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Final Fantasy Zero: Design Diary continued
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<blockquote data-quote="I'm A Banana" data-source="post: 2931753" data-attributes="member: 2067"><p>In the "implied setting," I'm trying to take an Eberron-style "A place for everything" kind of philosophy. Thus, there are areas (like where the lufenish live, in the big cities, where the moogles tinker, where the genomes are made) where technology is at a near-sci-fi level, something out of VII or VIII or even, by the looks of the trailer, XIII. To have FF without hints of technology is nearly an anathema to the series....IV had robots and space ships, even the first one had space-time warps. Blending a bit of steampunk/techpunk with the fantasy has been pretty essential to a lot of the series.</p><p></p><p>That said, there are less civilized areas, areas more reminiscent of the more medieval flavor or even "isolated continent" flavor of some of the games. Technology is part and parcel of the setting, but it doesn't need to be in your face all the time, it can work subtly behind the scenes...you don't need cell phones like VII, but you probably have indoor plumbing and something like electricity.</p><p></p><p></p><p></p><p>It's a pretty cool system, but it's not used in the most beneficial of ways, and the 'culture' over at Returners hurts them much more than the system does. I'm referencing them for many ideas, and they're a great first run, but I'm trying to steer away from it to ensure FFZ is it's own monster. And it is. It has it's own quirks and gaps and holes, which, I hope, will be less crippling than the ones the FFRPG has. </p><p></p><p></p><p></p><p>I've done my homework, but some of the more recent ones or re-makes I have some trouble getting my facts straight on. I didn't know there was a XIII or a III US release in the works already 'till just yesterday, for instance. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I do appreciate someone to help me get 'em straight when I drop the gap. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Right, it's a very iconic FF class, like the caller, the dragoon, the two-weapon-wielding ninja...</p><p></p><p></p><p></p><p>Not concious. Mostly I just saw no real plot reason why the ronso had so much blue magic, so I didn't bother creating one. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I think it has to do with their bestial, near-monstrous nature in FFX and X-2. Kimahri is tough to center a tribe's mechanics around because he was such a flexible character that really had only a few unique powers to himself (in his section of the sphere grid).</p><p></p><p>Still, you raise a good point, and it probably bears mentioning a bit more. Expect the tribal adjustments section for the blue mage to have some nice words about it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Narrowing down the list of tribes was hard, and ultimately was partially arbitrary. I tried to focus on what characters could be, rather than NPC's (I dropped the Hypello tribe that I was really looking forward to!) which kind of forces me to focus more on the latter FF's, with their distinct tribes, and which meant none of those critters from VIII. As for VII's critters, that was part of my reason to make the tribe mechanics so abstract -- so things like quadrupedal races and robot-cats-riding-stuffed-moogle races and potentially-undead-mutant races could be played right alongside each other without forcing you to re-think the whole system.</p><p></p><p>Though I didn't include Nanaki's tribe, they're definately one of those I'd like to see done, and one that definately wouldn't be too hard to do. Show me what you've got! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2931753, member: 2067"] In the "implied setting," I'm trying to take an Eberron-style "A place for everything" kind of philosophy. Thus, there are areas (like where the lufenish live, in the big cities, where the moogles tinker, where the genomes are made) where technology is at a near-sci-fi level, something out of VII or VIII or even, by the looks of the trailer, XIII. To have FF without hints of technology is nearly an anathema to the series....IV had robots and space ships, even the first one had space-time warps. Blending a bit of steampunk/techpunk with the fantasy has been pretty essential to a lot of the series. That said, there are less civilized areas, areas more reminiscent of the more medieval flavor or even "isolated continent" flavor of some of the games. Technology is part and parcel of the setting, but it doesn't need to be in your face all the time, it can work subtly behind the scenes...you don't need cell phones like VII, but you probably have indoor plumbing and something like electricity. It's a pretty cool system, but it's not used in the most beneficial of ways, and the 'culture' over at Returners hurts them much more than the system does. I'm referencing them for many ideas, and they're a great first run, but I'm trying to steer away from it to ensure FFZ is it's own monster. And it is. It has it's own quirks and gaps and holes, which, I hope, will be less crippling than the ones the FFRPG has. I've done my homework, but some of the more recent ones or re-makes I have some trouble getting my facts straight on. I didn't know there was a XIII or a III US release in the works already 'till just yesterday, for instance. :) I do appreciate someone to help me get 'em straight when I drop the gap. :) Right, it's a very iconic FF class, like the caller, the dragoon, the two-weapon-wielding ninja... Not concious. Mostly I just saw no real plot reason why the ronso had so much blue magic, so I didn't bother creating one. :) I think it has to do with their bestial, near-monstrous nature in FFX and X-2. Kimahri is tough to center a tribe's mechanics around because he was such a flexible character that really had only a few unique powers to himself (in his section of the sphere grid). Still, you raise a good point, and it probably bears mentioning a bit more. Expect the tribal adjustments section for the blue mage to have some nice words about it. :) Narrowing down the list of tribes was hard, and ultimately was partially arbitrary. I tried to focus on what characters could be, rather than NPC's (I dropped the Hypello tribe that I was really looking forward to!) which kind of forces me to focus more on the latter FF's, with their distinct tribes, and which meant none of those critters from VIII. As for VII's critters, that was part of my reason to make the tribe mechanics so abstract -- so things like quadrupedal races and robot-cats-riding-stuffed-moogle races and potentially-undead-mutant races could be played right alongside each other without forcing you to re-think the whole system. Though I didn't include Nanaki's tribe, they're definately one of those I'd like to see done, and one that definately wouldn't be too hard to do. Show me what you've got! :) [/QUOTE]
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