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Hey everyone! If you have any thought-provoking questions you'd like to ask for the podcast, hit us up down below

Podcast Topics!

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Fuck

I believe we answered this one on a previous podcast... maybe two weeks ago?

Resonant Arc

Hey man! I saw that you asked this one previously, but I'm not sure what you mean by end game content. As far as I know games still do have end game content, unless there's something specifically you're referring to. -Mike

Resonant Arc

Where/What is the Promised Land?

ChocolateRob

This, to me, is what makes a story delivered through a game something truly special and unique. My personal favorite gameplay-supports-the-story moment in the Final Fantasy series is Chapter 10 and 11 in FFXIII. The entire game the party (and the player) has been locked into an objective or been fleeing from their fate (running down a tunnel, unable to change party leader, limited paradigms, etc.). Chapter 1-2: rescue Serah, Chapter 3-8: run from their fate, Chapter 9: rescue Sazh and Vanille. But in Chapter 10 the party is brought to an “ark”, a place that exists since ancient times to train L’Cie to become stronger. The gameplay supports this by finally allowing the player to change their party leader, formation, and to start learning secondary paradigm roles for all characters. However, this is still part of the fate that the Fal’Cie has created for them (to become stronger and destroy Cocoon). So the map design of Chapter 10 is still a long corridor. At the end of Chapter 10 the group learns from Cid Raines that the entire game up until this point has all been planned out by Barthandelus for them to grow stronger and reach the point where they are now. This point is highlighted by the fact that Cid himself is also a L’Cie that has been part of the Fal'Cie plan to manipulate the party. But then Cid defies his focus (or does he?) and tries to kill the party to set them “Free” from their fate. The group defeats Cid, but also witnesses him turn to crystal. This gives them some hope that there may be some other way to get out their fate that does not involve giving in to the Fal’Cie’s plan for them. It’s at this very moment, when the party decides that they must find their own path and that they would rather die on Pulse than follow the fate given to them, that the options for the player (in terms of exploration and optional content) all finally open up. Once the party decides that they will not live their lives as slaves to the will of the Fal’Cie the gameplay finally gives "Freedom" to the player. It’s really well done in my opinion, I just wish it happened about 5-8 hours earlier in the game.

If only I didn't have to pay $5.00 to see how he was injured.

Hat

also here another one for ya, side quest (side conyent) in JRPGs, do you prefer the older style like in PS1 FF games i.e getting all the final weapons or getting some of the non story summons, or do like thing to be more like xenoblade 2 were the side quest help build the world and has an MMO feel to it OR something like what persona game do with their social links (that are in way kind like side quest ) and a student's daily activist. for me i like all of the but i would love it for my final weapons to make a came back.

hey guys hope your doing good this week so end game game content anuyone miss those specially JRPGs it was something that mad me came back to the game for more, do you think that they will ever came back or is DLS the way to go

I agree FFXV is a great example. Not only can Ignis not keep up in battle, but he also can't cook anymore. That point is driven home to the player when you camp and can only cook Cup Noodles or Canned food. All of the awesome and tasty looking recipes you collected up to this point can no longer be cooked. Along with a Sad/mellow version of the camping theme playing, it really drives home the point that the days of the fun joyrides and camping trips in the countryside are over. It gives a sense that things can never be the same as they once were, which is the same thing that the story is trying to communicate as well.

^In the event you were not aware this was stated for 13, here are some quotes: "Toriyama then talks about a "new style" where FFXIII will not have an actual main character. Instead, players will experience the story from the viewpoints of different characters. " while I am not able to find the exact spot for FF12 that said this quickly, I know that I've read it in several spots that this is what they had intended.

Hat

Question - Whenever FF6 is brought up, I often hear people state that they love how the story does not have a true main character. This was an interesting design choice, and if you fast-forward 10-15 years, Square has stated that they tried to use a similar style of story telling for both FFXII and FFXIII. What was it about the way FF6 did it that made it so special for people, where as FF12 and FF13 were so divisive? (Basically, why did it work in FF6, but not so much in these other games... Aside from the fact that I absolutely love FFXII.)

Hat

^^^ In regards to Daniel's question, I trash FFXV often, but I thought what they did with Ignis and his handicap was fantastic in terms of gameplay. I really liked how he struggled to keep up, he was basically useless, until he finally proves his worth with his mind, and saves the party. One of the few compliments you'll get from me for XV.

Hat

What are some of the best ways you've seen story blended with gameplay? An example would be Dagger losing her voice in Final Fantasy 9 after a traumatic event which causes her to be much less effective in battle.


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