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True Gamer
يعني العاشر والثالث عشر ما ينحسبون فاينل فانتاسي لان ما فيهم خريطة عالم ؟!
يوشينوري كيتاس كان يقول بمقابلة قديمة تخص FF8 إذا ما فيه خريطة عالم فهي ليست FF و FF10 كانت بالأساس فيها خريطة عالم حتى انهم سموها World Map next gen 3D و كان يخططون انها تكون 3D لكن ما قدروا بسبب عوائق تقنية لجهاز PS2 يمديك تشوف وش كانوا ناويين عليه هنا :
FF13 كلنا عارفين ليش ما فيه ورلد ماب :
Lots of fans think it would be great to see the classic Final Fantasy VII remade in full HD glory on a platform like the PS3, but Final Fantasy XIII producers Yoshinori Kitase and Motomu Toriyamasay it would be really tough to do. In a recent interview with Ultimania, they say that the limit isn't the HD technology, it's the amount of artisanship. "Considering the amount of work to make graphics that deserve HD, it is hard to make towns in the conventional style," said Toriyama.FFVII's graphics were beautiful at the time, but when you consider that we all played them on a 4:3 TV SD screen rather than the 1080p HD behemoths we're all playing games on today, you realize that it's a lot more work for artists to put in to make the game look as epic as Final Fantasy should. That's one reason why FFXIII doesn't have conventional RPG towns.
Kitase agrees, saying that "it is very hard to make games on PlayStation 3 in the same style the games in that era had. Making graphics will take enormous time." So score one for standard definition and the limits of the old pre-HD consoles. Note that neither producer says it's impossible, just a lot of work. So maybe some enterprising young developer will come along and make a solid, HD JRPG in the old-school fashion.
المصدر :
Final Fantasy XIII producers: Traditional RPG towns are tough to do in HD
Lots of fans think it would be great to see the classic Final Fantasy VII remade in full HD glory on a platform like the PS3, but Final Fantasy XIII producers Yoshinori Kitase and Motomu Toriyama say it would be really tough to do. In a recent interview with Ultimania, they say that the limit...
www.engadget.com
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He went on to explain that Final Fantasy XIII is like the television series Lost, with character flashbacks and unknown factors. This formula is different from a typical Japanese role-playing game in that it's more focused around a group dynamic.
The next part of the presentation was a postmortem, where Toriyama talked about how it took much too long for development because of the emphasis on cutscenes. He explained that the scenarios needed to have the highest quality and were treated like an animated film.
His Power Point presentation listed the level design methodology that he followed, which involved deciding the total number of in-game battles, dividing the battles among game locations, determining spacing between battles, and then finally inserting an event in every three to seven battles.
Priority is set for cutscene locations because the number of people involved with the art makes it difficult to go back and make the necessary changes. The intention was to make Final Fantasy XIII a cutscene-driven game.
Toriyama addressed the criticism on the lack of towns, saying that he wanted to prioritize monsters and main characters so that the extra non-player characters and text were reduced.
He went over some focus-group data that was collected in Japan and the United States, and it seemed that the Japanese audience liked the story and characters more than the American audience. He felt like the team made the right choice by focusing on cutscenes and the battle system, because players in both regions responded well in those categories.
The scenario writer concluded his presentation by discussing the future of Final Fantasy and said that the team intends to use the best technology out there. He also indicated that there may be a shift to interactive cutscenes. As an example, he said that hopping along the backs of a thousand flying dragons would be "great fun."
Toriyama also compared Japanese RPGs to Western RPGs by using screenshots of Hit Man and Tomb Raider as examples. His point was that in Western games, the game is played through the player's perspective, not the character's. In Japanese RPGs, the view is a third-party bird's-eye view. He said that in Japan, people want to see a film and not necessarily identify with the character but observe and enjoy the movement and emotions of the character. The Japanese feel comfortable as third-party bystanders.
As for the question of whether Final Fantasy should be an open-world or story-driven experience, Toriyama said that open world does offer more freedom, but it depends on the balance. In Final Fantasy XIII, the human drama was portrayed through cutscenes, but if it were to be in a free, open world, it would increase the number of cutscenes, which in turn means more scheduling and more resources and could mean a decline in quality. He said that for future games, it will be up to the scenario writers and designers to try to increase the freedom, but Final Fantasy will always focus on the story.
Quote: "It will continue to change for each product, but the ultimate technology will be pursued and it will remain a magnificent global story centered on human drama. This will be applied to every Final Fantasy story. I promise we will protect this trend, but no one can predict the future." --Motomu Toriyama, scenario writer on the future of Final Fantasy.
Takeaway: Cutscenes and story are still the focus for the series, and it doesn't look like Final Fantasy is going to change drastically anytime soon.
المصدر :
FFXIII director intends to keep series story-driven
GDC 2010: Director Motomu Toriyama shares his experiences and offers a postmortem on the recently released Final Fantasy XIII.
www.gamespot.com
بأختصار :
- تورياما يقول المدن و المساحات صعبة على HD و تتطلب شغل و موارد اكثر.. ما نقدر عليها و مو محتاجين لها ( لا يا شيخ؟ )
- كيتاس يقول ممكن فيه جيل شباب من المطورين يقدرون ينضمون و يقدمون لعبة jrpg معتادة لكم ( ابو الكسل )
- تورياما يقول أن FF راح تركز على المشاعر البشرية و مشاهد القصة و أن السلسلة لازم تبتعد عن العالم المفتوح لأنه يسبب اختلال توازن بين القصة و اللعب ( تعريف النكبة )
- تورياما يوعدنا أن السلسلة راح تكمل اسلوب FF13 و راح تركز على القصة و المشاهد فقط و راح يحرص أن هالشيء يستمر في الأجزاء المستقبلية ( هذا كيف للحين جالس بالشركة؟ )
بينما نومورا بعام 2009 اسلوبه و نظرته كانت عاكس نظرة تورياما تماما :
Visitors to Square Enix's Tokyo Game Show booth were shown what looked like first gameplay footage of Versus XIII. This footage, Nomura stressed in the interview, was just test footage.
Towards the end of the footage, we got to see main character Noctis running about an expansive open field with giant dinosaur-like creatures roaming about. The giant beasts had no textures, explained Nomura. The staff put the creatures in as a means of testing how large they could make them (they were pretty big!).
A town sequence shown prior to the field sequence featured some human characters who shined with a white color. There won't be any such characters in the actual game, Nomura revealed.
The actual Versus XIII gameplay experience, explained Nomura, will be an extension of Kingdom Hearts, but blended with the "newness" and "nostalgic feel" of Final Fantasy. The development staff is placing a particular emphases on the game's leve
design.
المصدر :
Final Fantasy XIII Update - IGN
Tetsuna Nomura and Motomu Toriyama have dished out the latest on Final Fantasy XIII in this week's Famitsu. For those who've been keeping up with the game, the comments from the two are particularly revealing this time.
www.ign.com
فيديو انعرض للأعلاميين فقط و استفدنا منه :
- مساحات و مناطق اكبر من كينجدوم هارتس
- شافوا مخلوق ضخم جدا
- مكان واسع و فيه قرية على جنب فيها ناس
- فيه شعور مره نستولجيك لفاينل فانتسي
من الي كان يستحق رقم 13 بذلك الوقت؟ من الي كان يحاول يحافظ على اساس و روح السلسلة و من الي تخلى عنها بشكل متعمد ؟