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The Future of Final Fantasy, discussion thread

X came out 22 years ago though.
Yeah, and that does not detract from the point being made. Goodwill among buyers isn't necessarily burned immediately, it can also happen gradually. The issue @Branduil is describing isn't new, but it is persistent, and those that consider it as such didn't unanimously abandon the franchise after X, either, some were willing to go along with the re-alignment that was happening for a bit longer and dropped off at differing times, but articulate the issue as a need to return to turn-based with some amount of uniformity.
Even if (in a rare occasion) a modern FF detractor has never played a turn-based FF before, they know what that gameplay looks like thanks to other titles like Persona, OT... or even Yakuza: Like a Dragon (in an odd twist of going in the opposite direction as SQE is with FF) and use that to communicate their displeasure with the franchise post-X, joining in with old fans saying the same.
Try being a Halo fan
I'd rather not, if only because I know how painful that is being on the outside looking in.
 
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fwiw the thread on the purple got locked
The inability of that place to hold a reasonable discussion on any topic is neither here nor there. I think this topic has been quite productive so far with people being able to give their opinions with a minimum of hostility regarding games of moving pixels.

Yeah, and that does not detract from the point being made. Goodwill among buyers isn't necessarily burned immediately, it can also happen gradually. The issue @Branduil is describing isn't new, but it is persistent, and those that consider it as such didn't unanimously abandon the franchise after X, either, some were willing to go along with the re-alignment that was happening for a bit longer and dropped off at differing times, but articulate the issue as a return to turn-based with some amount of uniformity.
Even if (in a rare occasion) a modern FF detractor has never played a turn-based FF before, they know what that gameplay looks like thanks to other titles like Persona, OT... or even Yakuza: Like a Dragon (in an odd twist of going in the opposite direction as SQE is with FF) and use that to communicate their displeasure with the franchise post-X, joining in with old fans saying the same.

I'd rather not, if only because I know how painful that is being on the outside looking in.
Yeah, it's not like most lapsed fans just say "I don't want to play X any more" randomly someday. It's a gradual loss of interest as either tastes and/or the direction of a series diverge. Even Square-Enix itself obviously knows how to make turn-based RPGs still: see Bravely Default, Octopath, etc. It's a conscious choice to pursue a different audience, not an inability to make games in the same genre as the previous ones.
 
The inability of that place to hold a reasonable discussion on any topic is neither here nor there. I think this topic has been quite productive so far with people being able to give their opinions with a minimum of hostility regarding games of moving pixels.


Yeah, it's not like most lapsed fans just say "I don't want to play X any more" randomly someday. It's a gradual loss of interest as either tastes and/or the direction of a series diverge. Even Square-Enix itself obviously knows how to make turn-based RPGs still: see Bravely Default, Octopath, etc. It's a conscious choice to pursue a different audience, not an inability to make games in the same genre as the previous ones.
That’s just it, they’ve outright said they are actively pursuing the audience at the point where big AAA genre games meet, which is the exact spot where God of War, Zelda, Horizon, Final Fantasy and Assassins Creed all meet for a coffee even though they’ve all come from different directions. It’s why over the years people have looked at the latest AC or Zelda game and gone ‘huh, is there really a difference between this and an open world, action rpg now’.

That’s not FF moving into it through FF just drifting, freewheeling and experimenting the way it always has. It’s been on a journey in this direction for longer than the timespan between the entries I loved. And it’s OK to recognise that. There’s probably people who preferred older iterations of any of the games I mention above too.

I can’t remember who I was talking to in a previous thread but I totally get why some people feel put off by the franchise at this point, especially when the series was such a big deal to them in the past- there’s a reason people feel strongly about it, the melodrama of the stories and characters is designed for an emotional connection. At the same time, I’m totally OK with SE giving me 2DHD games instead, and the barrage of new IP they launched last Autumn too. What FF has become isn’t what I want any more, and that’s OK, most AAA stuff isn’t, and there’s a ton of rpgs directly catering to what I do want that only get a fraction of the marketing and media coverage.
 
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This argument gets used a lot, but while it's true Final Fantasy used a new world and new mechanics with each numbered sequel, up through X it was always in the context of a turn-based RPG with a large cast set in a large-scale fantasy world with sci-fi elements. Job systems, materia, ATB etc. are interesting gameplay changes but it was still a game series that was always about managing a party, choosing your combat options from a menu, and exploring a story set in a unique pastiche fantasy world.

I don't think it's fair to say everyone who wants turn-based FF back just wants the same games again... at least for me, what I want is a game that further develops interesting ideas in the turn-based fantasy space, instead of chasing whatever AAA or Hollywood trends S-E thinks are cool now.
Fair enough, though on another note I have always taken issue with the “chasing trends” sentiment people seem to have with XVI.

DMC-like combat is quite far from a trend, in fact I’d say character action games are just as, or arguably even more, niche than turn based games. It’s a very small space.

I definitely take Yoshi P’s word that the reason XVI is the way it is is because it’s the game they wanted to make.

Personally though, I love character action combat. I love turn based. I love weird hybrids like FF13 even. I’ll take whatever, as long as it’s good (unlike XV).

XVI also plays with general FF concepts in cool ways, like the mothercrystals, and the whole “dominants” concept could be quite possibly the coolest integration of summons into the story and gameplay of the series yet, as a massive Attack on Titan fan lol. I think it’ll keep lots of that FF feel, perhaps even more than XV.
 
Admittedly at first I was not thrilled with XVI’s trailers. It just seemed so deadly serious, grimy and lacking that charm the rest of the games have. I also was disappointed in the rather generic character designs and art direction. But then the Revenge trailer showed more variety in content, and the combat looked thrilling. Then the gameplay demonstration showed how absolutely packed the game is going to be. There’s so much content teased.

I feel like XVI is having the same issue TOTK had, where the trailers were repeating the same material, and not really being as open about what the game’s really about. The gameplay demonstration showed off a lot, but I feel they’re still keeping it close to the chest. Maybe they’ll pull a late marketing cycle TOTK and release one more trailer that really wows people. Or maybe the demo will do that. We’ll see.
 
I'd argue that the main difference between Final Fantasy and an example like Zelda is that, yes, Zelda did pivot away quite dramatically from a pre established and well beloved template. However (and this is crucial) it absolutely, 100% nailed the landing.

The Zelda team didn't just start making BotW and TotK because they were bored of making Ocarina style games, they had an absolutely clear idea of what sort of new game they wanted to make, and what mechanics they'd need to achieve that. And the result is that even if people bemoan the loss of classic dungeons or linear storytelling, the overwhelming consensus is that the games are still some of the best games ever made and absolutely successful at what they try and achieve. Same with the new God of War games (even if they're not to my taste).

With FF, yes they're trying to pivot away from the old style, but they haven't nailed the landing yet. Every mainline game from XII on has had pretty substantial criticisms on elements including story structure, pacing, gameplay mechanics, level design, etc.

They haven't yet had that moment where they do something different with the mainline series, and it all comes together and people go "Wow! Ok, I get it." Again, probably going back to that fact that most FF mainline games now seem to go through a period of development hell before bring released.
 
'd argue that the main difference between Final Fantasy and an example like Zelda is that, yes, Zelda did pivot away quite dramatically from a pre established and well beloved template. However (and this is crucial) it absolutely, 100% nailed the landing.
You touch on it, but it can't be overstated that another big difference isn't just sticking the landing, it's also audience "buy-in", as it were. From the very first trailer, people were excited for BotW, there was trust to deliver an experience they wanted to play, even before they stuck that landing.

What we see in the FFXVI discourse is what happens when a publisher makes creative decisions that have diminished audience "buy-in", especially when they have a negative pattern of doing so. The existing audience feels railroaded by it, especially when they are not engaged with the audience in some capacity to explain themselves. And that may be fine, but only if you can get a full replacement audience that's the same size or larger. And that's the big part of the discussion, is people suggesting that FFXVI ain't gonna make that happen.

And considering all the PR has been "if you want this game, please buy a PS5", explaining why their Western-oriented fantasy world is melanin-deficient in the worst and most tone-deaf manner imaginable, announcing their combat designer is a character-action game specialist, and talking about all the cool Western stuff they cribbed their ideas from... it's plain that they've done a piss-poor job of audience engagement, so...
 
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DMC style game from the combat director of DMC 4 & 5 is poised to sell like a DMC game.

Shocker.
Exactly this. If you make a character action game, it's gonna sell like a character action game.

DMC 5 = 5 million
DMC 4 = 4 million
DmC = 2.8 million
Every Bayonetta Game = less than 2 million each

The genre that they chose to pivot FFXVI into just isn't popular enough to propel the series at all. It will most likely constrict the series and hurt the brand more than grow it. Pair all of that with Square taking Sonys money to limit the market/appeal even more, it's obvious what the outcome will be.

Square 100% gets what they deserve with how this game sells overall. Every single signs point to this game not setting the world on fire, but everyone will continue to be highly defensive and boil criticisms of it down to "bUt itS NoT mY fiNAl FanTaSy" and pretend people are just being haters for the sake of it instead of looking at the evidence the past fifteen years and realize Square has no idea how to manage the Final Fantasy IP.
 
Square should've gone down the DQ XI path with FF XVI. What I mean by this?
A 3DS version at the same time as the PS5 one!
Hire me. ;-)
 
This article really seems to have brought the negativity out of the woodwork on here and on era, it’s kinda sad.

I’m at a chill level of hype for this. Being an FF fan to me means you’re used to change. I’ve accepted that this is really different from past games, just like… almost every other game in the series?

All I want is for this to just be a great fucking game on its own. I want it to do what it sets out to do well, don’t really care about comparisons to the rest of the series. The only thing I expect with being an FF game is that it excels in art and music, and so far so good barring some boring character design choices.

The team seems extremely confident that they’re delivering a full, massive, complete and quality experience on day one, and I’ll take them at their word and be excited. I haven’t played FFXIV, but I’m also taking the countless other posters on here and era’s word that essentially amounts to “hey, this dev team is fucking awesome.” I’m really excited to just go on whatever ride they take me on.

When a thread like this gets more posts than any preview/gameplay/information relating to FFXVI, it tells you all you need to know about the forum.
I don't agree with these takes. Those of us who've been active on IB have been discussing the red flags around FFXVI's Japanese pre orders for awhile. What the last week has confirmed is that it's seemingly not a Japan exclusive issue, but a worldwide one.

While the topic can feed into console war nonsense or "x game ruined the franchise" hot takes, ultimately the core point of the discussion is valid. FFXVI has not resonated with people and is tracking to have a poor opening.
 
Exactly this. If you make a character action game, it's gonna sell like a character action game.

DMC 5 = 5 million
DMC 4 = 4 million
DmC = 2.8 million
Every Bayonetta Game = less than 2 million each

The genre that they chose to pivot FFXVI into just isn't popular enough to propel the series at all. It will most likely constrict the series and hurt the brand more than grow it. Pair all of that with Square taking Sonys money to limit the market/appeal even more, it's obvious what the outcome will be.

Square 100% gets what they deserve with how this game sells overall. Every single signs point to this game not setting the world on fire, but everyone will continue to be highly defensive and boil criticisms of it down to "bUt itS NoT mY fiNAl FanTaSy" and pretend people are just being haters for the sake of it instead of looking at the evidence the past fifteen years and realize Square has no idea how to manage the Final Fantasy IP.
"Character actions" isn't a genre. There's just action games, which is a very popular genre with games that sell 10m+.

What, are "character action" games different from "normal" action games because....they have really good combat mechanics?
 
"Character actions" isn't a genre. There's just action games, which is a very popular genre with games that sell 10m+.

What, are "character action" games different from "normal" action games because....they have really good combat mechanics?

I prefer the term Stylish Action to describe the genre, but I would certainly consider it to be its own sub genre at this point.

Games like Bayonetta, Ninja Gaiden and DMC certainly stand apart from other "normal" action games with their heavy focus on combo-based scoring systems. And they also happen to have a defined ceiling with how much they can possibly sell. ~1 million is the norm, with the genre kingmaker (DMC) topping out at about 4-5 million (not counting later ports).

FF16 is a Stylish Action game, not an RPG. Ergo, it will sell in line with other games within the Stylish Action genre. It really isn't complicated.
 
Exactly this. If you make a character action game, it's gonna sell like a character action game.

DMC 5 = 5 million
DMC 4 = 4 million
DmC = 2.8 million
Every Bayonetta Game = less than 2 million each

The genre that they chose to pivot FFXVI into just isn't popular enough to propel the series at all. It will most likely constrict the series and hurt the brand more than grow it. Pair all of that with Square taking Sonys money to limit the market/appeal even more, it's obvious what the outcome will be.

Square 100% gets what they deserve with how this game sells overall. Every single signs point to this game not setting the world on fire, but everyone will continue to be highly defensive and boil criticisms of it down to "bUt itS NoT mY fiNAl FanTaSy" and pretend people are just being haters for the sake of it instead of looking at the evidence the past fifteen years and realize Square has no idea how to manage the Final Fantasy IP.
It’s an ‘action’ game, which isn’t the same as a ‘character action’ game though?

While I get peoples fears based on interviews like this-
What I learned at Capcom, spending all my time there working on action games, the 2D fighting games, games like Monster Hunter and Devil May Cry—taking all of the things that I learned from creating those type of action games, I was able to take the best parts of those and use them to create the battle system in Final Fantasy XVI.

“And for those players that aren’t familiar with action games, we wanted to create something that had the feel of an action game, but also have this ease of use and ease of accessibility without there being too high a high hurdle for those players. To sum it up, we didn’t want it to be difficult to understand, but also wanted to appeal to the heavy action users.”

There’s also stuff like this:

In this game, you play almost entirely as Clive Rosfield…

Yoshida-san: Yes, and there’s a reason for that. FINAL FANTASY XVI is the first real-time action game in the series, with absolutely no turn-based or command-based elements. Because we’d made the decision to go in this direction, we wanted to ensure that players who aren’t confident with action games could still enjoy the game.

That’s why we intentionally didn’t go with a complicated control scheme or a system that involves switching between multiple characters in real time. Instead, we just ask the player to focus on controlling Clive.

It was all to make sure that players who aren’t that skilled at action games can still play the game with 100% satisfaction
We do have a role playing game here so story is very important, but we also have an action game. We know players want to get back into the action, so we didn’t want to overload the cutscenes with lots of information.
Our decision to make FINAL FANTASY XVI a real-time action game means there will probably be some fans who decide to give the series another go… and there will be some people who say it’s not a FINAL FANTASY if it’s not turn-based. It’s just not possible to fulfil everyone’s expectations in a single game.
I think the issue is more that they haven’t communicated very well what it actually is by focusing on snippets of action combat, but what it isn't is a ‘character action game’.
 
We are all gonna have to agree to disagree on the whole "Character Action Game" thing. To me a spade is a spade. It's designed by the DMC combat designer, it has a full on arcade mode with combos popping on screen and performance ratings, it's got massive over the top set piece fights just like old GoW and current Bayonetta. This is a character action game through and through.
 
The problem might just be that they couldn't convince people so far that it's not a DMC-like combat system, because it sure looks like it, even though going by previews FF XVI's combat seems to be much more straightforward with only one melee attack button (square) and mixing this up with some magic combos/projectiles (triangle). It has the style, but on a fundamental level is seemingly missing the complexity, which should make it more attractive to a broader audience -- if they somehow would let them know as much...
 
"Character actions" isn't a genre. There's just action games, which is a very popular genre with games that sell 10m+.

What, are "character action" games different from "normal" action games because....they have really good combat mechanics?
Character action games are like pornography, I know it when I see it.
 
The problem might just be that they couldn't convince people so far that it's not a DMC-like combat system, because it sure looks like it, even though going by previews FF XVI's combat seems to be much more straightforward with only one melee attack button (square) and mixing this up with some magic Combos/projectiles (triangle). It has the style, but on a fundamental level is seemingly missing the complexity, which should make it more attractive to a broader audience -- if they somehow would let them know as much...
I think it’s this. It looks a lot closer to something like Tales than Bayonetta to me, where you’re graded on flashy action combat but you still are only using a light/heavy attack button plus pressing buttons for various other magic/skills. It’s not on the same level in terms of progressing through complex combos the way you do in DMC or even some MonHun weapon styles, and Yoshida specifically says that. It’s visual cues might be similar but the gameplay isn't necessarily, they’ve just failed to communicate that through the promo footage.
 
I guess the biggest question for me is what specifically is this game doing that's going to grow the series audience. Like nothing in particular about it looks like it would have mass appeal to someone who already isn't playing the series.
 
I guess the biggest question for me is what specifically is this game doing that's going to grow the series audience. Like nothing in particular about it looks like it would have mass appeal to someone who already isn't playing the series.
I guess they think action-based combat that’s relatively simple but flashy has a wider appeal than perceptions of Final Fantasy in general, which is likely why they’ve played up more action stuff in the promos than the story elements, the rpg aspects etc. I just don’t think focusing the marketing campaign around the combat works really well either way, as I suspect even if you get action game fans who already don’t play FF to try it, the lengthy rpg script and cut scenes might put them off when they realise it’s got action combat but much of the length of the game isn’t about that. Meanwhile the people that do want the rpg elements more than numbers flashing up all over the screen haven’t seen much that’s encouraging in terms of characters to get behind. It’s all a bit confusing in terms of what they’ve offered in terms of press releases/footage even if the interviews seem a lot clearer to me.
 
Speaking as someone who is actively developing an action game with light/heavy combos: it doesn't matter if Square say "Oh, it's still an RPG, you just control one character" if the video footage looks like DMC, and you have the combat director of DMC, then people are going to think it's like DMC. And that absolutely comes with a ceiling.

Most gamers, even most action gamers, really really do not care for score chasing, style shifting combo based combat. The people who like it really like it, in the same way people who like rhythm games really like rhythm games, but despite there being any number of highly acclaimed character action games (NGB, Bayonetta, DMC3/5 being the standouts) the needle on the dial has refused to go up in relation to popular sales.

God Of War is the only series that has managed to straddle the character action genre while also being a big seller, and that's largely down to the franchise marketing itself on industry defining set pieces and production values, and the most recent games basically moving to a different genre altogether.

I'm glad the developers are getting to make the game they want to make. Again, as a fan of and a developer of a combat focused action game, I like these sorts of things. But there's no reality in which pivoting to this genre does anything to make the FF series more popular. If that were the case, you'd see games like Pokken radically eclipsing their mainline predecessors in terms of popularity.
 
I guess they think action-based combat that’s relatively simple but flashy has a wider appeal than perceptions of Final Fantasy in general, which is likely why they’ve played up more action stuff in the promos than the story elements, the rpg aspects etc. I just don’t think focusing the marketing campaign around the combat works really well either way, as I suspect even if you get action game fans who already don’t play FF to try it, the lengthy rpg script and cut scenes might put them off when they realise it’s got action combat but much of the length of the game isn’t about that. Meanwhile the people that do want the rpg elements more than numbers flashing up all over the screen haven’t seen much that’s encouraging in terms of characters to get behind. It’s all a bit confusing in terms of what they’ve offered in terms of press releases/footage even if the interviews seem a lot clearer to me.
I feel like the story they are going for if it’s what I think it is just doesn’t lend itself well to marketing so I wonder if that’s why they’ve been focused on the combat so much. My biggest criticism of XV was the combat not committing to being an action game, so while I’m glad they addressed me right away and the interviews have given me high confidence in the game, I can easily see why it’s left so many cold.

I’m guessing they are waiting until Sunday to drop the demo which might work out? Would be unwise to go up against Street Fighter and Diablo IV for the next few days at least. Waits until not-E3 season is basically done too.
 
Speaking as someone who is actively developing an action game with light/heavy combos: it doesn't matter if Square say "Oh, it's still an RPG, you just control one character" if the video footage looks like DMC, and you have the combat director of DMC, then people are going to think it's like DMC. And that absolutely comes with a ceiling.

Most gamers, even most action gamers, really really do not care for score chasing, style shifting combo based combat. The people who like it really like it, in the same way people who like rhythm games really like rhythm games, but despite there being any number of highly acclaimed character action games (NGB, Bayonetta, DMC3/5 being the standouts) the needle on the dial has refused to go up in relation to popular sales.

God Of War is the only series that has managed to straddle the character action genre while also being a big seller, and that's largely down to the franchise marketing itself on industry defining set pieces and production values, and the most recent games basically moving to a different genre altogether.

I'm glad the developers are getting to make the game they want to make. Again, as a fan of and a developer of a combat focused action game, I like these sorts of things. But there's no reality in which pivoting to this genre does anything to make the FF series more popular. If that were the case, you'd see games like Pokken radically eclipsing their mainline predecessors in terms of popularity.
Thing is though, it’s not pivoting to this genre. They’ve just made the mistake of it looking like they are doing so, allowing potential customers to make that assumption, for the reasons you give, on top of not really showing off the other aspects of the game to the same extent. Pivoting to being an CA game and only looking like you are aren’t quite the same thing, but either one is a big problem. The latter is just a perception issue that can be fixed through word of mouth rather than being a fundamental game concept one though. I guess we’ll find out exactly what the level of confusion is afterwards once the reviews come in.
 
I feel like the story they are going for if it’s what I think it is just doesn’t lend itself well to marketing so I wonder if that’s why they’ve been focused on the combat so much. My biggest criticism of XV was the combat not committing to being an action game, so while I’m glad they addressed me right away and the interviews have given me high confidence in the game, I can easily see why it’s left so many cold.

I’m guessing they are waiting until Sunday to drop the demo which might work out? Would be unwise to go up against Street Fighter and Diablo IV for the next few days at least. Waits until not-E3 season is basically done too.
Yeah I think they’ve likely run into a massive perception issue of their own making, that the demo and reviews will unpack. It’ll likely affect the launch sales (hence them being worried about pre-orders) but I think word of mouth can turn it around if it’s solely about initial perception based on the single aspect of the game they’ve framed the marketing around. If enough people play it and are like ‘yeah it’s more like action RPGs like Tales or Ys than DMC’ then I can see a chunk of the hesitancy disappearing.
 
Thing is though, it’s not pivoting to this genre. They’ve just made the mistake of it looking like they are doing so, allowing potential customers to make that assumption, for the reasons you give, on top of not really showing off the other aspects of the game to the same extent. Pivoting to being an CA game and only looking like you are aren’t quite the same thing, but either one is a big problem. The latter is just a perception issue that can be fixed through word of mouth rather than being a fundamental game concept one though. I guess we’ll find out exactly what the level of confusion is afterwards once the reviews come in.
I'd argue at this point that even if it's not on the level of DMC 5, what they've shown of the combat is closer to a character action game than it is a "classic" RPG. Not every character action game has the same level of SSS combo depth as DMC: Ninja Gaiden Black noticeably goes for a simpler more defensive play style (and I'd personally argue has the better combat engine as a result) and is still one of the stalwarts of the genre.

I guess at this stage we're just all arguing around the same point: JRPG fans historically tend to be a fan of turn based, command based combat that prioritizes planning and strategy over quick reflexes. XVI, whether intentionally or not, is making a play for fans of games that prioritize quick reflexes and mechanical depth instead.

There's nothing wrong with that, and it appears to be driven by the developers themselves, but I question any producer who didn't forsee that this type of combat is more niche and a harder sell to the wider fan base.
 
I'm going to be really sad when, just like with FF12, the game isn't received as well as some others and they take that to mean people don't want a serious political story with vastly better writing and acting and just go back to banding together for hope and friendship power.

People keep trying to use the parts they don't like to say this is why it's doing this number or that but honestly I don't think that has anything to do with it. FF15 had a gargantuan marketing push with cross media tie-ins, celebrity voice cast for a movie with a huge onstage event, commercials, years of hype building up. 16 doesn't have that at all. I haven't seen much of anything for marketing except putting up trailers and this upcoming event. And what that feels like to me is how they market new expansions/updates for FF14 and that makes sense with who's in charge of the game. But it isn't enough to sell a game in 2023.
 
I'd argue at this point that even if it's not on the level of DMC 5, what they've shown of the combat is closer to a character action game than it is a "classic" RPG. Not every character action game has the same level of SSS combo depth as DMC: Ninja Gaiden Black noticeably goes for a simpler more defensive play style (and I'd personally argue has the better combat engine as a result) and is still one of the stalwarts of the genre.

I guess at this stage we're just all arguing around the same point: JRPG fans historically tend to be a fan of turn based, command based combat that prioritizes planning and strategy over quick reflexes. XVI, whether intentionally or not, is making a play for fans of games that prioritize quick reflexes and mechanical depth instead.

There's nothing wrong with that, and it appears to be driven by the developers themselves, but I question any producer who didn't forsee that this type of combat is more niche and a harder sell to the wider fan base.
Yeah fair point, I see where you’re coming from, we’re all picking over that ‘intentional or not’ and ‘perception of this move’ really.
 
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You touch on it, but it can't be overstated that another big difference isn't just sticking the landing, it's also audience "buy-in", as it were. From the very first trailer, people were excited for BotW, there was trust to deliver an experience they wanted to play, even before they stuck that landing.

What we see in the FFXVI discourse is what happens when a publisher makes creative decisions that have diminished audience "buy-in", especially when they have a negative pattern of doing so. The existing audience feels railroaded by it, especially when they are not engaged with the audience in some capacity to explain themselves. And that may be fine, but only if you can get a full replacement audience that's the same size or larger. And that's the big part of the discussion, is people suggesting that FFXVI ain't gonna make that happen.

And considering all the PR has been "if you want this game, please buy a PS5", explaining why their Western-oriented fantasy world is melanin-deficient in the worst and most tone-deaf manner imaginable, announcing their combat designer is a character-action game specialist, and talking about all the cool Western stuff they cribbed their ideas from... it's plain that they've done a piss-poor job of audience engagement, so...
Yeah, and if you look at Zelda, GoW, Resident Evil etc., their new directions paid off. Those series are more successful than they ever were before.

I would point out with Zelda in particular, it wasn't like Nintendo was just changing the style for the heck of it, a lot of fans wanted a change of direction just as much. The OoT formula was really starting to show its limitations when combined with modern game development with Skyward Sword, which took basically as long to develop as BotW, despite being ultra-linear and not HD.

Even so, you can like at how the Zelda team treats its legacy titles- Link's Awakening, Skyward Sword, OoT, MM, etc. When Nintendo re-releases those, even if they completely redo the graphics like with LA, it's still essentially the original game. BotW was a new direction, but there's no sense of Nintendo being ashamed of the older titles, like it sometimes feels like S-E is with Final Fantasy.
 
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I'm going to be really sad when, just like with FF12, the game isn't received as well as some others and they take that to mean people don't want a serious political story with vastly better writing and acting and just go back to banding together for hope and friendship power.
I'm going to take issue with this point; every FF game has politics in it. Even the NES ones.
 
I prefer the term Stylish Action to describe the genre, but I would certainly consider it to be its own sub genre at this point.

Games like Bayonetta, Ninja Gaiden and DMC certainly stand apart from other "normal" action games with their heavy focus on combo-based scoring systems. And they also happen to have a defined ceiling with how much they can possibly sell. ~1 million is the norm, with the genre kingmaker (DMC) topping out at about 4-5 million (not counting later ports).

FF16 is a Stylish Action game, not an RPG. Ergo, it will sell in line with other games within the Stylish Action genre. It really isn't complicated.
New God Of War has sold ridiculous numbers and it's pretty close to this nebulous "character action" sub-genre. The reason new God of War has sold crazy well is largely due to focusing on its grounded, cinematic story, which is exactly what FF16 is doing. The original GOW games were even closer to DMC with a combo meter and other similar mechanics, and they sold great as well, especially for the time.

FF16's sales aren't inherently limited because "well the combat is like DMC and DMC has only sold 5 million at max". It's a mainline Final Fantasy game and will likely sell im-line with past titles.

Also, required viewing for anyone in this thread. "Character actions" isn't a real genre, it's all arbitrary definitions. There's just action games.
 
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when people say "character action game", they're invoking comparisons to specific game. it's relevant for the sake of comparison
 
* All * genres are arbitrary definitions. Character action is a real, understood genre whether you or some random Youtuber like it or not.
It's an especially arbitrary and useless definition that boils down to "action games with a combo meter and a scoring system", which includes a ton of games not considered "character action" (e.g. God of War, Yakuza, Tales Of, Vanquish).

FF16's sales potential isn't going to be limited because it's strictly in the "character action" sub-genre. It has less in common with DMC/Bayonetta than it has in-common with other, better selling games. It's like saying Kingdom Hearts's sales potential was limited because it has a technical combat system.
 
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Comparing GoW (2018) to DMC V for instance doesn't and also does make sense, it depends on what your goal is when comparing them. Same is true for any other action game. You can compare them with one another, but evaluating them within the frame of what they originally set out to accomplish and deliver is fair (and necessary!) as well. Obviously GoW isn't as mechanically complex as DMC, but it never wanted to be, because the game has very different design goals. DMC looks bad in comparison when it comes to exploration or side quests for instance. But it in turn also never intended to put a heavy emphasis on these aspects.
Character action, then, is a useful term to distinguish those action games with a heavy focus on their battle engine and mechanics. I don't see what's bad and/or wrong about that definition and usage of the term.
 
We are all gonna have to agree to disagree on the whole "Character Action Game" thing. To me a spade is a spade. It's designed by the DMC combat designer, it has a full on arcade mode with combos popping on screen and performance ratings, it's got massive over the top set piece fights just like old GoW and current Bayonetta. This is a character action game through and through.
It even has an enemy step mechanic for combo extensions.
 
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Comparing GoW (2018) to DMC V for instance doesn't and also does make sense, it depends on what your goal is when comparing them. Same is true for any other action game. You can compare them with one another, but evaluating them within the frame of what they originally set out to accomplish and deliver is fair (and necessary!) as well. Obviously GoW isn't as mechanically complex as DMC, but it never wanted to be, because the game has very different design goals. DMC looks bad in comparison when it comes to exploration or side quests for instance. But it in turn also never intended to put a heavy emphasis on these aspects.
Character action, then, is a useful term to distinguish those action games with a heavy focus on their battle engine and mechanics. I don't see what's bad and/or wrong about that definition and usage of the term.
That's my point. If you want to use that subgenre as a label to describe a specific set of games, I disagree with it but sure whatever. I just don't think FF16's sales potential is limited because its combat design is similar to "character action" games. Nobody is going to see the combat system and balk at buying the game. The sales concern comes from being dissimilar to past mainline Final Fantasys, not because the combat is "character action" specifically. We would be having the same discussion if the combat was more like Dark Souls or GOW2018 (i.e. worse), games that have sold 30+ million.

The combat mechanics aren't FF16's main selling point, it has other things going for it which are traditionally more broadly appealing (cinematic story-focus, RPG elements, exploration etc.).
 
That's my point. If you want to use that subgenre as a label to describe a specific set of games, I disagree with it but sure whatever. I just don't think FF16's sales potential is limited because its combat design is similar to "character action" games. Nobody is going to see the combat system and balk at buying the game. The sales concern comes from being dissimilar to past mainline Final Fantasys, not because the combat is "character action" specifically. We would be having the same discussion if the combat was more like Dark Souls or GOW2018 (i.e. worse), games that have sold 30+ million.

The combat mechanics aren't FF16's main selling point, it has other things going for it which are traditionally more broadly appealing (cinematic story-focus, RPG elements, exploration etc.).
Hm, I'll have to get back to some of the prior posts eventually, but reading yours at first glance I'd say that there's nothing here for me to fundamentally disagree with regarding FF XVI's sales potential and appeal.
So, yeah, I'm with you there.
 
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That's my point. If you want to use that subgenre as a label to describe a specific set of games, I disagree with it but sure whatever.

Arguing that character action is a non-existent genre and that all these games are just action games is like saying Tactical FPS games don't exist, they're all just FPS.

No one is arguing that they don't exist within a wider genre, they clearly do. It's just that there are enough clear mechanics within this specific sub genre that it's worth identifying as it's own specific thing, in exactly the same way that Zelda -style action games often get grouped as their own specific thing (Okami, Darksiders, etc).

I already commented on the God Of War factor previously, but to reiterate: the earlier God Of War games definitely sat in the character action genre. However, they managed to become more popular than other similar games by de-emphasizing their focus on skill based high speed combat, and focusing on having bigger set pieces than literally any other game out there. People bought God Of War to mash Square to rip gods in half and slam them into mountainsides, not to get an SSS score on a combo meter.

I just don't think FF16's sales potential is limited because its combat design is similar to "character action" games. Nobody is going to see the combat system and balk at buying the game.

People absolutely will balk if they think the skill requirement for the combat is greater than that they feel comfortable with or capable of. Character Action games are seen as having a high barrier of entry, which is why they tend to sell less than other action games.
 
FFXVI looking like a character action game is exactly why I have no interest. Don’t think they’ve shown enough for me to see it any different. Perception wise to me.

Granted after the whole Yoshi-P interview I have no intention to ever buy it. But say that controversial aspect was gone. The game itself just doesn’t looking interesting for me to want to play it.

I’m sure it’s the same for others. Just like this new direction is attracting new folks to play it. The fascinating end will be what happens after release with its sales performance. FFXVI is a interesting thing to follow sales wise
 
Arguing that character action is a non-existent genre and that all these games are just action games is like saying Tactical FPS games don't exist, they're all just FPS.

No one is arguing that they don't exist within a wider genre, they clearly do. It's just that there are enough clear mechanics within this specific sub genre that it's worth identifying as it's own specific thing, in exactly the same way that Zelda -style action games often get grouped as their own specific thing (Okami, Darksiders, etc).

I already commented on the God Of War factor previously, but to reiterate: the earlier God Of War games definitely sat in the character action genre. However, they managed to become more popular than other similar games by de-emphasizing their focus on skill based high speed combat, and focusing on having bigger set pieces than literally any other game out there. People bought God Of War to mash Square to rip gods in half and slam them into mountainsides, not to get an SSS score on a combo meter.

People absolutely will balk if they think the skill requirement for the combat is greater than that they feel comfortable with or capable of. Character Action games are seen as having a high barrier of entry, which is why they tend to sell less than other action games.
I seriously doubt this.

For one, "character action" games don't have a high barrier of entry. Casual players have no problems learning the basics of their combat systems and having a good time, and they have easy modes. Skill floor isn't the same thing as skill ceiling. DMC and Bayonetta have high skill ceilings, but average skill floors.

That argument doesn't even work when you compare them to better selling genres: Souls games have crazy high skill floors for mainstream audiences due to their difficulty, yet are massive sellers. Fighting games (such as Street Fighter, Tekken, and Mortal Kombat) have the HIGHEST skill floor in the entire industry yet sell better than "character action" games.

Fears over "technical execution" isn't what's caused "character action" games to be niche. They're traditionally sold less because of a lack other broadly appeal elements (like cinematic stories, exploration, loot grind treadmills, etc) and had anime aesthetics. Issues that FF16 won't have.

Like you mentioned, OG God of War was more set-piece focused then combat focused, and that's more broadly appealing. Including more broadly appealing elements is why GOW18 sold more than DMC5 too. The former having shallower combat compared to the latter was not a contributing factor to its sales success, especially they have the same skill floor for mainstream audiences.

FF16 isn't possibly going to lose sales because its DMC-like combat is prohibitively raising the skill floor (it isn't). It's possibly going to lose sales because it's dissimilar compared to past Final Fantasy entries. We would be having this same discussion if FF16 had souls-like combat mechanics instead.
 
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I seriously doubt this.

For one, "character action" games don't have a high barrier of entry. Casual players have no problems learning the basics of their combat systems and having a good time, and they have easy modes. Skill floor isn't the same thing as skill ceiling. DMC and Bayonetta have high skill ceilings, but average skill floors.

That argument doesn't even work when you compare them to better selling genres: Souls games have crazy high skill floors for mainstream audiences due to their difficulty, yet are massive sellers. Fighting games (such as Street Fighter, Tekken, and Mortal Kombat) have the HIGHEST skill floor in the entire industry yet sell better than "character action" games.

Fears over "technical execution" isn't what's caused "character action" games to sell traditionally less. They're traditionally sold less because of a lack other broadly appeal elements (like cinematic stories and exploration) and had anime aesthetics. Issues which FF16 won't have. Including more broadly appealing elements is why GOW18 sold more than DMC5. The former having shallower combat compared than the latter was not a contributing factor to its sales success, especially they have the same skill floor for mainstream audiences.

FF16 isn't possibly going to lose sales because its DMC-like combat is prohibitively raising the skill floor (it isn't). It's possibly going to lose sales because it's dissimilar compared to past Final Fantasy entries. We would be having this same discussion if FF16 had souls-like combat mechanics instead.

I hate to say this, despite everything from an accessibility stand point that this game could be a potential barrier to disabled gamers (neurological and/or physical issues), I have to agree with this. The reality is, the games will sell well as long as it appeals to people. Souls is probably the best example of this, including spin-offs or Souls-like games (see: Elden Ring's sales being the best example of this).

There absolutely is a discussion to be had about games being massive barriers to a subsection of gamers (I'm part of this disabled group and boy, have I gotten into discussions both on here and the other boards, including Twitter), but the reality is, it's not likely to affect sales in any capacity. What COULD affect sales is more-so pricing of console and games and access to said console/games. But otherwise, that's probably the only barrier I could reasonably see there.
 
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I seriously doubt this.

For one, "character action" games don't have a high barrier of entry. Casual players have no problems learning the basics of their combat systems and having a good time, and they have easy modes. Skill floor isn't the same thing as skill ceiling. DMC and Bayonetta have high skill ceilings, but average skill floors.

That argument doesn't even work when you compare them to better selling genres: Souls games have crazy high skill floors for mainstream audiences due to their difficulty, yet are massive sellers. Fighting games (such as Street Fighter, Tekken, and Mortal Kombat) have the HIGHEST skill floor in the entire industry yet sell better than "character action" games.

A couple of points here:

1) Souls games are difficult, but they have a much easier barrier of entry than an average character action game. Reason being: you have two attacks to memorize - a light attack, and a heavy attack. No combos. That means even though the enemies themselves are difficult, the combat is simple to understand and quick to learn.

Compare this to DMC or Bayonetta, where learning the combat engine means memorising long strings of combo inputs.

2) Fighting game developers have been spending the last two decades trying to work out how to ensure their games appeal to both a core fighting game demographic as well as a wider, more casual base. You'll note that the most popular fighting game franchise (Smash Bros) is also the one that has deliberately ignored complex, combo based gameplay instead focusing on one off, simple attacks and platforming gameplay.

As development costs increase, every single fighting game dev will have been having internal discussion about what they can do to make sure their games appeal to more than just a core hardcore demographic. Why do you think SF6 has included a single player open world campaign?
Fears over "technical execution" isn't what's caused "character action" games to be niche. They're traditionally sold less because of a lack other broadly appeal elements (like cinematic stories, exploration, loot grind treadmills, etc) and had anime aesthetics.

Untrue. DMC3 is well known for its cinematic direction. And if anime aesthetics were a barrier to sales, Metal Gear Solid would have died on the vine with 2.
Issues which FF16 won't have. Including more broadly appealing elements is why GOW18 sold more than DMC5. The former having shallower combat compared to the latter was not a contributing factor to its sales success, especially they have the same skill floor for mainstream audiences.

God Of War 2018 specifically went for an over the shoulder camera and shoulder button inputs to appeal more to gamers familiar with third person shooters rather than character action games. SSM did literally everything they could to ensure the combat appealed to people who ordinarily have no interest in high scoring combos.
 
I would love to play it. But it being exclusive on PS5 and me not having a PS5 makes it quite hard. Sony hasn't convinced me yet to get a PS5 and FFXVI is not a game for me to buy a PS5 for.

That said hope the game does great, would be good to also see it at The Game Awards for the music ceremony :D
 
A couple of points here:

1) Souls games are difficult, but they have a much easier barrier of entry than an average character action game. Reason being: you have two attacks to memorize - a light attack, and a heavy attack. No combos. That means even though the enemies themselves are difficult, the combat is simple to understand and quick to learn.

Compare this to DMC or Bayonetta, where learning the combat engine means memorising long strings of combo inputs.

2) Fighting game developers have been spending the last two decades trying to work out how to ensure their games appeal to both a core fighting game demographic as well as a wider, more casual base. You'll note that the most popular fighting game franchise (Smash Bros) is also the one that has deliberately ignored complex, combo based gameplay instead focusing on one off, simple attacks and platforming gameplay.

As development costs increase, every single fighting game dev will have been having internal discussion about what they can do to make sure their games appeal to more than just a core hardcore demographic. Why do you think SF6 has included a single player open world campaign?


Untrue. DMC3 is well known for its cinematic direction. And if anime aesthetics were a barrier to sales, Metal Gear Solid would have died on the vine with 2.


God Of War 2018 specifically went for an over the shoulder camera and shoulder button inputs to appeal more to gamers familiar with third person shooters rather than character action games. SSM did literally everything they could to ensure the combat appealed to people who ordinarily have no interest in high scoring combos.

1. Uh, no? DMC and Bayonetta don't have long combo strings that require memorization. They have a large breadth of different moves, but none are technically difficult to execute. The skill ceiling comes in from ad-lib chaining moves together and getting a high score, not memorized combos. Again, a high skill ceiling isn't the same as high skill floor.

The combat is as complex as you make it, and the skill floor is very low. They're plenty enjoyable by just having a basic understanding of the combat mechanics, which (judging by achievement statistics) is what the majority of players end up doing.

2. Yes, that's true. It's also true that the most technically demanding fighting games (such as Tekken and Street Fighter) sell substantially more than "character action" games. Tekken 7 has trash singleplayer content and has sold amazingly well at 9 million copies; significantly more than any "character action" game. Obviously fighting game devs are always looking to expand their audience, which is why SF6 included that open world single player mode. But a high skill floor is not an inherent barrier of entry to mainstream consumers.

Untrue. DMC3 is well known for its cinematic direction. And if anime aesthetics were a barrier to sales, Metal Gear Solid would have died on the vine with 2.
All DMC games post DMC3 have had an equal story focus. They're good cutscenes and good stories, but they're not story-focused games in the same way GOW18 is. Evidently that cinematic, walkie-talkie Naughty Dog-style is more broadly appealing than DMC's story formula.

DMC was fairly anime prior to DMC5 (mainly DMC4), and yeah that aspect probably limited its sales. Concerns over the marketability of that aesthetic is what led to DmC being an edgy "grounded" reboot, and for Capcom themselves to go with a more realistic artstyle for DMC5. Anime aesthetics can absolutely be a sales barrier and turn-off for mainstream audiences.

God Of War 2018 specifically went for an over the shoulder camera and shoulder button inputs to appeal more to gamers familiar with third person shooters rather than character action games. SSM did literally everything they could to ensure the combat appealed to people who ordinarily have no interest in high scoring combos.
Yes, they made it as broadly appealing as possible (at the expense of the game's quality). The other broadly appealing elements of the game (gritty story-focus, exploration, faux-RPG elements etc.) are the largest contributors to the game's success, not the shallow action. If you kept the rest of GOW18 intact, but plopped more in-depth combat mechanics, that doesn't hold it back from selling like gangbusters. The other elements are what elevated it, not the combat system. High skill floor games, like Souls and Tekken, selling better than any "character action" game prove that mainstream accessibility isn't inherently the issue.

And that's what FF16 is doing, including a high skill ceiling combat system inside a broadly appealing game. That combat system isn't the cause for sales concerns, it's because the game is different compared to past mainline entries. Swap a DMC-like combat system for a Souls-like combat system and there'd be the same sales concerns.
 
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GOW is closer to being a linear Zelda game than DMC. This is even more true of the original PS2 trilogy (despite outward appearances suggesting otherwise).
 
GOW is closer to being a linear Zelda game than DMC. This is even more true of the original PS2 trilogy (despite outward appearances suggesting otherwise).
It’s funny because people always compare Darksiders to Zelda, but that’s just because it’s a God of War clone. People don’t realize how similar the PS2 GoW games are to Zelda.
 
As someone who bounced hard off of the classic turn-based Final Fantasy games, I’m happy that they’re trying new stuff. FFXVI appeals to me way more than any of the previous entries.

It is interesting that they went so complex with the combat though, that was always gonna limit sales potential at least a little bit. Can’t say that was my immediate impression though, it looked fun more than complex and my assumption would be that most people think the same, but who knows. Still fully expect the game to sell well overall though, especially once some good reviews inevitably trickle in.
 


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