I’d argue that skillful writing allows a plot to develop organically. When bad game development practices direct the story’s path So what could go wrong with a quick, easy sequel to Tales of Xillia? And as an excuse to re-use assets Final Fantasy XIII-2’s developers made up a terrible time-travel story. ![]() All it did was retcon the ending to the first game that had wrapped up the story so neatly and nicely. It was an unplanned direct sequel to Final Fantasy XIII and it worked out fine. You’ve also got an established cast of characters to work with! An already established setting! No problemo! You can re-use assets from the first game! So development will be faster and cheaper. But hey, direct sequels have their benefits. Welp, you didn’t initially plan for a direct sequel to the game. (And this is where everything starts going to hell.)Ī win-win situation: Minimal effort required Okay, how about a Director’s Cut! Oh wait, you’ve done that, too. It’s okay, though! You can fix this! Just re-release the game a year later with improvements! Oh wait, you’ve already done that a bunch of times before. Fans are, understandably, unhappy about this considering how much the game was hyped up in its advertising. Okay, so you’re a major publisher of Japanese RPGs and you just rushed the 15th anniversary title in one of your big JRPG series to release. His tenure as producer was marked by games being rushed to release and then later getting an updated re-release with some bonus content to justify fans buying it again. I can’t claim to know what he actually did as producer for the series. He even traveled to conventions in Europe and North America to promote the series to fans. For that, I’ve always appreciated Baba’s efforts. Hideo Baba, the (now former) producer of the series, had pushed for more Tales of games being released in the West when the series had mostly stayed in Japan in the past. Unlike Square Enix, whose directors occasionally do interviews with English-speaking game publications, Bandai Namco is a black box when it comes to the Tales of series, especially outside of Japan. For reasons that I do not know, Xillia was rushed to release in order to meet the 15th anniversary deadline. …Unfortunately, ambition does not always translate into execution. ![]() The game was also the first in the series to feature animated cutscenes from the talented animation studio ufotable who are known for their stunning animation and use of computer graphics. The game would feature two main protagonists with their own separate stories in the game. In Japan, Tales of Xillia, the thirteenth entry in the Japanese RPG Tales of series, was marketed as the 15th anniversary title with a rather ambitious scope. ![]() This post contains spoilers for Tales of Xillia and Tales of Xillia 2.Ī case study in unfinished games: Tales of Xillia I really delve into the story of two games in this post and provide quite a bit of analysis. I mean, it’s not like people get so invested in other media, such as movies, to the point that they chase directors off of Twitter. Warning before you read this: I get heavily invested into video game stories.
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