I see what you're saying, but I think problems might arise with that. Using your example, Fire 2 is two small fireballs. What about Fire 2 with All materia? What happens then? Two fireballs to every enemy on screen, or does each fire spell behave differently when paired with All? I'm sure they could think of a solution to this problem, but I personally think it makes way more sense to not carry your save over 1-to-1 between games.Obviously you raise valid points, and you just have to hope that the devs are thinking about these things carefully. Let's go back to the Fire example though. In the game demo snippet at E3, we saw Cloud cast Fire, which basically looked like a small fireball. For arguments sake, let's say Fire 2 could be two small fireballs (1 1/2x damage as Fire 1), and Fire 3 three smaller (or maybe slightly larger) fireballs (2x damage as Fire 1). Nothing too insane, and leaving plenty of room for meaningful powerups (visually and attack stat-wise) for Fira and Firaga in later instalments. At the end of the day, doing something like this will make that progression feel more meaningful across what may be a very long series of games, not to mention a long time. Not being able to level up base magic within each instalment will be quote frustrating, I think, in an RPG.
If they remove even 1 experience point that I earned at the beginning of Part 2 I am gonna be so mad. ^What mako said.
In ME2, you didn't get XP from killing enemies at all, only from doing missions. And each mission only gave a set amount of XP.Limited in what sense?
Its not an exact copy, but the creators aren't going to add in elements completely at odds and divergent with the game and it's original style. FFVII allowed players all the time they needed to prep and explore the world once all resources were afforded to them. It would be poor game design to suddenly add a limiter to the portion of the game most open and explorable.
Because it would adversely affect gameplay ...
Mako said:... and scenario framing.
Mako said:Episodic games or games that are chapter based like XIII have hard limits in place in order for the game experience to be optimized for the first run and not power creeped beyond reason. If free reign were potentially given for abilities, materia and stats, it's conceivable a player could make their characters strong enough to the point that they have end-game level stats by the time they just enter part 2.
Paralysis of the growth system in a single-player RPG would adversely affect gameplay. =P
As well as the crucial work-to-reward element of RPGs.
Well, in the case of Meteor, we agree that a realistic countdown to impending doom should take a backseat. Why not this?
I had all my characters at Level 120 in the chapter-based FFXV during Chapter 3. I saw no problems.
I think having spells that you don't have the MP to cast because of a level cap sounds really frustrating. Anything in the first game that the player has access to should be able to be used, otherwise it makes the first game more advertisement to the second than standalone title.
Yeah, but you could level Cloud up until he could cast that spell in the same game. I was saying that if you can't get the necessary MP in the entire game due to a hard level cap, you shouldn't be able to see the spells you can't cast in a menu somewhere.You can still use the lower level spells of the materia, you just wouldn't be able to cast the spells beyond your MP capacity.
And that was possible in the OG. I leveled up Bolt to Bolt2 but Cloud was unable to cast Bolt2 due to insufficiemt MP. So it's not unprecedented or impossible in FFVII.
But it doesn't adversely affect gameplay.
Mako said:Developers have used such a system effectively with plenty of single player RPGs. It was done with FFXIII and it's still one of the most challenging and strategic games in the series.
Mako said:No entire chapter/portion/level/etc of FFVII has ever been under the constant pressure of a real time clock that limits how much exploration and preparation you could do until facing the consequence of Game Over.
Certain portions of the game are timed as challenges but not entire portions and certainly not the last part of the game where open exploration and side quests are finally given to the player.
Mako said:That's good for you, but you do realize some players actually hate when they over-level through the sheer consequence of never running from battles, right?
Pretend it's not there.