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WanderingKid
Feb 27, 2005

lives here...

OneEightHundred posted:

Also just to give an answer to "what happened?" in a different sense of the question, a big thing that happened was that JRPGs spent the late 90s being the pinnacle of production quality by a large margin, which waned over the 2000's as games like God of War and COD4 came out. So, it's lost a lot of its prestige since it's no longer the gatekeeper of the genre that's pushing the envelope.

They used to be one of the high water marks for narrative design in games where the motivation to play and the payoff for playing was finding out where the story goes next. Then it was all about the cutscenes and the spectacle of them to drive the story. Then it was about making the rest of the game as much like the cutscenes as possible (i.e. tending towards a fully immersive interactive cinema spectacle).

But in 2016 games like SOMA exist which takes the whole concept of an immersive make-believe world and experiencing a story unfolding in a videogame to a whole different level. It makes things like cutscenes seem a bit clumsy.

FF meanwhile continues to out FF the previous game in the series with its own distinctive techno fantasy melodrama except with 50% more spectacle and if you can buy into this conceit then you can still enjoy the games. I even liked FFXIII despite feeling like its method of telling a story is fundamentally flawed and can't work. The mechanics and gameplay systems have almost no connection to narrative development and actually become interruptions to it. You run down a tunnel. You start a turn based battle. You repeat this a few times until a cutscene triggers. Cue narrative exposition. Back to running down a corridor.

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