually a work of modern IF, but was published in 1985 by Infocom, also known for the likes of Zork. Despite its age, it has nothing to do with exploring caves, finding treasure, or disarming traps. Actually, AMFV is surprisingly modern in that it’s more about exploring a large world than solving puzzles or trying to win anything. The plot goes like this: It’s the future, and you’re the first truly intelligent computer. The state of society in the United States has been steadily declining, but a senator has proposed a radical plan to turn the country around. Your job is to enter a simulation of an American city ten years in the future and see what life is like with the plan in place. As you gather more data, you’re able to simulate further and further into the future, watching as the country slowly changes. It’s just a really fascinating world to put yourself into, and I find it interesting to see how the passage of time treats one city as the state of the nation shifts. When I finished AMFV, I was struck by the thought that I never realized anyone made games like this twenty years ago, or even today for that matter.

I should note that if you download it from that link, it comes with an AMFV.DAT file and DOS program to run it. The DOS program didn’t work quite right on Windows XP for me, but you can still open AMFV.DAT with any Z-code interpreter like I linked to above, even if you aren’t running Windows.

Anchorhead by Michael S. Gentry
If you like the work of H. P. Lovecraft, you should probably play Anchorhead. I have to admit that I haven’t actually read any Lovecraft yet, but it’s on my list. To say that Anchorhead is inspired by Lovecraft isn’t really going far enough, since from what I know about his work this game is basically a Lovecraft story in game form. This game is full of detail, with a highly explorable and creepy New England town that keeps giving way to new areas even when you think you’ve seen it all. The puzzles aren’t too tough at the beginning, but things do get pretty intense near the end, so keep some extra saves and don’t be afraid to glance at the walkthrough if you feel the need. Anchorhead isn’t as artsy or innovative as the other two games I’ve mentioned, but it’s just done so well that it doesn’t matter. Hell, just read the description at the link. This is considered one of the best IF games of the modern era, so if you find you like the genre you might want to give it a whirl.

That really went on, didn’t it? Well, hopefully I’ve piqued someone’s interest and haven’t just spent a lot of time writing about games no one cares about anymore. I’d like to get back into more theoretical territory tomorrow, with that discussion of moral imperatives that I mentioned. My schedule is a bit tighter than I thought it would be this week though, so we’ll see what happens.

    • #1up archives
    • #interactive fiction
  • 1 day ago
  • Comments
  • Permalink
Share

Short URL

TwitterFacebookPinterestGoogle+

Let’s talk about Grand Theft Auto

(Originally posted on 1UP.com, May 14, 2004.

As mentioned, I’m going to be reposting some of my old entries from 1UP, starting way back at the beginning in 2004. I’m not bringing everything over, but I’m going to be preserving the ones that seem worth it, whether that’s because they’re still relevant or interesting historically or just because I like them. This is partly for archival, as 1UP surely won’t be kept online forever, and partly as a chance to go back and see what I was writing about nearly a decade ago.

Below is the second post I made on 1UP, though it’s the first of any real substance. I’d say I still agree with it in principle, and I’m glad the concepts popularized by GTA have become so widespread today, but I haven’t given the series much thought for a while and doubt I’ll be playing the new one. GTA has changed a lot since then, but I’ve changed as well, and this is in part why it’s so interesting to dig these old posts back up—while I recognize the person I was back then, my priorities and preferences are undoubtedly different today.)

I’ve come to the conclusion that I really like the modern Grand Theft Auto games (that’s 3 and Vice City, there). This is not a terribly unique position, as the games’ reviews and sales figures indicate that a number of other people feel the same way. This isn’t a particularly timely statement either since both games have been out for a while, but I continue to see some people misunderstanding the series’ success, so I’ve been thinking about it.

First of all, the recent GTA games are very good. I couldn’t say “best games ever,” partly because I haven’t played every other game for comparison, but they immediately spring to mind when I think of all-around good games. Clearly a lot of people like them, but I think a number of these people don’t fully appreciate the depth of their quality. It’s tempting to say that people like the games for the wrong reasons, or don’t understand why they like them, but (aside from being a bit too elitist even for me) I don’t think that’s really accurate.

These games have a certain quality to them that can be described in a lot of ways. You could call it nonlinearity, emergent gameplay, whatever. What I think it comes down to is that the fun in GTA arises from an exchange between the player and game. This happens in every game, of course—you have to interact or it isn’t really much of a game. But it’s far more pronounced in this case, to the extent that there is very little you actually have to do. While there are certainly various prescribed missions and challenges, a lot of the fun of the game arises apart from (or in spite of) these. The designers have basically given you a large, detailed, interactive world and told you to have fun. Playing becomes a creative process—you don’t just do what the game says; you come up with your own ways to play. Even within the context of missions there’s rarely a single way to succeed, or even an obvious one. The world and rules that have been provided offer a huge amount of possibilities to the creative player, and I think this is where the real strength of the games lies.

The end result is that a Grand Theft Auto game provides pretty much whatever type of experience you feel like at the time. Want to go on a violent rampage while the FBI tries to put you down? Great! How about dirt biking? Or delivering pizza, exploring the back alleys of a big city, flying around in the rain listening to New Wave, or hell, even playing Crazy Taxi, it’s all there. So whenever someone says they like GTA because they like car chases, or shooting stuff, or just seeing what happens when you jump out of a helicopter, that’s fine—these are all perfectly legitimate reasons to like the games. But these aren’t why the games are so good. The heart of both games is the open-ended, dare I say emergent design, which lets you like them for all those reasons and more.

Fortunately, I think other developers are starting to catch on to the idea that “go anywhere, do anything” games (or as close approximations as we can currently make) are a good thing. It was a bit rough at the beginning, when companies were desperately trying to rip off GTA but couldn’t quite figure out how to do it (“Let’s make a game with driving/violence/sex/the Mafia! It worked for GTA3!”). Fortunately, it looks like some have realized that the surface traits of GTA are just a result of the open-ended model behind the whole thing, and deeper imitations are starting to trickle out. Normally I wouldn’t encourage blatant theft of concept like this, but the series is just so good that we need imitators to fill the gaps between GTA releases. More importantly, the concept of an open game world in which the player can do as he pleases is so elementary that a lot of very different and original games could be built on top of it.

I’m looking forward to what sort of crazy stuff will come up in a post-GTA3 world. Spider-Man 2 sounds really, really good, assuming Treyarch can pull it off. It will be interesting to see how such a game works with a superhero, a bona fide good guy, as the main character. One catch with games like GTA is that if you give the player enough freedom, he’ll invariably start killing people, and I don’t know if anyone has yet come up with a good solution to this. I could go on about the difficulty of creating realistic moral imperatives in games, but I think that’s a topic for another time.

    • #1up archives
    • #grand theft auto
  • 1 week ago
  • Comments
  • Permalink
Share

Short URL

TwitterFacebookPinterestGoogle+

Final Fantasy III Revisited: The Tao of Final Fantasy

After a very long time digging through a rather grueling final dungeon, it’s time to mark another one of these games complete. Our heroes stand victorious over the forces of darkness, showing that light will always triumph and—actually, that’s not true. Final Fantasy III doesn’t have a terribly complex story, but there’s a bit of philosophy at the heart of it that’s a little more interesting than all that.

Like much of the game, FF3’s story is largely an elaboration on the first Final Fantasy—darkness is threatening the world, so four Light Warriors appear, guided by the crystals, to venture forth and put things right. In the first game, this followed the generic fantasy trope of light as good and darkness as evil, dividing the world up nicely into moral boxes that leave no doubt about who’s right and wrong. And while FF3 doesn’t really deal in ambiguity—your heroes remain pure and just, and the enemies are little more than sneering villains—the way the concepts of light and dark play into this is a bit more nuanced.

See, the existence of darkness itself isn’t the problem, it’s that it’s out of balance—the bad guys brought too much of it into the world, threatening to overwhelm the light. The world is sustained by the two forces existing in harmony, the game will tell you, and the Light Warriors have been chosen not to eliminate this darkness, but just to return it to its normal state. Too much light would be just as bad—and in a nice touch, the typical calamity 1000 years in the past involved just this, forcing four Dark Warriors to save the day. I’d almost rather see a game starring those guys, but they do make a brief appearance toward the end, no less heroic than your own party. The Dark Knight class, too, suggests the potential of both forces working together.

I can’t claim any expertise on Taoism, but all this seems like a pretty direct reference to yin-yang—the idea that two opposite forces such as light and darkness are not enemies, but rather integral parts of a single whole. Neither is good nor evil, and neither can nor should ever triumph over the other; nature is sustained only by their balance. The game never refers to yin-yang by name, but the way it talks about light and shadow are certainly evocative of it.

This is far from the only game—especially from Japan, which has some history with Taoism—to work such concepts into its backstory, but the way Final Fantasy III builds this into the Western fantasy tropes at the fore of the story seems less common. FF1 was heavily inspired by Dungeons and Dragons, which largely draws from European folklore by way of Tolkien, so FF3 could perhaps be seen as Square taking those borrowed ideas and putting their own stamp on them with some philosophy that’s a bit more local in origin. The result is a flavor that isn’t quite like its contemporaries—including other games in the same series—and it’s something that still makes Final Fantasy III feel a bit different even in the shadow of its descendents. Because, after all, there’s nothing wrong with the shadows.

Up Next
Seriously, the final dungeon in this game is sort of ridiculous—I spent about ten hours, a third of my total playtime, slowly exploring it and gaining enough levels to complete the game. And that means it’s definitely time for another break. When I return, this series will finally catch up with my own history: I’ll be playing Final Fantasy IV, which was (almost) my introduction to the series, and is the first game I’m covering that I actually played when it was new. This one might feel a bit different than the first three, which I’ve only ever known as retro.

In the meantime, I’d like to keep a few other things going here if I have time. In particular, I’ve been planning to repost some of my older 1UP.com stuff, going way back to 2004, so keep an eye out for those. I’m pretty busy these days so I can’t make any promises, but let’s see if I can’t get that started!

    • #ff revisited
    • #Final Fantasy
  • 3 weeks ago
  • 1
  • Comments
  • Permalink
Share

Short URL

TwitterFacebookPinterestGoogle+
Pop-up View Separately
Pop-up View Separately
PreviousNext

I’m turning 30 soon, as are several of my friends, so as a final send-off to our childhoods (not really) we decided to have a Teenage Mutant Ninja Turtles pizza party. The theme wasn’t really that strong—it was mainly about making pizza—but as a poignant metaphor for the transition into the next stage of adulthood (not really) we did make some TMNT-themed drinks. The shots involved floating various colored liquors on Midori: Leonardo was blue Curaçao mixed with vodka (the higher alcohol content kept it from mixing with the Midori), Donatello was similar with a bit of red food coloring, Raphael was Campari, and Michelangelo was rum. They turned out great visually, but the flavors were a bit of a mixed bag—the Raphael, especially, did a very good impression of cough syrup.

A bit more successful was our canister of mutagen, which was actually a cocktail called the Ninja Turtle: one part Midori, one part coconut rum, and one part pineapple juice. Placed in an appropriately shaped bottle, this thing looked pretty great, and didn’t taste bad either (sort of like a melony piña colada). I wouldn’t drink it often, but given the admittedly absurd circumstances it turned out pretty well.

    • #tmnt
    • #cocktails
  • 1 month ago
  • 5
  • Comments
  • Permalink
Share

Short URL

TwitterFacebookPinterestGoogle+

Final Fantasy III Revisited: A Growing World

There are a lot of pieces that make up an RPG, but one thing I keep coming back to how each game’s world and quest are put together, and how this affects your path through it. We’ve already seen that progress in the original Final Fantasy is largely about overcoming obstacles and discovering the world one part at a time, while the second opens its world at the beginning and instead uses its story to direct you through it. Final Fantasy III is more similar to the former than the latter, but it’s also a much bigger and more complex game—so its design borrows some techniques from both of its predecessors, and at the same time invents a few new tricks of its own.

It’s significant that in FF1, nothing you do will ever give you access to less of the world. Each vehicle you acquire and every barrier you break just lets you see and do more, which is part of what makes that game feel empowering. Final Fantasy III, though, doesn’t take such a strict stance. Overall, it does reveal more of its world as the game goes on, but it isn’t afraid to surprise you with twists that may actually limit your mobility for a time—even your airship can be taken away when you reach a new area. This does serve to reduce some of your freedom, but it also allows you to move laterally through the world, reaching new areas before the game is ready to give you the vehicle or ability that would let you visit them freely. The idea of these possibly negative plot twists popping up as you progress derives from FF2, but that game didn’t tie them into gameplay as deeply as its successor does.

Even outside those bits, though, FF3 presents many more gates to your progress than the previous games. In FF1, the airship essentially unlocked the whole world—letting you take on the last half in a more or less arbitrary order—and it didn’t even take that long to get it. FF3, though, is notable for what its airships can’t do. For what I believe is the only time in the series, not one of the vehicles in this game can freely cross mountain ranges, keeping parts of the world cordoned off in ways not possible in the previous games. This means that even with an airship, you’ll have to travel specific paths through some parts of the map, each of which may have obstacles of their own (such as high winds or magic barriers) that can require a special item or an entirely new vehicle to pass. There is no single ultimate ride as in the previous two games—FF3 has four separate airships, each with its own capabilites, and acquiring each one in turn lets you gradually explore new parts of the world.

For these reasons, FF3 can definitely feel more restrictive than its predecessors, but this does have some benefits. The big one is that the game doesn’t have to dump the whole world on you halfway through—although there are more barriers, this means the game is constantly revealing new places to explore, preserving that feeling of discovery until close to the end. And the world is actually a lot more expansive than it first seems; unlike the previous games, it spans multiple maps, which you’ll uncover through the course of your journey. Like peeling the layers of an onion, this game is always showing you something new.

This design doesn’t mean the game is entirely linear, either, as it’s the first in the series to really feature sidequests and optional areas. As you open up more of the world, you’ll sometimes find towns and dungeons that you don’t need to ever visit, but that offer valuable items, magic, or information for the dedicated explorer. This lets the game retain some of the freedom found in the second half of FF1—while there’s always one real objective that will advance the main quest, you’ll often have a few choices of where to go (or not) beforehand. This can actually be quite liberating especially after FF2, whose main journey played out in a very linear fashion despite the open world.

In Final Fantasy III, we see Square building a quest out of both terrain and story. They’re still tweaking the balance, but the flow of the later games is really beginning to take shape here. If the first two games gave us the basic components of quest design, FF3 puts them together into something more complex than either one alone. From here, the rest of the series can build and experiment in all sorts of directions… but that, of course, is a subject for another time.

    • #ff revisited
    • #Final Fantasy
  • 1 month ago
  • Comments
  • Permalink
Share

Short URL

TwitterFacebookPinterestGoogle+

Final Fantasy III Revisited: Employment Issues

Final Fantasy III’s most notable feature is almost certainly its job system, which expands on the first game’s simple class selection with over twenty jobs and the ability to switch between them throughout the game. While FF1’s less flexible system contributes to its timelessness, FF3’s additions bring plenty of depth in their own way, as you need to evaluate and adjust your party throughout the game to take on new challenges.

Compared to the job systems of later games, though, FF3’s is a little weird. The biggest oddity—I’m hesitant to call it a flaw—is that although you can change jobs whenever you want, the game doesn’t exactly encourage this. This is primarily due to the concept of job levels: In addition to regular experience levels that persist across job changes, each character can gain levels in each job individually, which plays a fairly major role in determining how powerful that job will be. The more you use a particular job, the stronger it will become, which is nice… but if you switch to a new job, it starts at level 1, and the levels you gained in that previous job will no longer help you. You can’t just master a bunch of jobs and swap them at will, either—while you gain job levels faster than experience levels, it still takes most of a normal playthrough to max out any particular job. This means that if you want a job to reach its full potential, you’re going to have to stick with it, and the later you switch to your final jobs, the less time you have to improve them. At any given moment, the most powerful job is usually whichever you’ve been using the longest—which means that changing jobs is often not really a good idea.

If that weren’t enough, the job transition system in the DS version actively punishes you for switching by lowering the character’s stats for a certain number of battles, depending on the similarity and level of the two jobs. The Famicom version instead requires you to spend special points earned from battles, which is less punitive but places a hard limit on how often you can change. Either way, it’s clear that this design is intentional—the game really doesn’t want you switching jobs very often.

This can be annoying at times, but the result is not terrible—instead of actively switching jobs for each dungeon or boss, like you might in Final Fantasy V, FF3 seems to ask you to maintain a well-rounded party throughout the game. You might think of it like a few copies of FF1 strung together—you’ll want to reorganize your party a few times through the game as you gain new jobs, but each time you need to create a party that you’re willing to take through whatever the game might throw at you. It’s a more measured take on the job system, certainly, but not necessarily a worse one.

Unfortunately, there’s still a problem. Although the mechanics of the game discourage switching jobs too often, the scenario seems to do the opposite. You’ll often come across areas or battles that clearly favor certain jobs, sometimes with NPCs outright telling you which class you need to use. Some of these are fairly clever, like a mini-size dungeon that you have to shrink yourself to enter, making physical attacks useless. Others are less so, like the boss that’s cake to a party of dragoons and incredibly difficult otherwise, conveniently located near a tower that’s full of dragoon equipment. These can be heavy-handed, and sometimes practically force you to switch to a job you might not otherwise use. Not only will this job be underleveled, but you won’t be able to gain levels in your preferred job while you’re using it. Additionally, some jobs simply become obsolete later in the game, essentially requiring you to switch and start over in something new. This is much less of a problem in the DS version than in the original release, but there’s still little reason to use, say, a Monk once the Black Belt class becomes available.

Taken on their own, these parts of the game don’t seem terrible either—by providing specific reasons try different jobs, they encourage you to explore the full range of options rather than just settling into something comfortable. It’s just too bad that this is in direct conflict with the part of the game that very much wants you to stick with your choices for as long as possible. Overall, it’s a bit of a rough start to the job system, but fortunately the fundamental concept is solid enough to keep the game fun. The system doesn’t truly shine until FF5, but this isn’t a bad way to get things started.

    • #ff revisited
    • #Final Fantasy
  • 2 months ago
  • Comments
  • Permalink
Share

Short URL

TwitterFacebookPinterestGoogle+

Final Fantasy III Revisited: A Bridge to the Future

All right! We’re now caught up on the earlier posts, and I’m fairly settled in to the new blog, so it’s time to move on to the next game in the series. This time I’m playing Final Fantasy III, because I played FF2 last time and that’s how numbers work. I’ll be going through the DS remake, but I have played the Famicom version before, so I’m planning to consider both in my posts.

Like Final Fantasy II, FF3 came west rather late—it didn’t arrive on this side of the planet until 2006, a full sixteen years after its original release, and even now it’s only available in the (significantly overhauled) remake version. It doesn’t have the negative reputation of FF2, but it also doesn’t seem to have much of a reputation at all. Maybe I’m just not as tuned into this series anymore, but the only time I ever seem to see this game mentioned is when the occasional port shows up on a new platform. Between the late release, the lack of polarizing features, and the fact that its biggest distinguishing element—the job system—was easily surpassed by FF5, there doesn’t seem to be a lot to make FF3 stand out.

As with FF2, I find myself wondering how this game would be remembered if we had played it when it was new, before the rest of the series came along and exceeded it. It isn’t hard to believe that it would be held in pretty high regard, as a late NES title that really pushed the limits of the system and set the stage for the next generation. After the experimental FF2, Final Fantasy 3 brought back a lot of what made the original game work, then polished and expanded it into something seriously impressive for its era. I could imagine this game taking its place in the 8-bit canon next to other definitive number threes, like Super Mario Bros. 3 and Castlevania 3.

The connections to the original game are fairly significant, and are perhaps part of why the game works as well as it does—rather than building things up from the beginning again, it was able to take a known success and grow from there. The jobs are back, only now there are a lot more and you can change them throughout the game to take on new challenges. The plot is similar, following nameless (in the original version) Light Warriors seeking out crystals to save the world. There’s a slightly stronger focus on the story, including a few basic narrative techniques kept from FF2, but the overall flow is much closer to the original game. As in the first game, progress through FF3 is mainly driven through discovery, as you gradually open up new parts of the world and find new places to visit and problems to solve—it’s just a much bigger and more complex world this time.

This is more than just an enhanced take on the original game, though, and this is another place where FF3 perhaps doesn’t get its due. In many ways, it set the stage for the classic SNES era of the series, moving beyond its relatively simple predecessors with some ideas that would be explored more thoroughly in the games to follow. Its many jobs don’t just have different stats and spells; they often have entirely unique combat abilities. Thieves can steal, dragoons can jump, and knights can defend other party members, all of which are a first for the series. The presentation, while still restricted to an 8-bit color palette, is often much nicer than its predecessors and at times doesn’t look too far removed from Final Fantasy IV. The dungeons are generally less mazelike and have a better sense of place. The overworld, much like in the SNES games, spans multiple maps that see a few significant changes over the course of the game. And this is even the first game to represent damage with those iconic bouncing numbers, though they were red rather than white for this outing.

Final Fantasy III could perhaps best be described as a bridge—it’s the peak of the series’s early days, but it also shows the way forward to what Final Fantasy would become. It’s a vital link in the series, but this may also be why it seems so underappreciated today: Most everything that made it special is now so fundamental that it just doesn’t stand out anymore. FF3 might be a victim of its own success, but without it Final Fantasy wouldn’t be what it is today—and hey, it’s still a pretty good game.

    • #ff revisited
    • #Final Fantasy
  • 2 months ago
  • Comments
  • Permalink
Share

Short URL

TwitterFacebookPinterestGoogle+

Caught Up

All the Final Fantasy Revisited posts are now pulled over from 1UP, so it’s time to get back into things. I want to remind folks that I don’t normally update this frequently, but I am playing FF3 already and have the first post ready to go, so expect that soon. After that, I’ll write more as I make my way through the game, so keep an eye open for those. I’ll post some other stuff here too from time to time—I do want to archive more of my historical 1UP posts—but I’m still deciding how all that will work out. Stay tuned!

  • 2 months ago
  • Comments
  • Permalink
Share

Short URL

TwitterFacebookPinterestGoogle+

Final Fantasy II Revisited: A Connected World

(Originally posted on 1UP.com, January 13, 2013.)

It took a couple months, but I’ve reached the second stop on this ridiculous journey: I’ve finished Final Fantasy II. I sent the Emperor of Palamecia straight to Hell, which he subsequently took over, so I dug my way down there and killed him a second time. Since the credits rolled without him re-arising as Lord of Extra Hell, things seem to be looking pretty good in yet another digital fantasy world.

And that’s a good thing, because Final Fantasy II’s world has one of the more interesting designs of the series. What’s unique here is just how open and connected the world map is, placing the vast majority of towns and dungeons on a single, massive continent that stretches across the edges of the map and is almost entirely accessible by foot. This is a big change from the first game, which used such obstacles as mountains ranges, an inland sea, and even just nowhere to dock your boat to keep you from getting to certain areas too early. In FF2, you can walk just about anywhere once you have a canoe, which you get in the first hour of the game. High-level monsters act as a soft obstacle to keep you out of the later areas, but a dedicated powerleveler can certainly make their way past these.

So why does FF2 do this, and why does it work? The thing that seems to allow this world design, compared to the first game, is the focus on story. See, in FF1, the world essentially is the story—the game is all about finding new places, learning their histories and problems, and figuring out what tasks you can accomplish there. If you could wander freely through its world from the get-go, you could complete it in more or less any order, which just isn’t how the game is supposed to be played. But FF2 is different, because it has an active narrative where progression is controlled by plot events that always occur in a fixed order. Just getting to a late-game area isn’t meaningful on its own, because nothing interesting will happen there until you reach that point in the story.

Basically, FF2’s world isn’t a story in itself—it’s the setting, and the story just takes place there. For a game of its vintage, this actually goes a long way toward making the world feel more believable. Because you have some choice in how and when to reach different locations, it feels like a place that actually exists for its own reasons, not one that was designed specifically to guide you through it in a certain order. The story itself is linear, certainly, but the breakthrough here is that the world doesn’t have to be—the game can guide you to the right places in the right order by doling out plot points, but there’s no reason to keep you from exploring in between.

Interestingly, none of the later games seem to follow FF2’s example—they tend to use both story and world design to keep you on track, even though the first two games show that you really only need one of those. I think there are a few good reasons for this, one being that with such an open world map, it can be hard to signal to the player where exactly they need to go next. FF2 solves this by requiring you to return to headquarters after most of your quests to learn your next mission, but that limits the sort of story it can tell. By forcing you along a particular path, the later games can let you find the next important location “on your own,” and they can work this discovery into the plot. It’s a significant part of the story to reach, say, Nibelheim in Final Fantasy VII, but FF2 couldn’t do that because you might have gone there on your own hours beforehand. A less open world gives the designers more ways to control how the game progresses, but it does cost some player freedom.

This isn’t to say that FF2’s world design is some singular lost art; the later games do tend to open up pretty well once you get an airship, and there are of course plenty of other RPGs that throw the door wide open from the beginning. Still, the particular arrangement here—a classic RPG with a linear story but open world that takes place across a bizarre supercontinent that can be traversed entirely on foot—is pretty unique, and it’s just another one of those quirks that makes this game so interesting. I’m not sure I’d say that FF2 is better than the nearby games in the series, strictly speaking, but for reasons like this it’s always going to have a special place in my heart.

Up Next
I’m going to take another break, because this game took two months and 25 hours of playtime, so I’d like to do something else for a while. But when I get back, it’ll be on to Final Fantasy III and all the jobs you can handle.

    • #ff revisited
    • #final fantasy
    • #1up archives
  • 2 months ago
  • Comments
  • Permalink
Share

Short URL

TwitterFacebookPinterestGoogle+

Final Fantasy II Revisited: Not Quite Magical

(Originally posted on 1UP.com, January 2, 2013.)

When I first wrote about FF2’s iconoclastic leveling system, I described it as unique but fully functional—a system that may be hard to get into, but that actually does quite a good job of giving you the improvements you need when you need them. You don’t even really need to grind! Just fight tougher enemies, and you’ll improve!

Well, I’m a good deal farther now, and my original statements have largely held up, but I have, unfortunately, discovered the one real weak point: Magic, or more specifically, spell levels. Gaining most stats works great through regular play, and I’ve had little trouble growing strong enough to finish each dungeon just by fighting my way through it, but my spell levels have lagged behind. These did okay early in the game, when it only takes a few casts to level up, but as my spells have moved past that point—and as I’ve acquired more and more of them—it’s grown increasingly difficult to keep these in sync with the rest of my stat gains. The dungeons have gotten longer, too, making me want to save my MP for emergencies, but without actively leveling my spells, they’re often not actually that powerful when I really need them.

Arguably, the system is working as expected—I don’t use magic that often, so my characters have naturally grown into melee fighters instead, adapting to my playstyle. But the fact is, magic really is important in some situations. Spells like Protect and Haste are usually a waste of time in random battles, but they can be vital in boss fights. And sometimes you get ambushed by a pack of exceptionally strong enemies and want to deploy a high-MP spell as an escape switch… but without spending a ton of time leveling, even Flare and Holy are of little help.

So, I’ve grudgingly found myself doing some actual grinding, wandering the woods outside Mysidia and casting spells over and over and over to try to get at least a few of the important ones up to a useful level. I’m hoping I can keep them reasonably powerful without a truly frustrating amount of work, but I can’t help wondering if there’s a better way to design the spell system without completely giving up what makes FF2 unique. Perhaps you could level whole classes of spells—attack, status, etc.—instead of individual ones, or perhaps spells shouldn’t level at all, with the Magic, Will, and Intelligence stats being the sole determinants of their strength. Or maybe spells should just level up a whole lot faster. Either way, I still like FF2, but I certainly won’t miss this aspect when I move on to the later games.

    • #ff revisited
    • #final fantasy
    • #1up archives
  • 2 months ago
  • Comments
  • Permalink
Share

Short URL

TwitterFacebookPinterestGoogle+
Page 1 of 2
← Newer • Older →

Portrait/Logo

About

I write about games sometimes. Formerly hosted at the late, great 1UP.com. I work on game stuff at Microsoft, but all opinions here are my own.

Pages

  • Final Fantasy Revisited
  • Archived 1UP.com posts

Elsewhere

  • @escapingburger on Twitter
  • Xbox Live Profile

Twitter

loading tweets…

  • RSS
  • Random
  • Archive
  • Ask
  • Mobile

© 2004 - 2013 Kevin Cogger.

Effector Theme by Pixel Union