Theozilla
Kaiju Member
Didn’t expect Nomura and the devs to actually care about an element that would normally be shrugged off as standard “gameplay and story separation/dissonance” that they even asked Nojima to write stuff to reconcile it
It's still a mobile game and still not worth over thinking imo
You're taking asset reuse in the game too literally. The overall explanation of how you get to see cities and stuff in The First Soldier combat missions is because the VR system is utilizing the future intended development of Midgar's sectors as a baseline for each map.
Oh oh well said.After playing Dragon Age, where the world-building is richly detailed and meticulously consistent, the poverty of imagination in FFVII's compilation becomes ever more apparent. The frustrating thing is, there's so much potential in the world of FFVII: all they needed to do was sit down with the basics they had and do some careful, consistent reverse engineering to produce a impressively complex, believable, interesting world. Instead, they just BS their way from one ridiculous inconsistency to the next.
Too bad Inspire was from the Early Material files and was simply never brought up in the OG. Then none of us would have ever questioned it being in DoC.At least it's not Inspire, amirite?
Nojima is a character writers first and foremost. So is Nomura. Plot and World-Building always come second for them. Just look at FFVIII which came afterwards with the same general team of writers and had... pretty good character interaction and concepts but whose world-building and plot are famously all over the place in terms of quality.Great characters like Cloud and Sephiroth don't come for free.
How the OG FFVII story and world was as coherent and great as it was with *so many* different people adding to it... I have no idea. There should be no way six people (eight if you add Nomura and Kitase to the list) can come up with different aspects of a story (piecemeal at that!) and it work out so well. But it did.Kazushige Nojima: Cloud's Backstory & Flashback Event, Created Zack & his Backstory/ events, and wrote for Vincent's general events & Backstory. Currently General Character Writer & Loremaster.
Motomu Toriyama: Cutscene & Visuals Director and wrote for Cloud x Aerith moments.
Hiroki Chiba: Worked on Vincent's Story Events with Nojima, oversaw all Gold Saucer Events, and directly pushed for Chocobo Racing & Breeding. Did Dirge of Cerberus and wrote its story.
Jun Akiyama: Red XIII & Yuffie Kisaragi's Story Events.
Masato Katou: Cloud and Tifa's heart-to-heart within the Lifestream, Tifa x Cloud's love moment "Under the Highwind" event, generally Tifa x Cloud events.
Takashi Tokita: Wrote for some of Yuffie Kisaragi's Events, including the Five Gods Pagoda Event in Wutai, and created Mog House for the Gold Saucer.
Sources
FFVII 10th Anniversary Discussion
Behind The Scenes Of Final Fantasy VII’s Gold Saucer
The development atmosphere that gave rise toFinal Fantasy VIIthe Gold Saucer was unique, becausethe storythe area wasn’t carefully plotted in advance.
I disagree that DAIII's characterization is inferior. Not only it has more main characters, but it gives them personal quests and storylines + multiple options.Comparing FFVII to a "world-first" story is interesting to me because there's a give and take to consider. Where Dragon Age is superior in world building, it lacks in characterization. Where FFVII lacks in world building, it makes up for with memorable characters.
I don't think it's that the creators are bad with world building, just that their priorities are elsewhere. Great characters like Cloud and Sephiroth don't come for free. I can't imagine the amount of conversations that have gone into developing them specifically. Wish I could snap my fingers and we'd get it all: memorable characters, a compelling narrative, and rich world building, but I think where the creators do spend their time makes sense for this series.