If the game’s next trailer is scheduled to release this fall, Famitsu and Yoshida discussed the path Square Enix is taking to chart the new episodes expected to be recalled on PS5 in the summer of 2023. A big confirmation last month was the lack of an open-world structure, which was the format of choice for its predecessor, which was released in November 2016, and we were able to see its limitations from a certain angle of the story.
As Elden Ring takes FromSoftware into another dimension, it’s not hard to imagine how many final fantasy 16 By adopting open-world code, a sense of mission could have been felt. However, according to Naoki Yoshida, the structure of the game was set from the project’s inception, and the open world was quickly abandoned as it was deemed incompatible with the project’s narrative ambitions, according to comments transcribed by the VGC website. .
“I believe an open world is not suitable for our plan“, Yoshida has considered the contours of the game design and his team’s strength estimates from the very beginning of the project. The contours in question are as follows:”I want a hero who saves the world because it’s Final Fantasy. I want to go crazy and destroy the call of the map. I want to release the game as soon as possible.i can’t take it out”, citing Yoshida.
“Considering these four points, I don’t think it’s possible to have everything.If we have 15 or so years of development, we may have the opportunity to challenge ourselves in the open world”, he adds with a smile. Yoshida is formal: blending into an open world, final fantasy 16 Would blow up all the gauges in terms of production time and cost. “In order to deliver what we think is the best story, we don’t need an open world in a cinematic quality gaming experience“, the producer added.
While the freedom inherent in open worlds is often appreciated and allows players to get lost in nature away from the story, the structure of choice final fantasy 16 It also seems to be a rhythm issue. “We have taken the necessary steps to ensure that you can experience the game and its story without experiencing load times“, for example, highlighted Naoki Yoshida before praising the quality of the script, the acting and the twists of the game.
And Square Enix’s choice of real-time combat may also be due to pacing issues, and that choice seems more natural for large modern productions and has been final fantasy 15Although Yoshida admits that he grew up in turn-based RPG games, real-time combat was quickly imposed on him, especially in order not to isolate himself from the younger generation who didn’t feel sure there was a command menu in front of him. Lots of nostalgia.
“Like I said, I think I know the fun of turn-based RPGs and I want to keep developing them, but I think about the sales goals of Final Fantasy 16 and the impact we need to makerecognizes Yoshida. “Over the past 10 years, I’ve seen more and more people say they don’t understand the value of having to choose an order. That’s a growing view, especially among younger audiences who don’t particularly play RPGs“, he added.
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