[TRANSCRIPT]
I’ve been playing games for about 17 years now and even
though today I mostly play action and strategy games, Role-Playing Games,
specifically Japanese RPGs, were what got the ball rolling. They didn’t demand
much mechanical dexterity, their stories were relatively easy to understand not
dipping into any difficult subject matter, and they were aesthetically and
linguistically charming enough to hold my interest [beat] even as a small child.
My experience with these games was so positive, in fact, that as a youngster I
took it upon myself to try and play all of the classics – I’m not sure if it
was my childlike curiosity, Explorer Bartle-type, or the steady drip-feed of
dopamine I got every time I watched some numbers go up on a screen. But, I
really wanted to play em all, and being 6 years old this seemed like a
perfectly reasonable thing to do with the rest of my life.
So, long story short, I played a few old RPGs, had a pretty good
time…and then one day I heard about…It, the UR game; the game with a story and
characters and gameplay so mind-boggingly pants-tighteningly awesome that it
would grow to become one of the defining games, not just of the measly RPG
genre, but the entire goddamn medium as a whole. And the game I’m talking about
is of course…Planescape: Tormenthaha I wish - it’s Final Fantasy VII.
I was still remotely sane when I played this, so I must’ve
been abouuut 9 years old; still just a smidge too young to not be tainted by
all the swearing and bizarre…eh…encounters [Cloud attempting to cross-dress by
getting gang-raped by burly men.” But, when I got to the end, and finally saw
the credits roll after 40 long hours, I didn’t feel any…ehhhh? Accomplishment?
Satisfaction? Something like that|anyway, it was on that day that I learned a
lot about the world: That death affects everyone a little bit differently; That
I was not as smart as I thought I was; that more people are sheep than
sharks…LOSEYOURNECKSDAMMI-
I was just kinda confused ya know? Like I had just sat
through a marathon of The Wire where
the dialogue kept randomly cutting to an episode of Dragon Ball Z. Naturally, I
couldn’t explain or even recall the story with anything vaguely resembling
lucidity, so a couple of years later I said, “ehh maybe I was just too young to
comprehend its brilliance. I’ll play it again.” Buuuuuuuut 56 more hours of
huge swords and gold saucering later, and I still
could not put any meaningful words to my experience. It was basically an
electric rufie – I’d pick it up, watch some terrorists blow-up a nuclear
reactor, then 5 or 6 days later I’d see Tetsuya Nomura’s name scrolling by
unsure of whether or not I should regret any of my life’s decisions. That’s how
rufies work right? I mean I didn’t hate
it, but I didn’t like it either, and being unable to explain why bugged the crap out of me.
So, after a couple of years of soul searching, a movie, a
sequel, a prequel, a cell phone game, some hentaerm- art, and message board
discussions later, I tried it one more time vowing that I was going to KNOW.
This. game. Better than the hardcore fans…and the developers and-and-annnnd I
made it about 30 minutes into the first disc before getting too bored to
function, so I just chucked the controller and went “PEACE!” [beat] – never to
pick the game up again.
Of course, the game’s Kardashian-like popularity made it
pretty much impossible to avoid in RPG discussions, so I kept hearing about it
anyway. But, it was through this forced osmosis that I noticed something
interesting: nobody actually seems to remember anything about this game. I mean
sure things like Sephiroth killing Aeris and Cloud swinging a huge sword,
buttotallyisn’tcompensatingfor anything are so ingrained into video game
culture that RPG fans can’t not know
them. But, I’m talking about basic plot details, like, “why does everyone in
Avalanche leave Midgar with Cloud?” or “why does the party have to destroy the
Diamond weapon?” Ya know, stuff anyone who’s played the game should be able to
answer in a heartbeat. I’ve seen innumerable declarations that it’s teh gratest
gayme EVARRRRR, but no one seems to be able to give a real reason for it being
so good. And by ‘real’ I mean something other than “I cried like a bitch when
Aeris died...10/10.”
So, with Square finally deciding to cash their billion yen
pay check and milk this cash cow with a remake or four…ughhh, I spent about a
dozen hours watching the entire game on youtube, courtesy of VGHeaven – lord
knows I wouldn’t play this crap again – to try and imagine what a remake would
look like. It was during this vision quest that I think I figured out why no one can remember this game’s plot as
well as why seemingly everyone loves it anyway. Trouble is, I also noticed that
a graphical update, which is absolutely fucking required for this Popeye the Sailor man simulator, is nowhere near
enough to bring FFVII into the 21st century. (Besides, fans already
made one like ten years ago – it wasn’t enough then, and it isn’t enough now). Answering
these questions about FFVII’s success however is gonna cover alotta different aspects
of game design; some obvious, some “sweet Jesus who the hell cares about this” esoteric [beat], but
it’s all important! And seeing all of this should make yooouuu…fuck, I
dunnoSmarter?...or at least be able talk about FFVII with some degree of
sophistication?
Soooo the next time you see Joe Weaboo is like “C’mon gaiz!
This gayme’s GRATE!” [*Picture of a cheese grater] You can look that
motherfucker in the face and say “NO[beat], this game is NOT grate! This- this
game is the opposite of grate! TH-TH-THIS
GAME IS WHISK!!! IT’S ALL WHIS-”
[*Bell sound]
#1 The Mystery – Ludonarrative Dissonance in JRPGs
Okay so, do you remember “Ludonarrative Dissonance?” That
phrase that everyone and their grandma’s litter of dead cats threw around for about
a year, then laughed at, withdrew, and purged from their collective memory bank?
Well, Final Fantasy VII helped pioneer a very special iteration of it unique to
RPGs.
For everyone who missed the first internet spam fest and was
outside talking with other human beings in person like a SQUARE, Ludonarrative
Dissonance occurs when a game’s story and gameplay don’t gel together – what
the player does, contradicts their character’s stated identity or mission, like
when Lara Croft whines for like 10 minutes over killing an innocent deer, while
the player has to murder several platoon’s worth of human beings, ooor when
Snake’s getting shock-tortured on Shadow Moses, and you have to cook Bolognese
Spaghetti in 18 seconds, Cooking Mama-style to keep him alive [*Insert Cooking
Mama with an eyepatch saying “The Better the Mama!” in the bottom right corner].
Prettysurethat’swhat happened*SOO, the recurring complaint among all the rabble
was that arbitrarily stuffing story heavy games with wanton murder causes
ludonarrative dissonance. And yet, while those complaints are kind of true and
that caaaan happen, RPGs historically haven’t had this issue.
Yeah, the player can kill all sorts of monsters and people
who were proooobably innocent and
just happened to be minding their own business in the wrong part of the forest,
but hero’s need xp mang! And them slimes be straight drippin’ wit’ swag! Okay,
no, we’re not doing that. Where an RPG’s story starts breaking down is when
you’ve got a meteor fast approaching the earth, and the heroes feel like shooting
some hoops or making gonzo-style emu porn in a shed, instead of doing anything
about it. [beat]
Nothing in the
story justifies doing this sort of crap [beat] *hopefully, oh god I hope this
isn’t an actual game *sigh*…but gameplay-wise
there just might be something to making a bunch of oddly colored ostriches copulate
against their will- like the single most powerful summon in the entire freaking
game [beat] or trees [Ancient Forest]! y’all love that folia-. Anyway, it’s in
stuff like this that we see the common ludonarrative dissonance of RPGs:
Players are given free rein to do whatever the hell they feel like, and the
written story of the game just has to lie back and think of England until they
decide to stop satisfying themselves and pay attention to it. [beat] Sex pun.
Now, over the past couple of years, the “L phrase” was only
thrown around whenever some pseudointellectual wise-ass tried to “objectively
prove” that a game was bad. In fact, it became such an easy and common
complaint that things actually swung in the opposite
direction where most critics purged the words from their vocabularies and
others, most notably Chris “Campster” Franklin, have said that: [*use the
actual clip from the video*] “Ludonarrative dissonance doesn’t actually exist
because the gameplay makes up the narrative.”
I love Campster and the work he does, hell I’ve been subbed
for like 3 and a half years now? But, not only is he WRONG about Ludonarrative
dissonance not existing, so is every chuckle-fuck who squealed, “IT MAIKS GAYME
BADD CUZ MIY IMERCSION HERTZ!” [beat] As damn near every post-FFVII JRPG has
shown us, ludonarrative dissonance has nothing to do with the quality of a game.
The only thing it does is accentuate
the fact that all games with a story have two narratives: the static narrative
written into a game by its writers, and the dynamic narrative partially
constructed by the players. In literary terms, since FYI: I majored in English
Lit in college, the static narrative is, with exceedingly rare exception [Stanley Parable], always in the 1st
or 3rd person depending on the camera angle, while the player’s
narrative is always in the second person, as indicated by every out-of-breath Just Cause story ever.
And it just makes sense given the strength of early
videogame technology. You couldn’t write, “hero parries enemy sword, does a
triple pirouette at a 137-degree angle and slits the antagonist’s throat. You
had to abbreviate that shit: villain appears; a fight ensues; hero slays
villain. Exit – pursuedbyabear.
This is slightly presumptuous but, I’m pretty sure all
players intuitively recognize the distinction between the two narratives, which
you can actually hear every time someone wants to talk about something that
happens in a game with a pre-determined character: For instance, no one says
Geralt killed those six drowners they’ll say “I” killed those six drowners. No
one says, Sephiroth stabbed “me,” everyone says Sephiroth stabbed “Aeris”
[short beat] or “Aeriththththth” IfThey’reParticularlyFondOfSoundingLikeA TrogolodyteWhoReveresBadTranslationsAsDivineLaw.NotJudging
[*say fast and in a lower voice, like a mumble]. And you can do this little
test with pretty much any game with a fixed story and…ehhh un-fixed gameplay to
quickly find both narratives. In some games they actually overlap on top of
each other [Trails in the Sky] but, I- I- IIIIII don’t have time to go over
that in this video. As much as I would lurrrve to spend the next hour and a
half discussing narratology and story-telling in video games, I’d rather you
didn’t shut off the video and blacklist this channel.
Anyway, as you’ll quickly notice if you do this test for
like a minute, games which have two narratives are probably among your absolute
favorites [beat], some of these might even be among the best games in their
respective genres [FFXII, Bayonetta, Painkiller, Professor Layton: And the
Unwound Future, Castlevania: Symphony of the Night, Metal Gear Solid]. More
importantly, games with ludonarrative dissonance specifically, like sayyy every
open-world RPG ever, might not have any major issues in either of their
narratives or their gameplay. So, you’re probably wondering: [use a British
accent] “if amazing games can have ludonarrative dissonance and there’s nothing
inherently problematic about this paradigm, why am I bringing this up in
relation to FFVII?” Well, my eloquent, erudite, and likely well-endowed viewer,
that is because ludonarrative dissonance also creates a serious risk that every
designer must account for, which 1997 Squaresoft very clearly did not: one
narrative may supercede the other.
In games with Ludonarrative dissonance, the story and
gameplay are literally by definition
disconnected from one another. So, in order for the game to not be the digital
equivalent to modern art, both have to be able to stand on their own merits.
This is basically why MGS3: Snake Eater
is kinda meh, while MGS3: Subsistence
is arguably the best game in the entire franchise. Same excellent James Bond-story,
same maps, pretty much identical enemy layout, but one handles like a 2006 Lotus
Exige complete with the industry standard scantily-clad model eating a
cheese-burger on the hood, while the other controls like your grandad’s first
automobile that he personally “upgraded” with lead tires and a cellophane
windshield.
If only one of these
parts of the game is pulling its weight and the other is lying listlessly on
the floor, then like [shortbeat] surprisingly pragmatic human beings, players
will write-off the carpet fetishist and only pay attention to the part that’s
actually engaging. And again, consciously or not, we all do this as evidenced
by every time we go full used car salesman and try to make our friends buy a
game we like. “The story sucks, but the gameplay is AWESOME [beat] and it comes
with a free hand jo-“ In most games it doesn’t matter that much which aspect is good if the developers just want the
player to enjoy their product. But in some
games, like oh I don’t know…a bog standard JRPG with gameplay less
intellectually stimulating than Hello
Kitty: Happy Party Pals, the story had DAMN well better be a selling point,
or else why the hell wouldn’t you be playing…well, Hello Kitty: Happy Party Pals……or Bloodborne [*brief tilting footage of The One Reborn].
Okay…point [HUMPH] taken. Another simpler and far more
ubiquitous, yet surprisingly subtle way we think about this is that games in
which one narrative is just overtly stronger than the other set up a work-reward
relationship, where the weak narrative, typically the gameplay, is the work players
have to sift through to be rewarded with the strong narrative, typically the
story.
If you invert this, you’ll notice that it actually
presupposes that good gameplay and character progression can hold a game up all
on its own, since these are videogames and you can usually skip cutscenes but,
can never skip gameplay[beat] buuuuut once again, discussion, another time,
check the footnotes. E.t.c. E.T.C. (Elite Tauren Chieftain).
Funny thing is, with big JRPGs specifically, when the
gameplay is better than the story something weird and very interesting happens. BTW, this is the part where I piss away
any and all good will I may have built up for the last 10 minutes so brace
yourself for shitstorm in 3…2…1… For some reason lots of, probably intelligent,
people think that many RPGs with barely acceptable gameplay and godawful
writing have some of the best stories in all of video games [Chrono Trigger,
FFVII, Golden Sun, Kingdom Hearts].
The most rational
and probably unnecessarily forgiving explanations I can come up with for this
are 1. nostalgia [beat], 2. that
ludonarrative dissonance facilitates intellectually dissociating from a game’s written
story and, therefore, due to the lack of accessible in-game plot synopses,
leads players to assume that potential on-screen melodrama is warranted because
of something they may have forgotten or weren’t paying attention to, even
when they haven’t actually forgotten anything. [beat] And 3, players
inadvertently conflate the dynamic narrative (their personal experience playing
the game) with the static narrative. Sorry, no bad jokes on that one, here’s a
clip of a clown watering toys.
Now FFVII, is like
the posterchild of this phenomenon. Even though those other games had lousy
stories, all of the-[shortbeat] one
of them [Chrono Trigger] had a story that was bad because it was overly
simplistic, which is at least kiiiind of forgiveable[beat]ya know since it’s a
kids’ game. But, these other games are attempting to be complex and are
generally aimed at older audiences. [beat] They don’t get a pass. And although FFVII isn’t the first game to commit
this offense, it popularized this STUPID trend
of making barely comprehensible (MGS2), plot-hole ridden (Drakengard), pig
feces (Kingdom Hearts 2) qualify as a “story.”
And don’t get me wrong, the dynamic narrative is “passable,”
but the written narrative is a babel-esque pillar of shite so monumental it can
PIERCE THE VERY HEAVENS!!!…okay maybe not that bad, but it is pretty damn
awful. According to this Extremely Scientific Chart Measuring The Quality Of
Videogame Narratives™ [*Scale goes from left to right: The box of Ico,Terrible, Bad, Acceptable, Good,
Moving, The Witcher 3 box*], The static
narrative of FFVII is approximately 0.5 thumbs above Ico while the dynamic narrative is exactly at 1997’s acceptable,
giving it a mean rating of slightly bad by 1997 standards, and, adjusting for
inflation, completely fricking appalling in 2015. Meaning this shit’s gotta get
fix’d, and because this is a video game, the most rational place to start is
almost certainly:
#2 The Gameplay - Myopia
JRPG gameplay is generally simplistic enough that you can
actually break it down into just three linguistically vague, but *sigh*
actually depressingly specific components: Exploration, Character Progression,
and the “Battle System” – because there is always
a battle system.
Exploration is exactly what it says on the tin – wandering
around and finding STUFF. The “battle system” is whatever flashy, formalized,
and fffffoooverly simplistic representation of fighting the devs could come up
with. And Character Progression is just a fancy way of saying “when you get
gear and level ups.” When I say a JRPG has "good" gameplay it means I enjoy
rummaging through peoples’ houses, slaughtering bats by the thousand, and
again, watching numbers go up.
·
Footnotes - The currency issue
First thing you’ve gotta understand about FFVII’s gameplay,
though, is that it was about as revolutionary as Fruit Loops were in a world dominated
by Cheerios. In fact, about half of the problems with its gameplay stem from
Squaresoft trying to hold on to conventions from previous Final Fantasy games,
without updating the story or game structure to facilitate their inclusion.
Ya see, after Final Fantasy I, Square started looking for
ways to get ahead of the curve and innovate on RPG gameplay conventions before
they became norms. The thing I know you’re already thinking of is the battle
system which switched from a static turn-based system to the Active Turn-Based
system we all know and set fire to pitch-forks over for the FFVII remake. But
the ATB system didn’t actually change much from its proliferation until FFX-2
over a decade later. FFVII’s use of it was perfectly acceptable in 1997… assuming
you switched the game mode from passive to active that is. cuz ain’t nobody got
time to patiently wait for a 1-minute canned animation they
already seen 5,000 times over.
No, the more immediate and subtle thing on Square’s hit list
was actually the fixed job system. You ever heard that saying that “every
Nintendo game is a beta for the next one?” Well you can pretty much say the
same thing about Final Fantasy. In FFII, they removed jobs entirely and made
characters’ stats develop in accordance with what you made them do in battle.
In FFIII you had formal jobs, but you could change anyone’s job at any time
outside of battle, so that they didn’t define the character. FFV did the exact
same thing, but added more jobs to the pool and had FFIV’s ATB combat. Then, in
FFVI characters had unique abilities which matched past jobs, but anyone could
learn magic by equipping magic stones, and their stats would develop partially
based on which magicite they had equipped on level-up [short beat] kinda like a greatest
hits of everything that came before it.
Which finally brings us to FFVII, where characters could use
magic AND other abilities by equipping magic rocks, this time called materia,
but no one had any unique abilities, they didn’t get modified stat growths, and
did not learn magic permanently. And just for the record they kept iterating on
this idea with later FFs right up to the latest one, buuuut ehh, you know [short beat] footnotes.
Footnotes: The continued evolution of materia
Footnotes: The continued evolution of materia
Now, I don’t actually have a problem with Square’s vendetta
against RPG class system [short beat]. Hell, I even think the materia system is
one of the coolest character customization systems Square has ever come up with…except for the whole characters aren’t
unique anymore…thing. And before you say buh-buh-what about liiimit breaks? It’s not the same. You
can’t hack a guy to pieces one turn with a chainsaw, then blast him with your
mom’s…fluids the next. It’s tragic. TARGIC I SAY!!!
Mooore specifically though, there are two big problems with
limit breaks in FFVII: you can’t use them consistently enough to justify using
one character over another, except
during some boss battles and, more importantly, most of them just don’t match
the characters (which was the supposed point of their inclusion in the first
place. Take Cloud for instance: He’s supposed to be an ex-SOLDIER 1st
class, one of the most skilled fighters in the world and all around BAMF. So
his limit breaks are of course…uh, let’s seeee we’ve got some sword swings,
shooting a sword-laser…thing, conjuring
meteors from nowhere, SUMMONING A CATEGORY 2 TORNADO, and some more sword
swings. What the fuck does reenacting the start of Armageddon have to do with swordsmanship, skill, or being a SOLDIER?
Was Michael Bay the head of the SOLDIER’s training division? Were promotions
given out based on how much collateral damage you could cause? WILL I EVER STOP
ASKING STUPID QUESTIONS?!?!?!? (place answers in upside down at the bottom of
the page).
Well, maybe Cloud’s just a weirdo with a probably sexual
inferiority complex. Surely the plucky ninja with a big-ass shuriken will have
attacks based on Japan’s extremely liberal interpretation of ninjutsu right?
[show Yuffie’s Earthquake limit]
Ohhhhhhhhh nooooo. Ohhhhhhhhhhhhhhhhhh
nooooooooooooooooooooooooooo
Real talk: only 3 characters in this game (Barret, Tifa,
Aeris) have limit breaks that actually reflect their supposed abilities.
Everyone else is a clusterfuck of moves from past FFs, random references to
other media, and insane small town nuking lasers. Even though they got some of
the limit breaks right, yhe fact that over half of them don’t match the characters,
indicates that Square designed them thinking “what would look most awesome”
instead of “what awesome things could this
character do.” While visually, they’re all pretty diverse, none of them
paints a picture of who a character is. And functionally, they’re all pretty
much the same: damage, damage, and uh oh we heard you like damage, so we put
some damage in your damage so you can damage things while you damage things.
All of which, basically highlights the biggest problem with
Square’s push to “transcend” classes: Characters who can do anything without
specifically designated roles, or at least limitations,
are functionally identical to each other.
In FFVII
characters gaining exp points and levelling up isn’t actually that important.
It’ll raise their base stats generally making them more badass, but materia is
the heart & soul of their combat performance. With the right materia, Aeris
can be your designated hitter and Barret can be the archmage of the universe,
lore be damned to the 9th circle of hell. And while that sounds kind
of awesome from a “hey, look how much I can fuck with the game” perspective, it
doesn’t actually make much sense in this
game specifically.
Ya see back in FFVI your party was constantly rotating for
story reasons, which made it pretty much impossible to rely on a single line-up
to get you through the entire game. So, to avoid riots from entitled people who
couldn’t strategize, Square gave every character access to a big-ass,
omni-present curbstomp boot called “magic” as compensation. In FFVII, though
the party almost never separates and
even when it does, Cloud is almost always a constant. So, from a structural
perspective, the enemies really only needed to be designed around Cloud’s
specific capabilities, *grumble*had they given him any*grumble*. But even so,
there was nothing preventing them from giving everyone A unique capability regardless.
And, this is bigger than a measly structural oversight
[beat] much MUCH bigger. Like, if this was their first RPG I would’ve said,
“well maybe they just don’t get how RPGs work and they’ll do it right next
time.” But no, this is Final Fantasy V
(for vendetta)-eye (beholder)-eye (beholder) SEVEN, they’ve had six
goddamn cracks at this for over a decade, and in the game that immediately
preceded FFVII Square deliberately designed the game to avoid
making this mistake.
And look, I know it seems like I’m making a mountain out of
a molehill, but structure aside, homogenizing characters is something ya just
don’t do! In all games, players have two spaces in which they can understand
the characters, the story and the gameplay,[beat] obviously. And whether they’ve got roided out space
marines or a group of Japanese high school students, games need to not only
utilize both of these avenues to communicate your character(s)’s identities,
but also make sure that what they’re communicating in each area matches up.
[beat] Logically. After all, games are composed of two stories; the writers’
story and your story, and both of these narratives share the same characters.
If these two don’t match up, then you just get ludoscababib discobiscuits. And
those taste awful.
Most RPGs will reconcile the two characterizations by
pretending to give you control over the writers’ story, but most JRPGs and other fixed narrative games are stricter
than my friend Kevin’s Asian parents, don’t let you touch anything with a
ten-foot pole. So, ALLLLLLL of your story’s characterization has to be
expressed through the gameplay. And ya know what? that’sfine. In most games….butnotthisone-
Like I said before JRPG gameplay only has three parts:
Exploration, Character Progression, and the Battle System, each of which
provides an opportunity for characterization. But in FFVII, the
characterization in these areas could accurately be described as:
- nonexistent [exploration: Partly leader is fixed, NPCs
talk at you not with you]
- inconsistent [character progression: materia’s growth
governs everything
- and nonsensical [battle system: character stats don’t
affect the atb bar; levelling up doesn’t affect combat abilities, abilities are
entirely governed by materia, not character capabilities; few limit breaks match
the characters]
THIS is why Aeris’ death feels less impactful than a
Meseeks’, why FFVII’s gameplay can’t even manage a ‘C’ grade – half of the
roleplaying just isn’t there! HOW CAN ANYONE CALL THIS A ROLEPLAYING GAME WHEN
YOUR CHARACTERS DON’T HAVE ROLES TO PLAY??!?!?!?!
*sigh*
The only time a developer should ever EVER refrain from expressing a character’s individuality
within the gameplay, is if they have a damn good reason for doing so.
FFVII does not have a reason.
Giving everyone access to everything just seems like Square
hated individuality and was secretly [trying to revive Stalin’s fascist
communist dream to crush those capitalist pig-dogs by mind-cleansing western
youth! VIVA RUSSI-] (*gradually ascending demented FFVII music, from when
Sephiroth goes insane. Speak in increasingly thick Russian accent).
Or more likely they just tried to iterate on the magicite
system from FFVI and didn’t think about how it affected everything else. And
make no mistake this change does
affect a lot of other things like:
CONTINUED IN PART #3
The Story & Characters – Jenova Ruins Everything
Footnotes:
FN#1 The Third Narrative/Why Campster is TECHNICALLY Right
The redacted portion of my "Extremely Scientific Chart
Measuring the Quality of Videogame Narratives" is the Synthesis/Meta
narrative. This is the fusion of the static and the dynamic narratives, or more
plainly what you can tell people about your experience in the game. Campster's
error is that he's suggesting that this is the ONLY narrative in games,
ignoring the fact that it itself is made up of two different narratives.
FN#2 A Good Story Can’t Support Bad Gameplay
As I mentioned, a game with good gameplay and a bad story,
is totally fine since you can just thumb past the story to continues enjoying
the gameplay. But, if the opposite is true, then you have a serious problem, since
players can’t skip the gameplay to experience the story. As a designer, this is
something you have to watch out for, since players won’t want to finish your
game if it’s too tedious to get through. FFVII’s gameplay being better than its
story would theoretically make it an easy game to finish, but since it’s a JRPG
(read: long) and the gameplay isn’t exactly revolutionary, it’s still hard to
muster up the patience to do so nowadays (and even in 1997), when other RPGs
with better gameplay and stories are available.
FN#3 The Other Unnecessarily Forgiving Explanation
There is a 5th explanation for why so many people like FFVII
(hint: it starts with “aes” and ends with “thetics”), but I have a more robust
discussion of it planned for the next video, so you’ll have to chill till then.
All, I’ll say here is that art and themes are EXTREMELY important factors in
determining whether people like a thing.
FN#4 The Currency Issue
Character progression in RPGs (and most games with RPG
elements) is dictated by the speed at which players acquire the game’s
currencies, and the value of said currencies throughout the game. By
currencies, I’m referring to anything that the player can accumulate (Money,
Exp, Job points, Weapons, etc.). Because these currencies are the player’s
means of gauging their progress through the game, balancing the value of these
currencies is the single most important aspect of structuring an RPG’s dynamic
narrative. Most RPGs from the 90s onward use 3 major currencies, and FFVII is
no different (Gil, Char Exp, Materia Exp). However, FFVII doesn’t balance them
particularly well, in that Materia dwarfs the others in value at all points in
the game. This would be fine if its strength was necessary to handle an in-game
challenge or there was some narrative reason justifying its strength…but as
I’ll show next time, there is no reason for it being so strong.
FN#5 The Continued Evolution of Final Fantasy
So, to pick up on where I left off:
FFVIII - goes to the logical extreme of Square's trajectory
by removing the value of classes, magic, and even STATS, by giving players
complete control over all of these factors via junctioning
FFIX - ignored all of the advancements made in its generation and went back to a style akin to that of FFIV, but with a new twist that was later copied by Tales of Vesperia and several other JRPGs.
FFX - walked things back by giving the characters fixed jobs
until you reach the end of their "line" on the sphere grid, at which
point they can jump over to another job. It's basically FFV's system with
greater restrictions (which is good).
FFXII - broke classes down into their functions, then
scattered them all on a single grid (the License Board) for players work
towards with each character. Essentially there were no classes and anyone could
do anything.
And finally, FFXIII - gave all of the characters access to 6
jobs, but each character performed the job slightly differently, and you could
switch all of their jobs at the same time during battles
FN#6 My Mistake/The Nuance To Discussing Ludonarrative
Dissonance
You may see my arguments as inconsistent, since I say that
ludonarrative dissonance doesn't affect the quality of games, and then point to
it to explain why the gameplay in FFVII is lousy. So, to clarify, ludonarrative
dissonance in games does not inherently pose a problem. However, if the static
narrative does not present consistent characterizations of the player
characters, THEN ludonarrative dissonance becomes a problem, since you won't be
able to get a clear picture of who your characters are, and by extension, will
have a difficult time getting invested in the static narrative. I’ll expand
upon this further right at the start of Part 3, so don’t sweat it if that’s
still a little ambiguous.
FN#7 The Illusion of Choice in Games
The value of choice in games depends on which narrative
you’re referring to. If it’s the static narrative, then it doesn’t exist: all
choices and possibilities were written into the game before you played it, and
nothing you do will change anything about it. If it’s the dynamic narrative or
the synth narrative, then it is extremely consequential, since it directly
influences what you see in the game, but its value depends on how many times
you play the game & how much you know about it. This makes calling choice
in video games an illusion somewhat fallacious, since the choices DO matter to
you, the player, just not the developer or someone to trying to articulate a
game’s story.
No comments:
Post a Comment