
Final Fantasy 16 producer Naoki Yoshida stated that the game is targeting a younger audience, so it “makes no sense” to use slow-paced combat instead of the more dynamic character-action gameplay that modern players prefer. Huh.
In his recent interview with Famitsu (via VGC), Yoshida explained that younger audiences generally don’t play RPGs, and that the opinion of not understanding the allure of choosing commands in video games becomes more common. In his words, the development of console technology has pushed RPGs towards action-based mechanics rather than turn-based.
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“For many console generations, all character expression could be done in real-time. As a result, it seems like there’s no point going through a command prompt like ‘battle’ to make decisions during combat. Said Naoki Yoshida , the argument is not good or bad, but varies depending on the player’s choice and age.
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Growing up with command systems and turn-based RPGs, Yoshida himself understands how interesting and immersive it can be and wants to continue developing such games for different audiences. Still the producer has to think about the expected sales of blockbusters like Final Fantasy 16.
“I think it’s certainly possible that the next Final Fantasy could use a command system again, or be an open-world game. However, at this point, if we develop it, Final Fantasy 16 will be like this.”
Of course, Final Fantasy 16 won’t be the first game in the series to be something more fast and dynamic. Actually, Final Fantasy 10 was the last mainline game where everyone had different twists. All recent entries, including Final Fantasy 15 and Final Fantasy 7 Remake (which blend an action-based system with a turn-based strategy design), rely on the player controlling the battlefield in real time.
Earlier, Naoki Yoshida revealed that the Kingdom Hearts team helped shape Final Fantasy 16’s real-time battles and boss battles, calling it “the culmination of the company’s past experiences”. The team also has their own big project to work on Kingdom Hearts 4 – so it will be interesting to see how the two projects differ in this regard.
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