But open world role-playing games will “serve as inspiration”
Final Fantasy 16 won’t be providing us a big open world, despite the changes made by its predecessor.
Earlier today, we witnessed a significant marketing effort in the shape of several interviews with Final Fantasy 16 producer Naoki Yoshida. Yoshida said the next PS5 exclusive departs greatly from Final Fantasy 15 in his interview with IGN.
We decided to forgo an open world design that confines us to a single open world environment in favour of an independent area-based game design that can give players a better sense of a really “global” scale, he adds, in order to bring a story that seems like it covers the entire globe and beyond.
Yoshida clarifies, though, that those who liked 15’s strategy won’t be left behind, since his sequel would still draw “inspiration” from these games. We played a lot of games ourselves in order to make a game that may appeal to and excite both our core fans and that younger generation, so [Final Fantasy 16] does draw inspiration from more recent triple-A open world RPGs.
Leaving a troubling legacy behind
After Final Fantasy 15’s turbulent past, it’s understandable why many are hoping for a new beginning with Final Fantasy 16. Final Fantasy Versus 13 started out as a spin-off game in 2006, but it quickly hit development hell before getting rebranded and effectively beginning development in 2012. Finally released in 2016, 15 received positive reviews but wasn’t as warmly received by fans.
Although I like 15, I could tell there had been development issues when I played it at launch. The open world is stunning and full of amazing scenery, however it is only true for a portion of the game. You can plainly see how design concepts clashed throughout production in 15’s second half, which shifts away from this open approach and places the story on a linear course.
Even worse, there isn’t much worthwhile to do there. It was difficult to drive when Ignis wasn’t doing it for you. The open world in 15 wasn’t great, but it wasn’t bad either. Even though the Royal Edition had more quests, by that point it was more like playing catch-up. In light of all of this, I can understand Yoshida’s