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Archive for September, 2016

Going through Final Fantasy XII again via this spiffy video reminded me how much I really love the worldbuilding and look of Ivalice. It’s a world that spans multiple games as well, in different RPG subgenres. It has a great sense of place and history. It’s interesting to see a game studio do that sort of thing over the course of several years.
Blizzard has done some similar things with Azeroth, and I think it serves both companies well. A big part of making these games interesting to me is making them believable. Not realistic, not really, but believable as Other Places that are more than just Potemkin Villages.  That’s what I find most unique and appealing about video games; the ability to explore a different world and tinker about within it.  It’s always nice to see thought and craftsmanship involved in the setting rather than just the splashy things like polycount, soft body physics, battle engines, progression schemes and stunt voice casting.
I do have my quibbles with Azeroth and Ivalice, like the character design of Fran and her kin (she’s actually a great character with excellent, memorable voice work, but making her race be literal bunny girls with little modesty is dumb), or the strained two-faction lore of World of Warcraft (OK, maybe I just want a neutral Tauren to play).  FFXII owes a lot to Star Wars, Azeroth leans heavily on Dungeons and Dragons and is unnecessarily goofy at times (pop culture references don’t age well).  They both have somewhat lazy writing at times and weird choices in protagonists (Thrall and Jaina are overplayed, Vaan is a much weaker character than Balthier or Basch), but are endearingly earnest in their devotion to their story.
The thing is, neither game is in my top 10 list of games, but the worlds of Ivalice and Azeroth are high on my list of game worlds that I love to investigate.
I also find that the rather slow, political, story of FFXII is easier for me to follow when it’s all together like this, rather than in cutscenes between hours of grinding in a barely-interactive combat system, all over the space of a year, a few hours here, a few there.  Call it a personal failing, but I found the story much, much more entertaining when I was allowed to get on with it instead of plodding through the game, looking for the next story crumb.  I did actually like the game sometimes, like when I just wanted to zone out and look around, but the story got lost sometimes.

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