[08/11] FFXIII-2 Directors Discuss Paradigms, Battle Balance and Monster Collection

Status
Not open for further replies.

Linnaete

sus
Staff member
Editorial Staff
Veteran
Joined
Feb 19, 2009
Messages
6,411
Location
UK
Gil
1,043
Andre the Adamantoise
Chocobo Egg
Accessory (Head)
Accessory (Arms)
Build-A-Member
Chocobo Egg
FFXIV
Aoife Linnaete
FFXIV Server
Lamia
Free Company
None
[Seeing as I haven't done a news thread in ages. :hmph:]

Dengeki PlayStation has an interview this week with Final Fantasy XIII-2 director Motomu Toriyama and battle director Yusuke Matsui.

Paradigm Shifts

You can now switch instantly between Paradigms. This will help out with the pacing during the game's basic battles, as the focus for these is on speed. For the bosses and tougher rare monsters, however, you'll need to actively and strategically switch between Paradigms or you won't win.
XIII-2 makes one major improvement to the usability of the paradigm system: the game will now save your paradigm combinations, so you can easily switch them out.

Difficulty

Toriyama suggested that the bosses in XIII-2 may be tougher than those of the original FFXIII. However, the game has an Easy Mode, so if you're having trouble with a boss, you can turn the difficulty down. And if you still can't defeat a boss, one option may be to temporarily give up and move on to another scenario.

Blood damage was added to the game because Toriyama wanted to fix the problem where if you had a healer in your party you could win the battle by just taking your time. Blood damage can't be healed by healers, although there are items that will recover it.

Balance

Balancing the battles has been difficult, in part because they don't know in what state the player will be when they enter a particular area.
The team made a special program just for balancing work. The program analyzes the test players' logs, and can output such things as how the payer defeated the boss.

The game is being balanced so that, at the extreme, it might be possible to clear the game by defeating bosses. Of course, you can go the traditional route and build up your characters gradually. The game does not place caps on your characters' growth.

Summons

The game will have summon creatures. However, they will not appear in the same form as in the original FFXIII, as the characters are not l'Cie this time.

Battle Presentation

They've been working on the presentation side of battles. The original had relatively few character motions, but this time the characters will move around in ways that match the formation. For instance, a defender will move forward and guard. Additionally, each boss battles will have specialized camerawork designed to make give the fight impact.

Monster Collection

There seems to be quite a bit of variety to the monster collection system. The same monsters will have different growth parameters, with some being fast growth while others take longer. Monsters that have the same role will have different abilities.

As previously detailed, you can give your monsters accessories that change their physical appearance. The staff decided to offer interesting decorations even if they don't fit in with the world.

It's possible to build up your monsters into powerful beasts, as you can make one monster inherit abilities from others. Toriyama said that he's currently try to make the ultimate monster. This is the first time he's wanted a strategy guide while test playing a game.

Wondering what happens if Serah an Noel die leaving the monster as the sole member of your party? You won't be able to take control of the monster. When the two human characters die, the game ends.

Source: Andriasang, Sokuho@Hokanko
 
You can now switch instantly between Paradigms. This will help out with the pacing during the game's basic battles, as the focus for these is on speed. For the bosses and tougher rare monsters, however, you'll need to actively and strategically switch between Paradigms or you won't win.
They said that about FFXIII as well, and you could still win almost every battle by letting auto-battle do your work for you whilst you idly hammered away at the X button pretending that you were actually playing the game.

That said, the lag between paradigm shifting when you actually had to do it in FFXIII was a royal nuisance that led to many a cheap shot and character death, so if they've gotten rid of that, so much the better.

Toriyama suggested that the bosses in XIII-2 may be tougher than those of the original FFXIII. However, the game has an Easy Mode, so if you're having trouble with a boss, you can turn the difficulty down. And if you still can't defeat a boss, one option may be to temporarily give up and move on to another scenario.
Bollocks. This is coming from the company that thought FFXIII, one of the easiest games in the history of video gaming, needed an easy mode. Square Enix have no concept whatsoever of difficulty.

Giving up and moving on to avoid being bogged down is nice, although I doubt that you'd ever have to actually use it.

Blood damage was added to the game because Toriyama wanted to fix the problem where if you had a healer in your party you could win the battle by just taking your time. Blood damage can't be healed by healers, although there are items that will recover it.
That is a problem that no RPG has ever been able to fix, short of removing the ability to heal altogether, and not many RPGs (in fact, I can't think of any right now) are stupid enough to take that out. Blood damage sounds like absolutely nothing when compared to the likes of Curse from The Last Remnant and Dark Souls. If they wanted to make life hell for the player, they should have added a Curse status effect, one that royally fucked the player over whenever they were hit with it.

Balancing the battles has been difficult, in part because they don't know in what state the player will be when they enter a particular area.
If I had to guess, I'd say for a large number of people it will be boredom. Although that said, a lot of people will be excited, because many of us who hated FFXIII will have learned our lesson the first time around and won't buy this pile of crap. As for in-game state, I imagine they'll be fine regardless, because the game will be piss easy.

The team made a special program just for balancing work. The program analyzes the test players' logs, and can output such things as how the player defeated the boss.

The game is being balanced so that, at the extreme, it might be possible to clear the game by defeating bosses. Of course, you can go the traditional route and build up your characters gradually. The game does not place caps on your characters' growth.
That sounds absolutely terrible. Interesting, but terrible. That could lead to some truly terrible fluctuations, or easy manipulation: if you breeze through the game, it ups the ante, and then you struggle with a boss. All well and good. But if you struggle for too long, then the game will make it easier for you by "balancing" it out or letting you adjust the difficulty? That totally defies the point of having that in there, unless the process is irreversible, in which case players can just manipulate the odds by losing to bosses once in a while to prevent the game spitting in their face and giving things stupid amounts of stats that would require Disgaea-levels of grinding to overcome. Why not just have a standard-issue learning curve? It works for, oh, I don't know...practically every other damn RPG in existence.


The game will have summon creatures. However, they will not appear in the same form as in the original FFXIII, as the characters are not l'Cie this time.
Good, that means they'll stop using the words "l'Cie" and "Focus" every other sentence. Small victory.

They've been working on the presentation side of battles. The original had relatively few character motions, but this time the characters will move around in ways that match the formation. For instance, a defender will move forward and guard. Additionally, each boss battles will have specialized camerawork designed to make give the fight impact.
Oh, I don't know, the original FFXIII was pretty impressive when it came to battle movements, with all those snazzy little flips and whatnot. Of course, they totally missed the point here: how about letting the PLAYER have a go, hmm? Oh yay, my defender is moving forward and guarding! But what am I doing? Absolutely fuck all.

There seems to be quite a bit of variety to the monster collection system. The same monsters will have different growth parameters, with some being fast growth while others take longer. Monsters that have the same role will have different abilities.
Oh my, how revolutionary.

As previously detailed, you can give your monsters accessories that change their physical appearance. The staff decided to offer interesting decorations even if they don't fit in with the world.
Maybe we'll get contest battles in which monsters show off their prettiest moves to a panel of judges? REMARKABLE!

It's possible to build up your monsters into powerful beasts, as you can make one monster inherit abilities from others. Toriyama said that he's currently try to make the ultimate monster. This is the first time he's wanted a strategy guide while test playing a game.
Lolz, I don't think there is anything I can say in response to that. It kinda speaks for itself.

Wondering what happens if Serah an Noel die leaving the monster as the sole member of your party? You won't be able to take control of the monster. When the two human characters die, the game ends.
...eh, I guess that isn't too bad. At least, it's better than having the game end if your party leader dies, with the inability to switch between them.
 
Last edited:
Aah I am curious about the summons...so far we havent even seen 1 summon. I am curious ..I bet they will be the same, but less lol..

Even Accessories that wont fit in the world? Are they serious? Surely they are not thinking about kiddy/realistic things? No way..imagine a monster with a santa hat on....oh my I hope I am mistaken....
 
Aah I am curious about the summons...so far we havent even seen 1 summon. I am curious ..I bet they will be the same, but less lol..

Even Accessories that wont fit in the world? Are they serious? Surely they are not thinking about kiddy/realistic things? No way..imagine a monster with a santa hat on....oh my I hope I am mistaken....

Odin, Shiva and Bahamut are seen in the latest trailers though :P

Yeah those unfitting accessories bug me too. But still, it's not mandatory to put it on. It doesn't improve stats at all either, as the other article mentioned.
 
Why is this game still called Final Fantasy? It clearly has nothing to do with it as they ripped out anything that can remind you about glorious 20 years of legacy.
 
Odin, Shiva and Bahamut are seen in the latest trailers though :P

Yeah those unfitting accessories bug me too. But still, it's not mandatory to put it on. It doesn't improve stats at all either, as the other article mentioned.

Actually about controllable summons? I havent seen controllable summons yet :P

I might have missed it then.. cause I was under the impression that Odin belongs to Lightning and lightning is not playable often so Odin MIGHT be off limits..

So far I only saw chaos bahamut? Is that correct? Probably not playable either..

Hope to see summon gameplay/screens etc that are controllable.

I dont watch the trailers of this game that much anyway ...not so keen on FFXIII-2...

I am too anxious for Versus and maybe thats why I dislike FFXIII-2 so much..I believe it did infact influenced the progress of Versus, but thats just speculation from my part....
 
I doubt we will really get summons in the game. If you think about X2 didnt have summons either because of the way it tied into the story of the first game.
 
Status
Not open for further replies.
Back
Top