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Reverse design. Final Fantasy VII PDF

181 Pages·2019·9.631 MB·English
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Reverse Design Final Fantasy VII Reverse Design Series Author Patrick Holleman Series Titles Reverse Design: Final Fantasy VI Reverse Design: Chrono Trigger Reverse Design: Super Mario World Reverse Design: Half-Life Reverse Design: Final Fantasy VII Reverse Design: Diablo II Reverse Design Final Fantasy VII Patrick Holleman CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742 © 2019 by Taylor & Francis Group, LLC CRC Press is an imprint of Taylor & Francis Group, an Informa business No claim to original U.S. Government works Printed on acid-free paper International Standard Book Number-13: 978-1-1383-2410-7 (Paperback) 978-1-1383-2477-0 (Hardback) This book contains information obtained from authentic and highly regarded sources. Reason- able efforts have been made to publish reliable data and information, but the author and pub- lisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged, please write and let us know so we may rectify in any future reprint. Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, repro- duced, transmitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers. For permission to photocopy or use material electronically from this work, please access www. copyright.com (http://www.copyright.com/) or contact the Copyright Clearance Center, Inc. (CCC), 222 Rosewood Drive, Danvers, MA 01923, 978-750-8400. CCC is a not-for-profit organi- zation that provides licenses and registration for a variety of users. For organizations that have been granted a photocopy license by the CCC, a separate system of payment has been arranged. Trademark Notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe. Library of Congress Cataloging-in-Publication Data Names: Holleman, Patrick, author. Title: Reverse design : Final Fantasy VII / Patrick Holleman. Description: Boca Raton : Taylor & Francis, 2018. | Includes bibliographical references. Identifiers: LCCN 2018021677| ISBN 9781138324770 (hardback : alk. paper) | ISBN 9781138324107 (paperback : alk. paper) Subjects: LCSH: Final fantasy VII. | Computer games--Design. | Fantasy games--Design. Classification: LCC GV1469.35.F4 H65 2018 | DDC 794.8--dc23 LC record available at https://lccn.loc.gov/2018021677 Visit the Taylor & Francis Web site at http://www.taylorandfrancis.com and the CRC Press Web site at http://www.crcpress.com Contents Introduction vii 1 Final Fantasy VII and the History of RPGs 1 2 Narrative and Design 17 3 Quantitative Analysis of the Game Script 37 4 Game Difficulty and the Four Phases of FFVII 63 5 Finding Complexity in Wide Levels 97 6 Enemy Archetypes 113 7 The Design of Towns and Dungeons 125 8 Music and Design 145 9 Conclusion: 10 Lessons from FFVII 155 References 159 Index 163 v Introduction This is the Reverse Design for Final Fantasy VII, the fifth entry in the Reverse Design Series. The goal of the series has been to reverse-engineer all of the game design decisions that went into classic games. Before this entry, I published books on Final Fantasy VI, Chrono Trigger, Super Mario World, and Half-Life. You do not need to have read any of those books in order to understand this one, although the entry on Final Fantasy VI makes for a good point of comparison. This is because many of the historical trends expressed by Final Fantasy VI continue, and indeed culminate, in Final Fantasy VII. (Hereafter, I shorten the title of all the Final Fantasy games to the traditional “FF,” (except at the beginning of a sentence). Everything you really need to know about this game or the history of the Japanese role-playing game (JRPG) will be recapitulated in the early sections of this book. The principal challenge in writing about FFVII is that it is one of the most- criticized videogames in the history of the medium. From the time it came out until the present day, critics have considered the merits and failures of FFVII time and again. Admirers of the game have defended it for almost two decades. Critics have poked holes in the game and in what they perceive to be the game-playing public’s nostalgia for it. Many writers still feel a remarkable ambivalence about the game. That is, they can’t make up their minds about the game, but they’re still writing about it even now. Such a mixed field of criticism makes the writing of this book somewhat different than the writing of any of the previous Reverse Designs, which were all about games that are classics by consensus. My task in this book is to explain why FFVII was a classic game because of its game design ideas, but I won’t try to persuade you to like it. I do not believe in persuasion, as such. Rather, I believe the only honest and upright way to change someone’s opinion about a subject is to reveal that subject more fully, and let that other person reconsider their opinion in the light of that revelation. This is exactly what I intend to do for vii FFVII, for I believe that critics on all sides (positive, negative, and ambivalent) have not seen the game for all that it truly is. There are three criticisms that have typified the negative perception of FFVII that I feel are important to address. The first and oldest criticism is that there is too much story and too many cutscenes and the game is boring as a result. Because it uses so many of these cutscenes, FFVII was once a lightning rod for critics who thought games should eschew storytelling. Thankfully, this criticism is mostly obsolete because dozens (if not hundreds) of games have since surpassed FFVII in regards to story, cutscenes, and other non-interactive forms of content. Some critics still do not like it for this reason, but now it is clear that such an objection is a matter of taste and not really worth debating. The second typical criticism is that the game is too simple and/or too easy. Critics point out that FFVII has been denuded of all the interesting tactical choices that are present in games like Pokémon, Shin Megami Tensei, or even Final Fantasy V. Final Fantasy VII is not a particularly hard game, but in Chapter 3 of this book, I will explain how FFVII didn’t get rid of complexity and difficulty—it simply moved those things to a place in the game where players don’t necessarily notice or expect them. Indeed, the decision to do this is very important in the historical context of the JRPG. The third typical criticism of FFVII is that its plot and characters are juvenile. Some critics say that FFVII was originally popular because it appealed to an immature audience through immature themes. By tapping into the “teen angst” of its audience, it cemented its place in the audience’s memory in the same way that bad, old pop songs do. This is the most easily rebutted criticism and the one that I will address first. Final Fantasy VII tells a story about survivors. To use a bit more nuance, it tells a story about characters who have outlived the people, places, and things that gave them their identities. Most of the characters in FFVII are motivated by the loss of something that once defined who they were. The loss of something— usually a loved one or a hometown—is a common motivation for videogame characters. It’s something that prompts them to seek revenge, and that revenge gives structure to a violent game. This kind of motivation can often come across as very lowbrow. Everyone understands the motivation for revenge because it is one of the petty, hasty, and emotional reactions we have all felt from the time that we were children. Since everyone knows from personal experience how childish and base those emotions are, many videogames come across as inauthentic and shallow. Final Fantasy VII isn’t just a story of revenge, however. The story it tells is, at times, a deconstruction of a revenge story. Some of the characters appear to be seeking revenge, and indeed they sometimes even fool themselves into believing they are, but we’ll see in Chapter 2 of this book (characters and their motivations) how the FFVII team dismantles the idea of revenge in an insightful way. With that in mind, I do want to give a brief example of the point I’m trying to make. Barret Wallace is the easiest example to use in illustrating the theme of tragic survivorship in FFVII. Barret was a coal miner in the town of Corel until Shinra Inc. arrived and made coal obsolete. Rising tensions between the former coal viii Introduction miners and Shinra led to the slaughter of the townsfolk and the destruction of the town. Barret, an important figure in a coal mining town, reacts to the loss of his identity by becoming a militant environmental activist. This unlikely change of career captures the wonderfully imperfect ways in which all the FFVII characters deal with the loss of their identities. Several characters remark how badly Mako energy damages the world in which FFVII takes place, but presumably coal (if it is anything like its real world counterpart) is quite environmentally damaging as well. In the 20th century, Japan was beset by serious pollution problems, and so there is simply no way that the writers of FFVII didn’t know what coal mines and coal power plants do to the environment. Having a survivor of a coal mining town become an environmental extremist is a deeply ironic and totally intentional move on the part of the writers. Indeed, Cait Sith points out that Barret’s crusade is not nearly as noble as he imagines it. In a later scene (also taking place on the airship), Barret comes to realize that his true goal was much more personal and much less political than he originally claimed, and that revenge was never the right motivation. Beneath the idealism and the violence that are products of his pain, Barret’s real goal is to safeguard the life of the only connection he has to his past and to his identity: his daughter, Marlene. Final Fantasy VII’s central theme is not about growing up. If anything, it’s the opposite: it’s about characters who are left behind with no meaningful identity after the world changes. All but one of the main characters behave the way that Introduction ix

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