I am only doing this because I feel like the two most underrated and controversial games in the series are FF8 and FF13. A few months ago, I played FF8 and this time I played it with a unique challenge in mind. I made certain GFs junctioned with certain characters based on the paired GFs abilities. GFs such as Carbuncle and Ifrit for Zell and the abilities of Str+60% and Counter as a monk fighter. While I was playing through, I felt that certain things could have been better and could have had more depth into the characters, battle system and the story. This game needed a little bit more depth in all those aspects and I bet if it was to be remade with more work put into it, then a lot of people would have a change of heart about this game and more so, would even include this in their top 5 FFs.
SE decided to make a sequel for FF13, so why not make a remake of FF8? Don't get me wrong, new and better things to the series are great as well but I will buy anything that has to do with recycling old franchised characters of any FF, hence me buying DFF&012 and soon buying FF4 Complete Collection. I consider myself *sigh* a pretty "loyal" fan and I will probably buy 13-2 just to see the improvements SE said they will make.
I am an aspiring Game Designer so I would like your opinion on the ideas I thought out for a remake of Final Fantasy 8. Now, I understand that even if this is my favorite game, I will not be bias or in denial of its major flaws. But IF they were to make a remake, I would love for SE to improve FF8's flaws with these suggestions.
These are ideas that are not all irrational, but I just want to know what you think, this is a discussion board after all.
1. CHARACTER DEVELOPMENT
Character theme music
Even though there are no character themes, you can spot the many music tracks to be considered a character theme (e.g. Quistis = Tell Me, Seifer = Rivals) but it should be noted that they were officially their themes.
-More detailed character class diversity (more on this later)
Character background detailed a lot more and character sidequests
Zell - More with Balamb's history with fish and the NPCs knowing about his late grandfather and how great he was. After being adopted, what made him become a martial artist? When did he go to Garden and started using GFs? Maybe players can fish as Zell near the dock to get good rewards for him? The ending with the "Zell's hotdog scene" should change as if you did not at complete the minor sidequest with the Library Girl.
Rinoa - More on Timber's Independence with the resistance groups, fighting to regain their rights and reorganizing the political party of Timber. The older members of the resistance would have the seats of the government. More on her father Caraway and Julia's death, maybe even a flashback that started the disconnection of her and her father. I do not recall any dialogue relating to Rinoa talking about her mother.
Selphie - Maybe doing a sidequest to build up Trabia Garden, after the missiles attack. Selphie could setup a fund raiser around the world. If completed, there can be a reward earned for Selphie. I always wanted to see how Trabia looked like before. And about the mystery GF, make it more detailed and put more thought to it. Her story on this "mystery" GF is what really makes the orphanage plot twist unreasonable. If you think about it, how was she able to Junction in the first place when her Garden prohibits the use of GFs? For that to be possible, there would have to be another way to Junction other than Junctioning a GF, which would defeat the purpose of her acquiring this "mystery" GF because her GF at the time would also create a mystery in itself. To be quite honest, this was very poorly written =/
Irvine - More on Irvine's mysterious past on what he did after being in the orphanage and more on his relationship with Selphie where he tries to get her attention with his charm. Completing this form of sidequest will unlock his mysterious past where he speaks to Selphie alone in the secret place in the Training Center.
Quistis - Quistis' history in Balamb Garden and how she became Instructor. Also, after the orphanage plot twist scene, possible flashback missions with Xu as a SeeD trainee throughout the rest of the game. leading up to the war in Dollet and ending at her failure of being an instructor. This shows how she started to become more mature then the rest of the crew and her many experiences as a SeeD.
Nothing much for Squall because the story was pretty much centered around him.
2. BATTLE SYSTEM
-First off, Junctioning magic should not be as broken with the "Card Refine Trick" or at least making it available halfway through the game, not so early as the first disc.
-Weapon magazines should include how to get the remodeled items needed. (For example in order to get [weapon name] you need to get [item name] from [monster name]. You should also be notified if new weapons are available when entering/exiting a shop as you acquire a new item for remodeling and where to get the remainder items.
-There is no such thing as the magic spell Aura anymore. It as now a “Boss only magic” use.
-Enemies should not only get stronger through increasing level but through increasing stats to compensate the flaw in Junctioning high magics at low levels. It should be less likely to 1 hit KO enemies.
-Enemies/Bosses need to take more strategy to defeat (e.g. using specific magic or abilities to defeat them, instead of DPS).
-No GF. should have the same ability (e.g. Cactuar and The Brothers learn Defend), instead should only be 'taught' through the usage of GF Items (e.g. Doc's Code). GFs already have pre-created job classes so they should be Junctioned to any of the characters to give diversity and customizable job classes.
Draw & Cast Commands
They should be of greater use and less time consuming. For example, for people who said that drawing magic is tedious work, you should draw once per battle depending on GFs' new Character ability called Drawx2. With this ability, it allows the player to draw more than once per battle. Some GFs can learn extra 'Draw' abilities when completing Drawx2 (e.g Drawx3, x4) allowing them to gain more turns for draw.
-Cast should still be used for casting the same magic the enemies have. But the 'Magic' command can only use magic that are NOT Junctioned. Junctioned magic and non-junctioned magic would be separated from the magic inventory to have convenience.
Since there is Junction Exchange, it is possible to leave your characters "naked" with no abilities when switching Junctions. But what if you are not the type to leave your characters un-Junctioned and you prefer to keep them with certain GFs?
There are many ways to play this game and how to setup Junctions and usually all you need to do to win is to have an optimal setup where you attack for max damage and junction auto haste on your party. They are hardly any strategic battles and diversity. And in order to have this, each character should rely on character skills.
Adding new a command called Role Command would give more options to just 'Attack'. It will also give a slight bit of diversity between characters instead of through the usage of Limit Breaks only.
These are not mandatory default commands, such as 'Attack' but you can still use these commands even when Junctioned. (Think of them as the skill commands of FF6 if you will, innate abilities)
Role Command: Duel - He enters one of his specials per turn and for each consecutive turn doing so will unlock the next special
(e.g. after entering Punch Rush, Booya command will appear next turn so on and so forth until My Final Heaven) His Limit Break will remain the same, under the new name Combat King
Role Command: Ammo - The same as his Limit Break but only shoots once per turn. This is much stronger than his regular “Attack” but it makes his new command very conservative since it will still use up his stock of various ammo quicker this way. His Limit Break will remain the same, under the new name Sharpshooter
Quistis (Beast Master/Blue Mage)
Role Command: Tame - A skill that captures enemies and controls them with their own attacks, similar to Beastmaster job class. The player usually has to weaken the enemy first. “Blue Magic” will be learned the same way as her Limit Break remains unchanged.
Rinoa (Red Mage/Time Mage/Beast Master)
Role Command: Pet Pal - A command where she summons her dog. She will have various 'Tricks' that she learns through many new magazines. Her main commands are different then her Limit Breaks. They will all be scenic animations with Angelo in either aiding an ally or damaging an enemy, along with other single targeting attacks and status effects. Her Limit Break 'Combine' as well as 'Angel Wing' remains the same.
Role Command: Slots - Similar to Lady Luck dressphere, her new abilities would act upon damaging, bribing and confusing enemies while raising the Party's Luck and other enhancements. Her abilities are gained through leveling up. Her Limit Break remains the same under the new name Booyaka!
Last edited by gido0471; 05-02-2011 at 10:05 PM.
Squall (Mystic Knight/Warrior)
Role Command: [GF Emblem] until plot reveals “Griever” name - Targets one ally per battle to be immune to KOs on low health EXCLUDING himself, making the usage of Limit Breaks more easily obtainable without having to worry about getting KO'd. After the targeted ally uses the Limit Break, that ally would be fully recovered and can not use the natural way of Limit Break for the remainder of the battle. This is showing his ability to having strength and pride like a lion. His Limit Break remains the same.
Seifer (Mystic Knight/Warrior)
Role Command: Chi - A fixed, scenic attack infused with fire on his gunblade targeting one enemy. Limit Breaks remains the same.
Role Command: False Aid - Laguna can heal party members or enemies, but sometimes it will also add a random status effect on them. Limit Break remains the same.
Role Command: Dance - An ability that buffs/debuffs allies/enemies. Limit Break remains the same.
Role Command: Harpoon - An attack that targets one enemy and pierces through defense. Limit Break remains the same.
Edea (Black Mage)
Role Command: Focus - Charging spells for a stronger effect until next turn. Limit Break remains the same.
-Explain and spread the “orphanage plot twist” in more detail and show how serious and unfortunate being an orphan really is so that people could be more broad-minded about the plot twist.
The major thing that I'm concerned with is that the GF makes them forget. I know amnesia in an RPG is cliche but this explanation isn't helping the matter much to the plot on a reasonable level. The GF critics where were they? They were only mention briefly by Quistis and felt like they could have added more into the game. Make them actual NPCs all around the world and make them talk about downsides of GFs by foreshadowing.
4. MISC. (not as important or necessary)
-Longer and various dungeon music
-Angel Wing Limit Break shows wings permanently until she is KO'd
-Ultimecia should be using Time Magic like Stop and Slow to her advantage as a buffed effect for her sorcery powers.
And that's about it I guess. Now that I sit back and look at the game, it just felt TOTALLY rushed. If SE ever decided to remake this game, please...just expand on what you didn't tell us before. Expand the story, that's all I'm saying. If you have any other suggestions or questions to my list please feel free to criticize or ask them and add your thoughts to the list.
Last edited by gido0471; 05-25-2011 at 10:17 PM.
A lot of what you want to change seem to only make the game broken if you really go out of your way to do it, and without some of these things, I feel the game would really lose a lot of it's draw. And a giant chunk of what you want to change isn't really game design in the strictest sense, most of which only existed in the capacity it did due to limitations of the system.
I like the idea of having more defined roles for characters, however, I don't like how you seem so incessant on making them stuck in their roles for an eternity.
I'm actually studying Game Design in University, and I've got one major piece of advice: Don't design what you want, you have to design what the players want, and what the players want and what you want are probably not the same thing. On top of that, perhaps you should focus on your own project as opposed to someone else's. It's not very constructive from a design perspective to blurt out how you wish a game you didn't even make was.
Also, just taking your ideas of FF8's system and implementing them in your own original idea isn't exactly game design either. Don't be too precious with ideas and be willing to change things in an instant.
I don't think SE does what the players want, if they actually did, explain where FFX-2 came from.
X-2 came well before The After.
And yea I'm actually working on a project, taking time off it for school but soon I will go back eventually. I also realized that you have to look at the players perspective, which is what I did in a way. When I played the game recently, I was a "player" so I thought of things a player would criticize about and I would fix them, hence the characters, battle system, and story sections. There was already controversy about the game's battle system so that's what I focused the most on. I don't really think of this as a "change" but more as an improvement. But thanks again it's always good to hear from another Game Designer.