Let's Play Every Final Fantasy Game In Order Of Release [Now Finished: Final Fantasy Tactics]

My longstanding theory is that Matsuno is just the kind of writer who desperately needs some constraints - whether technical or editorial - to work against to really shine, and Bozja was the result of being given too large of a wordcount and told to go nuts, with nobody willing to tell him to cut back. Which, given how the FFXIV team are self-admitted Matsuno fans, I can see them being all too willing to hand him a blank check.
 
If the goal is really to force our dearly beloved let's-reader into more unpaid work, there's always the option for going back and hitting the VII remakes in more depth. By the time he's done with FF XVI, I'm sure part five of the remake, FF VII: Revengeance, will be out.
 
My memories of briefly playing Crystal Chronicles as a teen are mostly of initial confusion, a vague sense of betrayal that there didn't really seem to be a story, and then eventual boredom and distraction and never playing it again.
My impression after seeing a couple Lets Plays of the PS1 Mana games is that Crystal Chronicles took a lot of the pattern of fragmented stories from multiple NPCs in a large world that weave together into a larger narrative, which begins taking shape once you have met certain characters enough times or gotten to certain locations and gotten information about another certain other location.

It's very slow burning compared to the normal Final Fantasy experiences.
 
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My longstanding theory is that Matsuno is just the kind of writer who desperately needs some constraints - whether technical or editorial - to work against to really shine, and Bozja was the result of being given too large of a wordcount and told to go nuts, with nobody willing to tell him to cut back. Which, given how the FFXIV team are self-admitted Matsuno fans, I can see them being all too willing to hand him a blank check.
TBF thats most writers, when making the star wars Lucas really did want co-workers and critics and while Lucas can be Lucas and stubborn he was right on the money he does his best work in collaboration. Creatives being told their genius's with no critique in echo chambers is not useful to the creative process methinks. However what I was actually thinking of was Matsuno's post ff12, pre ff14 ventures that quite frankly never worked out for him.
 
My longstanding theory is that Matsuno is just the kind of writer who desperately needs some constraints - whether technical or editorial - to work against to really shine, and Bozja was the result of being given too large of a wordcount and told to go nuts, with nobody willing to tell him to cut back. Which, given how the FFXIV team are self-admitted Matsuno fans, I can see them being all too willing to hand him a blank check.

They absolutely handed him blank checks in both the Ivalice and Bozja storylines which he used to just ram through both awful storylines and world building lore that didn't get second guessed at all.
 
I think a part of it is certainly that removing technical constraints reduces creativity, but I think another big issue is the "creator worship" we as a culture have developed, where a single creative mind is viewed as responsible for a great creation, a brilliant author from whom all of the greatness of the work comes, when that's not the case.

Matsuno wasn't working alone when he directed the creation of Final Fantasy Tactics, Vagrant Story, and Tactics Ogre. He was the head of a team, but it was still a team; we've discussed in this very thread how some of the ideas used in FFT were the work of other creators. This happens times and again - TV series and movies are "the work of a great director" and the success of, say, Buffy TVS or The Avengers was for a time attributed to Joss Whedon's "creative genius" before people knew better; whereas the reality is that those kind of works are the result of a multitude of people working together and, as in all human endeavors, many people working together effortlessly outperform a single person working alone.

I'm not saying that somebody with ultimate leadership and a vision for a project isn't necessary; we've seen where the lack of a director leads to in FFVI and FFVIII - it leads to schizophrenic games that aren't sure what they want to be and bombard the player with a multitude of interesting ideas none of which are properly developed. I'm just saying that unlimited control is also bad, and that it's a cultural problem - until people stop assigning merit for collaborative works to a single creative, we'll keep seeing the pattern of "this person worked on a great *something* - they were given unlimited power on their next *something* - the next *something* was disappointing" repeat itself.

Not sure there is much of a solution here other than being aware of the problem - there's a number of creators who were able to keep doing good work when given more power, but those are usually the people who have a grip on their own ego, and those are hard people to find.
 
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