SocraticMethod
Ex ACFer
- AKA
- ticalmc2k2
For some reason after all these years I've never thought about or known what Aeris is looking at (some electric panel?) in the intro to the game. What is it and why is she interested?
Well, let's not forget this scene reappears in the ending. So the true answer isshe was looking at spoilers. Hey, just like you!
Or it's a hole in the wall where the men can see it all?
Sad to think that all her life, her version of communing with the Planet was reaching out to processed mako...
I think the theory that <insert things here> is giving the team too much credit and overthinking it.
She's looking at a leaking Mako pipe. I always figured she was hearing the voice of the planet or something from it.
So, disconnected from the specific theory in question, I think that this mindset on analysis of media (books, films, games, etc) is really common, but extremely odd.
I get that when you're reading a book, your English teacher obsessing about things like, "What do the blue curtains represent in chapter 3?" is annoyingly nitpicky and oftentimes an over-focus on artistic intent. A lot of the time, those curtains being blue is just a meaningless detail and they aren't always a metaphor for something that the author is trying to convey non-verbally.... However – depending on what you know about the author, there's always something worth analyzing. There are going to be times when analyzing the color of the curtains that they use IS VERY important, because there is an intentional metaphor there, or there's a cultural connection of some kind that will tell you why those choices were made. I think that there is a common misconception that stories are just sort of pieced together by whatever works, and that those details get lost on large collaborative projects like games. Most visual storytellers are INSANELY meticulous about the things that they put together, and when there are project & design leads for software development or people working on films, they're exceptionally focused on their art form communicating all sorts of things on multiple levels all the time.
Guillermo Del Toro's movies are a great example of this sort of direction and artistic design being insanely detailed both the broad metaphors as well as down to the individual designs, and also things like intentional use of color:
For Final Fantasy VII though, especially in the 1997 era of gaming before performance capture & procedural generation – literally every single detail that is anywhere in any part of the game was intentionally designed by someone. Especially with Final Fantasy VII being on the cutting edge of the advent of FMV and 3D graphics, I think that if anything we often don't look at some of those details & think about them nearly as deeply as the people who created the game did 98% of the time. Sure designs and things change as a project is developed, and not everything get polished or delivered as they would have liked, but just like with movies – that's just a part of the reality that comes with the process.
When you're talking about the opening FMV of the game though... I don't think that there's any part that's obsessed over more by the designers, because it establishes the initial tones and is the thematic opening of storytelling for everything that they're going to do that follows. The fact that the very ending of the game wraps back to that moment means that it's DEFINITELY something that they took a lot of time and care in creating. If anything the Final Fantasy teams are known for being insanely OVER meticulous about details that no one else is going to consider as a consumer.
Not every detail is always going to have meaning, and not every interpretation is going to match what the writers/designers/producers were going for, but I think it's really odd that you'd ever think that you're giving those teams, "too much credit" for assuming that they thought really heavily about things and how they're presented in a project that they're all passionate about long before the world ever sees it. Most forms of media for people that involves storytelling isn't just a job that they do out of obligation or a piece of casual entertainment to the people who make them. Sure there are people who just make mindless popcorn flicks or games just to turn a profit, but when it comes to things that are deeply meaningful and successful at storytelling – that's rarely going to be the case.
X
Well for starters I was making a joke, hence the second part of my comment.
But, I do think you are putting artistic intention where it doesn't seem to be in this specific case. It's not a "mindset" nor a generalization I apply to "insert things here". I kinda don't appreciate changing the intent of my words to make it seem like that, and then explaining to me as if I don't understand that artists use symbolism and how it works lol.