![]() Waffling on crucial decisions could prove costly, as foes would continue their onslaught no matter how long it took you to input your commands. This upped the pressure on players by forcing them to respond quickly and consider the order in which enemies and allies would be able to act. ![]() From Active Time Battle to fighting in real-timeĮlements of action gameplay have evolved in Final Fantasy over time, beginning with the implementation of the “Active Time Battle” system in Final Fantasy IV. Finding a delicate balance between tradition and innovation is always challenging, especially so with Final Fantasy XVI, the first numbered game in the long-running series to fully eschew menu-driven battles in favor of real-time combat. But even those have to start somewhere: many elements commonly associated with Final Fantasy as a whole–Chocobos, Moogles, summons, and beloved job classes and abilities–were, at one point, completely alien to the series. Players have expectations of what they’ll encounter but still crave elements that change up and build upon established series traditions. Developing a new numbered Final Fantasy game is a balancing act. ![]()
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