LogFAQs > #942060348

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Topicwhat is going on in that ffviii intro (playthrough/spoilers)
pjbasis
07/13/20 3:25:24 PM
#215:


Voxwik posted...
I'm not entirely sure I refined anything when I played the game in the '90s.

Yeah it's the biggest problem with the game objectively as far as I can tell. It's not anyone's fault that they play the game in an unoptimal way, the game is just a little too open about its mechanics.

1) The tutorials are poorly timed. You get your first junctioning lesson before your first battle, and you can easily get to the second one fighting just a couple. Furthermore you won't really have anything particularly meaningful to junction with so if you try it yourself you won't be well rewarded and might neglect to keep up with it. In most FFs you play a lot of simple battles before they start layering the main mechanics on top of you. This game probably needed it the most.

2) The game terms are way too vague. 95% of players are gonna tune out terms like [Str-J] and [T-Mag RF] and [ST-Def-J] in tutorials because they're not immediately clear what they're talking about or how they'll impact the main gameplay loop.

3) Giving you free choice over what abilities GFs learn is really tough because most people won't even open up the GF menu. On top of that, parsing through the in-game terms to figure out what's important is going to be impossible on a first run. I think at least the first three GFs should have come with their refinement abilities already learned. That's not something you just let the player figure out on their own. Not to mention you have to access a different menu altogether to actually use what you learn. The UI could have done a better job of funneling players into the important abilities.

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