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 Square-Enix Defends Linear Design In Final Fantasy XIII

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DarkGeo

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Square-Enix Defends Linear Design In Final Fantasy XIII Empty
PostSubject: Square-Enix Defends Linear Design In Final Fantasy XIII   Square-Enix Defends Linear Design In Final Fantasy XIII EmptyTue Feb 23, 2010 12:52 pm

Final Fantasy XIII is different than any previous title in the series, often pushing players forward with comparatively less exploration. Most importantly, it includes no towns to journey to. No wonder long-time fans of the series have become concerned with this decision.

Square-Enix director Motomu Toriyama posted a statement on the game's official website in response explaining the linearity of Final Fantasy XIII, saying the gameplay is essentially split into separate parts between the story's two worlds.

"The game system itself actually changes between these two worlds, with the first half of the game taking place in Cocoon being a very story driven experience, whereas the second half in Gran Pulse is an open world design with a more free style of gameplay," Toriyama explained.

"In order to allow the player to become absorbed in the drama of the storytelling and the new and exciting world of Cocoon and be drawn to the characters without getting distracted or lost we have deliberately used a linear game design for the introduction sections so they can be enjoyed in the same manner as watching a film."

Toriyama explained part of the linear design choice also allows players to learn the new paradigm shift battle system more easily.

"I make a promise that even if you have never played a Final Fantasy game, or even an RPG before then you will still be able to appreciate FFXIII with no difficulty," he added.
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