Early FFXIII players are criticizing the game for being uber linear

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ASK_Story

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#1 ASK_Story
Member since 2006 • 11455 Posts

FFXIII is out in Japan. And there are already criticisms of the game for being too linear.

Stole this from system wars: *Don't worry, there are no spoilers*

Players of Final Fantasy XIII are aghast at the dumbed down map design the game offers, with the entire game seemingly reduced to a single interminable path punctuated by cutscenes and unavoidable mob encounters.

The first 6 hours of the game in maps:

As Vanille remarks in game: "This path is easy to understand, isn't it?"

There is one small branch (a shortcut) in all this towards the very end, though it involves missing choice treasure. After this the Vile Peaks beget another apparently unending RPG-on-rails experience, the polar opposite of Final Fantasy XII's MMORPG-like open questing; indeed, there is not a town to be seen anywhere, and shopping is handled through the sterile interface of the save points.

Glimpses of later maps in the hint book seem to indicate this linearity persists to the very end – it is a wonder the game even bothers with a map.

Further fueling the suspicion that the game has been dumbed down to remedial level is the fact that several key gameplay elements remain locked even after 8 hours of playtime, and the game only sees fit to fully enable its leveling system after 4 hours.

Pre-release reviews of course failed to mention any of this…

I knew FFXIII would be linear but this is too much. It may be even more linear that FFX. What struck me as odd is the lack of towns and shopping through the save interface. That's like the blasphemy of RPGs is not having towns to shop at!

Say what you will about FFXII, but that game was excellent when it came to freedom and exploration within the main story. I was hoping FFXIII would be more like that with lot's of freedom and sidequests, but I guess it'll be a FFX-like game.

I'm sure the game is still worth playing but after RPGs like Dragon Age, Fallout 3, and Oblivion I'm becoming less of a fan of the newer console JRPGs because they're becoming more and more linear everytime and less of a true RPG experience. Thank God for the DS and its awesome traditional JRPGs.

Anyway, just thought this was worth discussing.

What do you guys think?

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LoG-Sacrament

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#2 LoG-Sacrament
Member since 2006 • 20397 Posts
im not very worried. the ff series as whole is linear anyways. sure, people point to ffx as really linear (and it was, dont get me wrong), but so was the "westernized" ffxii. sure, the areas were much wider than in ffx, but there was always one general path to follow. im of the position that this method is fine so long as the path you follow is good.
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ASK_Story

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#3 ASK_Story
Member since 2006 • 11455 Posts
im not very worried. the ff series as whole is linear anyways. sure, people point to ffx as really linear (and it was, dont get me wrong), but so was the "westernized" ffxii. sure, the areas were much wider than in ffx, but there was always one general path to follow. im of the position that this method is fine so long as the path you follow is good.LoG-Sacrament
But this is too much, IMO. I mean, they took out towns to explore and talk with people and made shopping done on save points. That's not an RPG to me.
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LoG-Sacrament

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#4 LoG-Sacrament
Member since 2006 • 20397 Posts
[QUOTE="LoG-Sacrament"]im not very worried. the ff series as whole is linear anyways. sure, people point to ffx as really linear (and it was, dont get me wrong), but so was the "westernized" ffxii. sure, the areas were much wider than in ffx, but there was always one general path to follow. im of the position that this method is fine so long as the path you follow is good.ASK_Story
But this is too much, IMO. I mean, they took out towns to explore and talk with people and made shopping done on save points. That's not an RPG to me.

i guess i missed that part. was it editted in? anyway, that sounds more like a presentation problem than one of linearity. i mean, you could put in towns or shops along that path and it would still be a linear game.
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Blake_H15

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#5 Blake_H15
Member since 2009 • 111 Posts

I still think this game is gonna be awesome

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texasgoldrush

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#6 texasgoldrush
Member since 2003 • 15245 Posts
See my MOTHER 3 thread, my praise of a good traditional handheld JRPG, that does take risks......maybe console JRPGs are not just stuck in nuetral while their WRPG bretheren progress...maybe console JRPGs are actually regressing. Sad.
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ASK_Story

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#7 ASK_Story
Member since 2006 • 11455 Posts

[QUOTE="ASK_Story"][QUOTE="LoG-Sacrament"]im not very worried. the ff series as whole is linear anyways. sure, people point to ffx as really linear (and it was, dont get me wrong), but so was the "westernized" ffxii. sure, the areas were much wider than in ffx, but there was always one general path to follow. im of the position that this method is fine so long as the path you follow is good.LoG-Sacrament
But this is too much, IMO. I mean, they took out towns to explore and talk with people and made shopping done on save points. That's not an RPG to me.

i guess i missed that part. was it editted in? anyway, that sounds more like a presentation problem than one of linearity. i mean, you could put in towns or shops along that path and it would still be a linear game.

You're right but I hate this idea of shopping through save points. Crisis Core was like that as well which I didn't like because it didn't feel like an JRPG because it takes away that feeling you're in the game world. Shopping through cities, towns, or merchants makes you feel like you're in the game and participating in it. Shopping through save points takes away that RPG feeling.

Also, one of the Famitsu editors said the first half of the game is on-rails, meaning half of the game will be very linear with no freedom. That's too much in my opinion. I really think Square-Enix made a movie rather than a RPG.

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LoG-Sacrament

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#8 LoG-Sacrament
Member since 2006 • 20397 Posts

[QUOTE="LoG-Sacrament"][QUOTE="ASK_Story"] But this is too much, IMO. I mean, they took out towns to explore and talk with people and made shopping done on save points. That's not an RPG to me.ASK_Story

i guess i missed that part. was it editted in? anyway, that sounds more like a presentation problem than one of linearity. i mean, you could put in towns or shops along that path and it would still be a linear game.

You're right but I hate this idea of shopping through save points. Crisis Core was like that as well which I didn't like because it didn't feel like an JRPG because it takes away that feeling you're in the game world. Shopping through cities, towns, or merchants makes you feel like you're in the game and participating in it. Shopping through save points takes away that RPG feeling.

Also, one of the Famitsu editors said the first half of the game is on-rails, meaning half of the game will be very linear with no freedom. That's too much in my opinion. I really think Square-Enix made a movie rather than a RPG.

true shops are a disappoiting omission, but it could be like ffx where the character progression reward comes more from a good levelling system than from scouring shops for the latest gear. of course, it would be nice if they did both well...
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Greyfeld

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#9 Greyfeld
Member since 2008 • 3007 Posts
I'm not making any judgements yet. All we've seen is a few dungeon maps for the beginning of the game. This is NOT the time to overreact and start saying how horrible the game is, without even any second-hand information as to the path the story takes.
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Im_single

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#10 Im_single
Member since 2008 • 5134 Posts
You know, I may be missing something but everyone is talking about this info as if it is representative of the whole game, fact is very few people know how the whole game is, this is just early on and who knows what's going on early on in the game.
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ASK_Story

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#11 ASK_Story
Member since 2006 • 11455 Posts
No one said it was going to be a bad game or signs of one. But the linearity of the game is something that's worth concerning about...well, it is for me since I usually don't prefer it when a game is too linear ESPECIALLY for a RPG.
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hakanakumono

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#13 hakanakumono
Member since 2008 • 27455 Posts

It's more linear, because the point of the game isn't to provide a non linear experience, it's to provide lots of excellent battles (check) and a great story (looks like a check). When playing the game you probably won't even notice that it's "too linear" if you enjoy the great new battle system, which is half of the reason you should be playing the game and the other half shouldnt' be for a "non linear experience."

At the same time, dungeons are supposed to get more complex as the game goes on and the world opens up once you get to Pulse. It should also be noted that there are giant transforming dungeons that are supposed to be int he game which we saw in trailers and read about in the prerelease novels.

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#14 King9999
Member since 2002 • 11837 Posts

It's more linear, because the point of the game isn't to provide a non linear experience, it's to provide lots of excellent battles (check) and a great story (looks like a check). When playing the game you probably won't even notice that it's "too linear" if you enjoy the great new battle system, which is half of the reason you should be playing the game and the other half shouldnt' be for a "non linear experience."

At the same time, dungeons are supposed to get more complex as the game goes on and the world opens up once you get to Pulse. It should also be noted that there are giant transforming dungeons that are supposed to be int he game which we saw in trailers and read about in the prerelease novels.

hakanakumono

But that's part of the appeal of RPGs in general. The linearity was one of FFX's weak points, and it's not good that FFXIII seems to be the same way. You seem to have the game, so maybe you can tell us if it gets better later on.

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Born_Lucky

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#15 Born_Lucky
Member since 2003 • 1730 Posts

This is one of the MAIN reasons FFX was an awful game. There was absolutely no sense of exploration.

I thought things were headed in the right direction with FF XII, (great game btw), but now with XIII, it looks like they've gone backwards.

Too bad.

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#16 killeer2007
Member since 2004 • 793 Posts

I like open world RPGs (when done right) as much as the next guy, but linearity isn't a bad thing (when done right). While some may sight FFX's linearity as a weakness, I actually found it as a strength because it made it so the player would focus on the story not exploration. Of course if your the person who likes exploration then yeah, I see why you might not like FFXIII if there is no exploration. Personally, I hope this means the game focuses on story and character development as I find these things are often lacking in open world games.

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#17 duxup
Member since 2002 • 43443 Posts
This wouldn't be the first linear FF game. I'm surprised this wasn't as big a deal with FF X.
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190586385885857957282413308806

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#18 190586385885857957282413308806
Member since 2002 • 13084 Posts
This would be like people complaining they're playing as an italian plumber in NSMBWii
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Archangel3371

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#19 Archangel3371
Member since 2004 • 46836 Posts

Hmm interesting. I don't really have a problem with linearity myself, infact FFX is probably my favourite in the series, so likely this will be a non-issue for me.

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Articuno76

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#20 Articuno76
Member since 2004 • 19799 Posts

The fact that the first half of the game is linear is extremely well documented. What are you presenting us with? I'm confused. The OP made a topic to tell us something we already know... Moreover without fair representation of the 2nd half of the game which is reportedly less linear then it is hard to know what to make of this.

---Pre-release reviews of course failed to mention any of thisASK_Story


Erm, all of these things were very much mentioned prior to release. I am not sure if I've been keeping my ears closer to the ground than your guys but almost everything you've quoted doesn't strike me as new news and was stated quite clearly in pre-release reviews.

I have to admit though that taking out the shops is a strange one. It made sense in FFCC due to lack ofa hub world. Though I suppose if there are few towns in FF13 is would make sense given the story setup. These issues are not inherently problems though at all.

The battle system and levelling being slow to come online depend highly on game pacing as well. If the game is paced well then it would support delaying the introduction of certain elements as late as half way or even later into the game. However if the mechanics you are given are so few that they are easily exhausted and become boring then that is indeed an issue. Taken in isolation though that doesn't mean an awful lot.

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SemiMaster

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#21 SemiMaster
Member since 2006 • 19011 Posts

So I suppose that until the latter 20% of the game, 6,8,9,10 weren't?

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#22 jjtiebuckle
Member since 2008 • 1856 Posts
I'm uber ok with that. If I remember correctly, every time I read about Final Fantasy games, X seems to be in the top next to 6 regarded as the best FF games. I would not be surprised to hear that combat and gameplay are near perfection.. If you want uber-open, then wait for FF XIV
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#23 SteelAttack
Member since 2005 • 10520 Posts
Is there going to be a world map?
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#24 Articuno76
Member since 2004 • 19799 Posts
Interestingly enough the Japanese player reviews don't cite linearity as the main cause for concern. The majority of discontent comes from the game being too much like a film. I suppose the distinction that needs to be made here isn't the amount of cutscenes that is the issue but the fact that the development of the story is not framed in the form of an adventure, or rather the sense of adventure within the story is thin. Some players are saying if you are interested in a movie/novel then FF13 seems to have those aspects right but the game around it is decidely so-so based on what people are saying right now. There is also the weird issue that if your one character that you are in control of dies-it's game over....even though the other 2 characters are still standing around. Another thing I am seeing a lot is that players can't help but feel that the first half is some kind of huge (albeit slightly empty) setup to the 2nd half of the game. Though no one seems to have actually played the 2nd half yet to confirm whether it pans out. ==Whether these reflect profound problems with the game or simply the grumblings of those who got the game early is up to your discretion.
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#25 musicalmac  Moderator
Member since 2006 • 25101 Posts
If the combat is fun, I can probably look past some linearity. Right? Right. I looked past the repetitive nature of Assassin's Creed, because the free running was so excellent.
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#26 Silent-Hal
Member since 2007 • 9795 Posts
I don't mind linear games, and nowadays with Final Fantasy it seems to almost be a given. It just means that you just go where the story takes you as opposed with you getting dumped in some massive, empty wasteland with little to no sense of direction.
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#27 jinjishu1
Member since 2007 • 25 Posts
I do not oppose a linear story, that's fine with me. To the point is what i like.
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#28 AtomicTangerine
Member since 2005 • 4413 Posts

I haven't played 13 or anything, but this news actually makes me more likely to play it. I would much rather have the game tell me where to go by making it super obvious and not giving me a choice to do something else than have to stumble around the whole world looking for that one NPC that I need to have a conversation with to advance the story. There was even a point in 7 where you needed to have your party stop at a particular inn to advance the story, so if you were doing good and didn't need healing at that point, expect to walk around doing nothing for a long time.

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#29 thunderf00t
Member since 2009 • 948 Posts
I prefer a linear tightly woven story with well developed characters anyway, to me it's just another similarity to FFX. As I consider FFX to be absolutely excellent in every feasible way, nigh perfect, this simply makes me more excited for the game.