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

Voted best in category in the Users' Choice awards.
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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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.

Not just any team either, a team handpicked by Matsuno and Sakaguchi, a team filled with veteran game devs of Square's SNES catalog. Hiroyuki Ito alone is such an industry titan with Final Fantasy 6 under his belt that any discussion of FFT that doesn't take into account his influence is doing themselves a massive disservice.

While I won't post the actual chart here for fear of general spoilers, there is a reason the best way to anticipate the systems of a Final Fantasy game from this point on is to look at which games the team previously worked on, after the team split of the PSX era (with Tactics and FF9 splitting off from the "main" team that would make FF8). The main teams will pretty much have solidified by the time we reach FF11.
 
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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
Yeah, but it also produced one of the funniest quotes ever.
Literally IGN said:
"There's a tendency among the press to attribute the creation of a game to a single person," says Warren Spector, creator of Thief and Deus Ex.
 
People can sometimes find it difficult to think in terms of "teams". It's intriguing that I can't quite identify the circumstances that cause this.
It's the lack of a name for people to remember the team by.

We've an easy time thinking of any individual Final Fantasy, Dragon Quest or Kingdom Hearts title as being "developed by Square/Enix", which is the largest group responsible, and we have an easy time saying "Kindom Hearts is the work of Nomura" or "Final Fantasy Tactics is Matsuno's creation", attributing the work to the single creator, but the developing teams don't have proper names that can properly be used to identify them, at least not for the general public, mostly because developing teams gets split up often. There's the occasional developing team that lasts together long enough to get named, and then people remember them, but otherwise, remembering the full list of creators is impossible, because it's longer than seven names. People will sometimes remember the name of one or two leader figures - see: "Uematsu did the music, Amano did the artwork" (alone?), but the teams lack identity, and the individual contributions gets lost in the shuffle.

I don't know how to solve the issue, but it seems to me like it's something really tied with people's need to name and anthropomorphize things to identify them - it's easy for our minds to think of one thing, but above three is "many" and above seven is "too many", and "a team" is harder to think about as a person than a single creator is, making it harder to name and remember. "Great Man Theory" has the same root cause.

Yeah, but it also produced one of the funniest quotes ever.
I learned about that quote from a HBomberGuy video; that one also mentioned that a lot of musical artists were made even less able to be remembered for their contribution to the videogame industry by being forced to sign themselves into the credits for games they worked on under pseudonims. That's an entirely different problem from the name thing, that's just corporate policies being evil, which is hardly new and just as hard a problem to solve as the other. Harder, probably - human nature is to be adaptable, corporate nature is to adapt others to itself.
 
For a non-video game example, people have an easy time remembering that Cardcaptor Sakura was a group effort because CLAMP is obviously not the name of a single person.
Yeah this.
Like for me I thought about it in terms of the Avengers versus Power Rangers. Both are hero teams but one is only known as a team-individuals being relegated to their colors, and the latter is more 'a bunch of stars working together.' Developing in mind to the former is the trick.

It's an energy I found interesting in the initial scene of Mysterio being revealed as a villian in Far from Home- the idea that these people were basically background NPCs coming together to transform into the system behind a Superhero.
Alas, anything that thread could have been felt like it got eaten by the man being Mysterio basically having such an ego that he wanted to feed at all costs that the team just…Faded out.

It'd have been interesting if instead of Spidey being clever and foiling the scheme himself if they all quieted rebelled in their own little ways to open weaknesses that wouldn't have existed otherwise…

But the thing is writing that is different from writing the grand singular person stories Superheroes are. And…I suspect there are…Other reasons…But that's a bit too political.

TLDR: we don't get many stories that deal with groups instead of the individuals comprising groups, and that is something that probably reduces the average person's ability to think outside of simple boil it down to one guy being the hero, another being the villian, etc, etc.
 
Unfortunately (for my free time), I am unable to shake the urge to do a Bravely Default Let's Play. So, uh, look forward to that sometime in January. But before that happens, there's some details that need ironed out. I spoke with Omicron, and he suggested starting another thread to discuss those details. If you're interested, you can find it right here.
 
Vampire Agrias art by ArlequineLunaire
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So I drew Vampire Agrias, as I was available now that my main Archangelette designs are done. I was a bit quick since I wanted to have the fanart ready before the FFIX playthrough started. Went with just a headshot since it'd be her face that'd be the most affected:


View: https://www.tumblr.com/arlequinelunaire/771145439821103104/quick-headshot-of-agrias-with-the-vampire-status?source=share

it's our girl!!!

mustadio where's the goddamned holy water please come quick she's staring at me

mustadio you bitch i can see you hiding the holy water behind the couch
 
I want to know who on Sonic Team shakes the Magic 8-ball to discover if the game will be good or a hot mess. I just want to have a nice talk.
Meanwhile there comic and writers team seem to have already made their deal, with some otherwordly force to have constant good writers the price of course was Ken Penders.
Yeah this.
Like for me I thought about it in terms of the Avengers versus Power Rangers. Both are hero teams but one is only known as a team-individuals being relegated to their colors, and the latter is more 'a bunch of stars working together.' Developing in mind to the former is the trick.

It's an energy I found interesting in the initial scene of Mysterio being revealed as a villian in Far from Home- the idea that these people were basically background NPCs coming together to transform into the system behind a Superhero.
Alas, anything that thread could have been felt like it got eaten by the man being Mysterio basically having such an ego that he wanted to feed at all costs that the team just…Faded out.

It'd have been interesting if instead of Spidey being clever and foiling the scheme himself if they all quieted rebelled in their own little ways to open weaknesses that wouldn't have existed otherwise…

But the thing is writing that is different from writing the grand singular person stories Superheroes are. And…I suspect there are…Other reasons…But that's a bit too political.

TLDR: we don't get many stories that deal with groups instead of the individuals comprising groups, and that is something that probably reduces the average person's ability to think outside of simple boil it down to one guy being the hero, another being the villian, etc, etc.
Teambooks in comic are oftimes infamously hard to write for to be completely fair.
Makes me remember of someone who pitched an alternate far from home, involving mysterio being a ponzi schemers using augmented reality to sell the image of being a superhero from another dimension to make money(Moonstone would be proud).

Also to compare notes with this lp, to analyze game balance I've been playing tactics on the psx, with a minimal grind policy(i've only done 3 all in relation to poaching stuff), and here are some of my findings circa completing chapter 3, exp and sometimes money is tight(particularly for samurai broken swords and preparing for that eats up a lot of money). Windmill fight was tricky costing me a couple reset before abusing haste to win, forget my level.
Chap 2 execution grounds fight is quite hard but I got lucky so it only took 2-3 tries. I lost to the cardinal once on a first go due to recklessness and ended chap 2 around level 18ish(I forget the exact number), Islud and Wiegraf 2 both cost me reset due to trying to beat up all the other enemies instead of him. The most trouble I had so has been Belias. I ended chapter 3 around level 25 with the rest of my party being under level 20.

First phase is actually quite easy with move+2 and a good healing skill as its easy to abuse Wiegrafs movement to run out of range to the corner heal, and Samurai if you bring enough magic buffing gear will likely two shot, with masamune giving enough healing to push through. Belias though made me rage, until I realized you could bait him into using confusion which actually put you way ahead action economy wise if you haste up, I used a ninja to do that and slow him, once you remove that confusion your probably ahead action economy wise especially with a good slow. The ultima demons are threatening but they tend to clumping up with Belias such that I was able to nuke them in two goes with a Ramuh followed by a Ramza draw out skill. By that point action econ was very much against Belias such that I was able to deftly finish him after silencing him(like omi did) to avoid him pulling a summon out of nowhere. The fight is very much a can you survive Belias initial assault from his high movement and summons and deal with the ultima demons, as those demons are positioned to prevent alpha striking him, once you nuke the demons he's kinda hosed.

Class stuff, I've found, Ramuh in the psx version is a earlygame nuke, that never really gets bad, moogles also decent for grinding jp and tactical flexibility golem is really good though summoner suffer from a really annoying flaw with their lower then average speed making them not great for casting haste which weaken their role compression potential.
Poles are a pretty good weapon as they bypass most defences though the annoying bit with them is buffing their power with magic boosting gear makes your mystics something of a glass canon, still magic units that have good physical options are quite nice.
Holy spear is really good if you can get the poach early chapter 3.
Samurai is a quite flexible class with its access to healing allowing you to modify your team more or have access to additional backup healer, blood sword is a good weapon but not quite as insane as it sounds, nonetheless it does decently well with Hamedo.
Ninja's can literally do near any role you want if you want them to notably for me having a lot of speed allows them to surprisingly be quite good with time magic though throw is only a marginally good skill.

Other finding are that jp is very limited for magic classes, with physical units getting much more and that its very limited earlygame, you end up with more midgame before the higher prices and shorter fights seems to cause a jp drop off of sorts. Samurai is also quite expensive if you don't use jp boost(I was equipping the blood sword on samurai)
 
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