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State of Final Fantasy Today (March 2012) - part 2/3

I just covered a lot of information, but even though it is a summary of the Final Fantasy history, I can see a pattern, and I show it in the following table:

Final Fantasy I:

Well-received, pulled Square from bankruptcy, invented jrpg

Final Fantasy II:

Well-received, but reviews mixed as jrpg formula was explored

Final Fantasy III

Well-received, but reviews mixed as jrpg formula was explored

Final Fantasy IV:

Very good, jrpg formula well-developed, called one of greatest games ever

Final Fantasy V:

Well-received, but reviews mixed as excellent gameplay overshadowed shallow story

Final Fantasy VI:

Extremely good, called one of greatest games ever

Final Fantasy VII:

Extremely good, called one of greatest games ever, possibly best ever, cult following

Xenogears:

Very good, very complex story, one of my favorite games ever, cult following

Final Fantasy VIII:

Extremely good, beginning and ending cutscenes considered to be among greatest in gaming

Final Fantasy IX:

Extremely good, nostalgic feel caused divide in East and West perceptions

Final Fantasy X:

Extremely good, but high linearity criticized by some

Kingdom Hearts:

Very good, unexpectedly brilliant combination of Final Fantasy and Disney

Final Fantasy X-2:

Well-made game, but generally considered by fans to not exist

Kingdom Hearts II:

Extremely good, more brilliant combinations of Final Fantasy and Disney

Final Fantasy XII:

Extremely good, but music and high linearity criticized by some

Final Fantasy XIII:

East good, West mixed; technically brilliant, high linearity, other elements poor compared to predecessors

Final Fantasy XIII-2:

East good, West mixed; 'repairs XIII', filler content shallow, high non-linearity; derided for stalling XIII Versus

Final Fantasy XIII Versus:

Extremely highly anticipated

From this list, it appears that major criticisms were first leveled at the series in Final Fantasy X. What happened there? Examine the following list for what I believe to be a significant series alteration:

Final Fantasy I:

World map allows exploration with controllable airship mid-story

Final Fantasy II:

World map allows exploration with controllable airship mid-story

Final Fantasy III

World map allows exploration with controllable airship mid-story

Final Fantasy IV:

World map allows exploration with controllable airship mid-story

Final Fantasy V:

World map allows exploration with controllable airship mid-story

Final Fantasy VI:

World map allows exploration with controllable airship mid-story

Final Fantasy VII:

World map allows exploration with controllable airship mid-story

Xenogears:

World map allows exploration with controllable airship mid-story

Final Fantasy VIII:

World map allows exploration with controllable airship mid-story

Final Fantasy IX:

World map allows exploration with controllable airship mid-story

Final Fantasy X:

No world map, so no exploration of world with controllable airship

Kingdom Hearts:

World map allows exploration with controllable airship mid-story

Final Fantasy X-2:

No world map, so no exploration of world with controllable airship

Kingdom Hearts II:

World map allows exploration with controllable airship mid-story

Final Fantasy XII:

No world map, so no exploration of world with controllable airship

Final Fantasy XIII:

No world map, so no exploration of world with controllable airship

Final Fantasy XIII-2:

No world map, so no exploration of world with controllable airship

Final Fantasy XIII Versus:

World map and controllable airship rumored, but not certain

Do you see the pattern here? Highly-linear Final Fantasy titles arose at the precise time that an explorable world map was removed. I do not believe that this is coincidence. The purpose of the explorable world map was EXPLORATION. Looking into every little room and every little corner in a game is not exploration in my opinion; that is nit-picky and completionist. By 'exploration' I mean 'discovering entirely new areas of the world that are different than all the others and that you are not necessarily supposed to be at yet storywise'. Exploration allows discovery of something you don't expect at a time that even the developers did not foresee. It allows a sense of immersion in the world. Removing a connecting environment between important areas segments the world, removes immersion, and summarizes events. Some games are fine with this and work in a justification such as being at a central location and having to take an aircraft to each new location, but other games suffer. I think that Final Fantasy, as well as some notable Western rpgs (Mass Effect 2, Dragon Age 2), have all suffered from a delusion that interconnecting environments should be removed. I say that removing it compartmentalizes segments a game that prides itself on world immersion. Now I ask who is responsible for this decision. The high linearity has been justified in Final Fantasy because it allows the writers more control over the story. Thus I conclude that the decision for high linearity either lies with the head director, the head writer, or both. Consider the following list to pick out a pattern:

Final Fantasy I:

Director(s): Hironobu Sakaguchi

Writer(s): Hironobu Sakaguchi, Kenji Terada

Final Fantasy II:

Director(s): Hironobu Sakaguchi

Writer(s): Hironobu Sakaguchi, Kenji Terada

Final Fantasy III

Director(s): Hironobu Sakaguchi

Writer(s): Hironobu Sakaguchi, Kenji Terada

Final Fantasy IV:

Director(s): Hironobu Sakaguchi

Writer(s): Hironobu Sakaguchi, Takashi Tokita

Final Fantasy V:

Director(s): Hironobu Sakaguchi

Writer(s): Hironobu Sakaguchi, Yoshinori Kitase

Final Fantasy VI:

Director(s): Yoshinori Kitase, Hiroyuki Ito

Writer(s): Hironobu Sakaguchi

Final Fantasy VII:

Director(s): Yoshinori Kitase

Writer(s): Yoshinori Kitase, Hironobu Sakaguchi, Kazushige Nojima, Tetsuya Nomura

Xenogears:

Director(s): Tetsuya Takahashi

Writer(s): Tetsuya Takahashi , Maori Tanak, Masato Kato

Final Fantasy VIII:

Director(s): Yoshinori Kitase

Writer(s): Yoshinori Kitase, Kazushige Nojima, Tetsuya Nomura

Final Fantasy IX:

Director(s): Hiroyuki Ito

Writer(s): Hiroyuki Ito , Hironobu Sakaguchi

Final Fantasy X:

Director(s): Motomu Toriyama, Takayoshi Nakazata, Toshiro Tsuchida

Writer(s): Kazuchige Nojima

Kingdom Hearts:

Director(s): Tetsuya Nomura

Writer(s): (unable to determine)

Final Fantasy X-2:

Director(s): Motomu Toriyama

Writer(s): Kazuchige Nojima, Daisuke Watanabe

Kingdom Hearts II:

Director(s): Tetsuya Nomura

Writer(s): Tetsuya Nomura , Kazuchige Nojima, Daisuke Watanabe

Final Fantasy XII:

Director(s): Hiroyuki Ito, Hiroshi Minigawa

Writer(s): Daisuke Watanabe, Miwa Shoda, Jun Akiyama, Yasumi Matsuno

Final Fantasy XIII:

Director(s): Motomu Toriyama

Writer(s): Daisuke Watanabe, Motomu Toriyama

Final Fantasy XIII-2:

Director(s): Motomu Toriyama

Writer(s): Daisuke Watanabe

Final Fantasy XIII Versus:

Director(s): Tetsuya Nomura

Writer(s): Tetsuya Nomura, Kazuchige Nojima

I conclude from this list that the best Final Fantasy games or side projects resulted from having a head writer also direct the game's development. In doing so, the person or persons who are creating the world in their heads and on paper can have control over how the world is created digitally. Although the disconnect between director and writer first occurred at Final Fantasy X, I personally liked the game, and it is my favorite Final Fantasy title just behind Final Fantasy VI. The disconnect between director and writer only worked well in this one example though, and in X-2, XII, XIII, and XIII-2, the disconnect becomes apparent to me and the story focus alters significantly. Consider the following list for clarification of what I mean by a disconnect in goal:

Final Fantasy I:

Save world from evil force

Final Fantasy II:

Save world from evil force

Final Fantasy III

Save world from evil force

Final Fantasy IV:

Save world from empire and evil force

Final Fantasy V:

Save world from evil force

Final Fantasy VI:

Save world from empire and evil force

Final Fantasy VII:

Save world from evil force

Xenogears:

Save world from empire and evil force

Final Fantasy VIII:

Save world from evil force

Final Fantasy IX:

Save world from evil force

Final Fantasy X:

Save world from incarnation of man's sin (basically evil force)

Kingdom Hearts:

Save world from evil force

Final Fantasy X-2:

Hunt for treasure, dance, sing maybe, perhaps bring boyfriend back into existence

Kingdom Hearts II:

Save world from evil force

Final Fantasy XII:

Save world from empire

Final Fantasy XIII:

Save main characters' free will (maybe save a few million people while you're at it)

Final Fantasy XIII-2:

Find a main character from previous game (maybe save world by repairing space time)

Final Fantasy XIII Versus:

Save world from empires and (likely) evil force

I hope you can see the changes to game feel when a director and writer have to compromise on the goal of the game. I conclude that Motomu Toriyama and (possibly) writer Daisuke Watanabe are right in the middle of the Final Fantasy titles that have upset the Western gamer.