The Final Fantasy license made its mark on the basis of turn-based combat. FF16 meanwhile will move even closer to action games in its approach to confrontations and it will not be to everyone’s taste.
It seems a long time ago when Final Fantasy 16 was walled in grave silence. Regularly since the broadcast of the new trailer at the State of Play, the director releases new information through interviews. Today, the thinking head of the project discusses the fights which are likely to divide.
An action-oriented game, a necessity
Naoki Yoshida continues to tour Japanese newsrooms. The director of FF16 discussed with our colleagues about Comic Days where he looked into the question of the combat system. Headed by Ryota Suzuki, having officiated on Devil May Cry 5, the clashes are even more action-oriented than usual. Decision-making far from the traditional turn-by-turn that made the heyday of the license. For the JRPG producer, however, it was necessary to open it up to as many players as possible. Especially since he feels that as a franchise, Final Fantasy lags behind the games of today.
We want the whole world, and more specifically the younger generations, to play the game. Today, games mainstreams are intuitive: you press a button and the character fires his pistol or strikes with his sword. The traditional RPG with turn-based controls is not at all familiar to them (editor’s note: for younger audiences). Also, people are becoming less familiar with the old-school RPG style where you fight by choosing a command each turn. That’s why Final Fantasy 16 battles are very action-oriented. We want people around the world to think Final Fantasy is a great game.
Naoki Yoshida, director of FF16
Final Fantasy 16’s battles aren’t going to please everyone
For Yoshida, many gamers in their late teens or twenties have heard of Final Fantasy but never played it. It is therefore crucial for him to reach this demographic. The more pronounced move to action-RPG is therefore a blessing in disguise, but it is not to everyone’s taste. The director is aware of this and he is formal on this point: the fights of FF16 are clearly not going to please everyone.
Obviously, it is impossible to satisfy all requests. It’s not a question of what’s good or bad, but there is a big difference in terms of age preferences. There is also a big difference between gameplay with controls and turn-based. They are often confused, but they are two very different concepts. I know how fun command-based RPGs are and I want to keep developing them, but first and foremost I’m thinking about the sales forecast for Final Fantasy 16 and the impact we should have.