1 / 28

Final Fantasy Tactics Advance

Final Fantasy Tactics Advance. Robin Burke. Basic Facts. Hand-held RPG-Strategy hybrid Final Fantasy cosmos diverse sentient races monsters magic. Basic narrative. Main character Marche Thrown unexpectedly into a fantasy world Becomes a leader of a clan Fights battles

Renfred
Download Presentation

Final Fantasy Tactics Advance

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Final Fantasy Tactics Advance Robin Burke

  2. Basic Facts • Hand-held • RPG-Strategy hybrid • Final Fantasy cosmos • diverse sentient races • monsters • magic

  3. Basic narrative • Main character • Marche • Thrown unexpectedly into a fantasy world • Becomes a leader of a clan • Fights battles • to get back to his real life • to defeat those trying to stop him

  4. Objects • Characters • Main character (avatar) • Clan members • Weapons • Clothing/Armor • Healing Items • Terrain • Map • Missions • Law Cards

  5. Attributes: Characters • Basic attributes • Level • Experience • Hit Points • Magic Points • Judge Points • Strength • Dexterity • Speed

  6. Attributes: Characters 2 • Race • limits available jobs • Job • limits basic attack abilities • Abilities • Attack • Support • Response • Counter • Block • Combo

  7. Attributes: Characters 3 • States • Confused • random action • Poisoned • lose HP per turn • Charmed • work for the other side • Defense+ • Defense- • Speed+ • Speed- • Attack+ • Attack- • Auto-Revive • Auto-Regen

  8. Attributes: Economics • Level • acquired through experience • advances character attributes • Experience • acquired through successful combat actions • used to advance levels • Ability • acquired through successful mission completion • used to acquire abilities • Money • acquired through successful mission completion • used to buy items, weapons, armor • Judge points • acquired through successful KOs of opponents • used to buy powerful "target all" attacks • Hit points • lost through attack damage

  9. Attribute: Artifacts • Weapons • Attack • Defense • Elemental • special attack feature • stronger against certain enemies • Enhancements • Abilities Taught • Range • Clothing (includes Armor, Shields, Hats, etc.) • Defense • Elemental • better defense against certain attack types • Enhancements

  10. Attributes: Terrain • Height • Obstacles • Water • Trees/Pillars/etc • Laws

  11. Map • Cities • Pubs • missions • Stores • Countryside • mountains • swamp • desert • forest • Jagd • urban but no laws

  12. Battle • Turn-based • order determined by speed stat • Facing • very important • side and behind more likely to hit • front only 50/50 at best • Attacks • range • close • Effect • damage • status conditions • facing / position changes

  13. Laws • Battles take place under variable rules • Prohibited and rewarded actions • Law cards enable laws to be canceled • Up to the player • to remember what they can't do

  14. Laws • Explicit "Laws" of Battle • Random but predictable • Overturnable • law cards • can be won • but not purchased • Stages of the game • increasing numbers of laws in each battle

  15. Laws Consequences • Memory task • some very difficult like "Copycat" • Consequences • Requires that you have different clan members with different abilities • Requires that you be cautious about engaging in battle

  16. Jail • Law violations • Red card for Marche • end of game • Red card for other • remove from battle • must travel to jail and pay to release • Yellow card • warning

  17. Emergence • Rule set is very complex • many abilities • many weapons • Environmental variables • terrain • rules in force • monster / opponent abilities • Each battle is unique • Multiple successful strategies • go in swinging • cripple with status attacks • selective engagement

  18. Uncertainty • Probability of hit • only important random factor • Can be manipulated by the user • by moving • by terrain • by acquiring objects • by learned abilities • Player can trade effort for more certainty

  19. "Dispatch" missions • Lose the use of a clan member for set period • Probability of success differs by mission • Best members most likely to succeed • Dispatch missions • good for building abilities and experience • usually well compensated • sometimes necessary for game progress • Decision • lose a useful member • high probability of success • send a lower level member • lower chance • may need to do mission again

  20. Feedback • Negative feedback for experience gain • 1 experience point only for defeating opponents of lesser level • must continue to take on challenging missions • Positive feedback on purchasing power • pretty soon you have one of everything • but some items can't be purchased • Positive feedback with Totema • more later

  21. Game theoretic aspects • "Dispatch" missions • Investment decisions • which job to level up in • different stat growth • which abilities to invest AP in • determines repertoire of attacks • Degeneracies • Hunter/Morpher combination • Illusionists • Mog Knight

  22. Conflict • individual level • fighting monsters and opponents • team level • fighting groups with mixed abilities • quest level • to achieve the game goal • restoring the "real world"

  23. Core Mechanics • Battle • Provisioning

  24. Narrative • Borrows heavily from "The Never-Ending Story" • Kids enter fantasy world • Must try to figure out how to get back • and decide whether they want to go back • Central narrative element • Totema Battles • defeat boss monsters holding the world together • each defeat adds power that can be called on in battle

  25. Narrative cont'd • Plot twists • former real-world friends become game-world enemies • Highly linear • fixed plot revelation controlled by "must do" missions • After each narrative point • new map destinations • new battle possibilities • harder monsters

  26. Pleasures • Strategic engagement • devising and executing a successful strategy in battle • Payoff of provisioning and investment • having the appropriate ability to defeat an enemy • having the right set of characters even under strict laws • Manipulating the law • canceling a restriction • or imposing one • when you have the right law card • Achievement • advancing your characters • getting new abilities • cool animations

  27. Culture • Compare with Asteroids • Avatar • lone ship • leader of a clan • Scenario • isolated in trackless space • in a mapped place • Control • fire, thrust, rotate • economic, strategic and tactical decision • multi-leveld

  28. Themes • Responsibility • Player is responsible for clan • Must plan and invest to build characters • Game as trap • Your character is trying to escape from a game that has become too real • temptations of the game • power • adventure • fun • Reality • Characters dispute the reality of the game world • Characters dispute the preferability of the real world over the game • The hero is a "rebel for reality"

More Related