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    Final Fantasy 14’s battle designer admits they went a bit of overboard on streamlining fights, particularly for melee: ‘Our coverage of lowering gameplay-related frustrations was generally taken too far’


    Anyone who endured Final Fantasy 14: Endwalker as a melee primary will know the ache of that growth’s raids and managers—gigantic hitboxes, no positionals to hit, and just about zero downtime to strategise round.

    Those issues sound like a dream, certain, however in observe they kneecapped any semblance of problem that makes these lessons so enjoyable to play. Every boss was now only a large, arena-sized punching bag with various mechanics to study. At least, that is the way it felt, anyway. Those issues have been already creeping in throughout Stormblood and Shadowbringers, however it was Endwalker the place the oversimplification actually got here to a head.

    The typically straightforward and homogenised battle design has confirmed to be one of many 2021 growth’s greatest criticisms, one thing which lead battle designer Masaki Nakagawa and his staff has been making up for in spades in Dawntrail. After all, even he admits they went a contact far with streamlining fights.

    (Image credit score: Square Enix)

    “Prior to [Dawntrail], our coverage of lowering gameplay-related frustrations was generally taken too far,” Nakagawa informed PC Gamer in a latest interview. “And in some instances, even the hurdles and frustrations that existed to make the gameplay extra participating have been eradicated, which made them much less enjoyable.”



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