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What is the design so that a wide range of people can enjoy the full-scale action battle of "FINAL FANTASY XVI"?
In this presentation, Mr. Ryota Suzuki from Square Enix's 3rd Development Division, who served as the combat director for "FINAL FANTASY XVI" (hereafter referred to as FF16), took the stage. He discussed the combat design for the game's battles.
The presentation began by exploring the evolution of the battle system in the FF series from traditional command-based battles to active time battles (ATB) and semi-action. FF16 marks the series' first full-fledged action game, aiming to appeal to players of all ages.
The battles in FF16 are real-time and action-packed. However, designing such battles for the FF series presented challenges due to the diverse player base, including series veterans, casual players who enjoy action games, and experienced players seeking a deep challenge. The design needed to cater to these different layers of players.
To address this, various gameplay styles were introduced. For players who struggle with action, the game offers support functions. "Auto Throw" slows down time when an enemy's attack is imminent, allowing players to react and evade more easily. "Auto Potions" automatically manage health recovery, and "Auto Attack" assists with selecting the best attack strategy.
The goal was for players to feel a sense of accomplishment even if they weren't proficient in action gameplay. For experienced players, the battle system was designed to provide rewarding and engaging action. Balancing these differences involved understanding the strengths and weaknesses of actions and allowing for varied playstyles.
A "low threshold and high ceiling" approach was adopted. Players new to action games could use these support features, while more experienced players could delve into technical interventions and advanced tactics. By adjusting elements like dodge timings and cancellation timings, the game aimed to create a satisfying gameplay experience.
FF16 also introduced seven summoned beasts, each with unique abilities, and players could combine these abilities for varied tactics. The game aimed to give players a sense of growth and accomplishment as they adapted to different playstyles.
To ensure a strong connection between players and the characters they controlled, animations were adjusted to enhance the sense of control. Character poses during moments of inability to control were carefully crafted, and the timing for transitioning between actions was optimized to enhance player satisfaction.
The design also focused on creating a more intuitive connection between enemy attacks and player reactions. Predictive actions were introduced to foreshadow enemy attacks, and enemy attacks outside the camera view were suppressed to maintain fairness. A ticket system for attack rights was implemented to control the difficulty of battles with multiple enemies.
In conclusion, Mr. Suzuki emphasized that FF16 aimed to offer players a comprehensive and rewarding combat experience by catering to various playstyles and skill levels.
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