Imrix
Periodically Malevolent QM
oh boy i sure picked a moment to finish catching up lol
So, a couple things - first, Omi mentioned earlier that he's not sure how many of his readers are unfamiliar with FF as a franchise and how much the dancing around spoilers matters, so I should mention that I almost entirely haven't. I've played like... There was a demo for FF7 that had some kind of battle gauntlet where you lost levels after each fight? And I played a couple of sessions on a friends copy of FF9, where I got up to, I think it was the Evil Forest. I know the rough outline of FF7 (even saw Advent Children back in the day), I think I might have read part of a walkthrough for FF8 when I was younger, and I have heard things about the critically acclaimed MMORPG Final Fantasy XIV has a free tri- but besides that I am entirely blind. So, this has been a fascinating dive into a franchise I am largely ignorant of, tracking the development history and its influences on the wider landscape of game design.
Second, as far as Cid goes... Yeah, wow. It's interesting, how it so heavily slants towards his death (naturally enough since it's a stronger scene), despite theoretically leaving the door open to save him. I'm inclined to echo an acquaintance who remarked it's fuel for a playground legend kind of deal - you hear about that one kid who managed to save Cid, so you have to try for yourself to see if it's possible, and that sliver of hope makes it land better even if it's entirely impractical to actually pull it off. That seems to be the intent. Whether it'd have been better if you just couldn't do it though... I dunno. I am reminded of a point made by College Fool as part of Renegade Reinterpretations, though, that players often feel like any character death that's avoidable is a form of punishment, while if it's totally unavoidable, it loses some of its weight because the inevitable foreshadowing means you can see it coming. I think Cid manages to avoid that, but I do nevertheless like the sweet spot that CF suggests, where character death is affectable, but not avoidable; people will die, you can't save them all, but you can choose who is saved.
So, a couple things - first, Omi mentioned earlier that he's not sure how many of his readers are unfamiliar with FF as a franchise and how much the dancing around spoilers matters, so I should mention that I almost entirely haven't. I've played like... There was a demo for FF7 that had some kind of battle gauntlet where you lost levels after each fight? And I played a couple of sessions on a friends copy of FF9, where I got up to, I think it was the Evil Forest. I know the rough outline of FF7 (even saw Advent Children back in the day), I think I might have read part of a walkthrough for FF8 when I was younger, and I have heard things about the critically acclaimed MMORPG Final Fantasy XIV has a free tri- but besides that I am entirely blind. So, this has been a fascinating dive into a franchise I am largely ignorant of, tracking the development history and its influences on the wider landscape of game design.
Second, as far as Cid goes... Yeah, wow. It's interesting, how it so heavily slants towards his death (naturally enough since it's a stronger scene), despite theoretically leaving the door open to save him. I'm inclined to echo an acquaintance who remarked it's fuel for a playground legend kind of deal - you hear about that one kid who managed to save Cid, so you have to try for yourself to see if it's possible, and that sliver of hope makes it land better even if it's entirely impractical to actually pull it off. That seems to be the intent. Whether it'd have been better if you just couldn't do it though... I dunno. I am reminded of a point made by College Fool as part of Renegade Reinterpretations, though, that players often feel like any character death that's avoidable is a form of punishment, while if it's totally unavoidable, it loses some of its weight because the inevitable foreshadowing means you can see it coming. I think Cid manages to avoid that, but I do nevertheless like the sweet spot that CF suggests, where character death is affectable, but not avoidable; people will die, you can't save them all, but you can choose who is saved.
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