Why I Think Final Fantasy 13 Failed
(A little while ago I ended up talking to Xander Davis about ways Square Enix could go about saving the Final Fantasy Series and it led me to writing this post)
Final Fantasy over the last ten years has gone through some VAST transformations. Everyone on the planet has a different game in the series that they deem to be the strongest ( I still say 8) but most fans have agreed that the latest installments have lost the “spark” that has kept people captivated over the last decade. Some believe it’s because they spent too much time in Invalice, others believe it’s because the great talent that led the team to victory has more or less moved on, and others believe it’s because JRPG’s are “dying”(utter nonsense). I personally believe some truth exists in each of the arguments( except that last one), but the real issues that Square Enix is facing are a bit more complicated.
For the purposes of this article I will be sticking with Final Fantasy 13 and 13 only ( it’s the only one I was able to beat in the recent lineup without rage quitting entirely). The subject material of the plot line purely on its own was absolutely fantastic. One lone girl that has been cursed and from that curse made into an enemy of the state, Others that know and care for that girl then vow to find a way to save her even if it means making themselves cursed in the process. The concept had love, racism, perseverance, a tiny tinge of madness, and left the designers room to let the characters grow / change while fighting for survival. These are all elements that we like to see existing in any video game and we always celebrate the endings because either they will triumph over their obstacles to find a truth or die horribly while trying. So what happened with 13? Why did a great concept that has made many successful franchises over the centuries fall apart while under their wings? Because they were copying the epic “feel” of a story without having the groundings of a true story.
Let’s take a look at the style of Shakespeare or anyone that has written an excellent novel. We can pinpoint who the main character of the story is, at some point within the story we can also distinguish characteristics of this main character while also learning characteristics about everyone else involved with the play or story. Before we are halfway through the story we usually see something happen that is the main reason or the “focus” (as my old English professors like to call it) as to why this story is being told to begin with. If it were something like Romeo and Juliet I’d say it was them expressing their love for each other while in other works like say Harry Potter I’d say it would be one of the Horcruxes (if you have no idea what I’m talking about then dear god you need to read some books… it’ll do wonders). Now I know not everyone will agree with me about those things being the “focus” of those works but the point I’m making about Final Fantasy 13 is that we can’t determine a focus.
Every character in Final Fantasy 13 is not actually a character, they are more in line with a poorly crafted mold. We have the leaders ( Lightning and Snow), the ornery sidekicks ( Sazh and Vanille) , the wronged avenger (Hope) and a whole bunch of character types that we only ever see in terribly written Anime. You know what? That’s exactly what I think Square Enix did, they look at anime’s that they themselves liked and decided to just copy them when making the game. Much like an poorly written anime they took a concept, stretched the concept to fit the length of their game , then tried to make sure scenes that they felt were important would only happen at certain parts. The difference between good anime and bad anime is usually the length. if going for 12 episodes to 26 then the show might have a shot at gaining traction as long as it continuously kept people entertained without too much “filler” ( random stuff that has nothing to do with the plot) . For other shows however like say Naruto they bit themselves on the ass painfully by taking a really endearing idea but dragging it out for 300+ episodes. The idea starts out great, but when its stretched out too much we start noticing all kinds of flaws that wouldn’t happen if things were kept short. Shorter style anime’s usually tend to have a focus in each episode as well. Whether it be learning about a side character, someone in the group gaining some great power, or them realizing something about themselves.It’s a style of presentation that has been happening in plays for centuries ( Act1,2,3,4) and in Final Fantasy 13 it all happens haphazardly.
We can find ourselves learning about Snow in one scene, next finding ourselves with Hope in another. These two characters were never together until very very late in the game. So the game would tease you a little with one character, then right before you think ” hey, I’m finally starting to sort of understand them” you were yanked away to somewhere else. You were lucky to have any feeling for that character left by the time you actually saw them again and usually they weren’t where they had left off from before.
So what does this mean for anyone trying to learn from Final Fantasy while making a game? Learn how to make an enthralling concept but do not in any way copy what they did. If I had to come up with a game script for 13 I would try to keep the group together but keep important details hidden until I had the right moment ( the art of building suspense). We don’t need to know Snow’s incompetence killed Hope’s mother at the beginning of the game. I would prefer to have an entire team exploring the world ( maybe hunting down leads on Serah?) while occasionally accomplishing side quests that help explain some of the angst we see earlier in the game. Somewhere around the midway point I would like each character to finally be unlocking their summoning as they deal with whatever personal issue that has been holding them back as we head closer to the ending. For the ending itself I would probably have everyone but Lightning achieving their summoning while some crazy plan has been hatched, planned, and properly funded through side quests. They put the plan in motion, whoever incarcerated Serah should now be facing Lightning and somewhere within the volumes of that fight we see Lightning finally reaching her full potential.
Why did I choose a set up like this? Because it’s a lot of what I grew up with. Hundreds of classic anime’s have lived off similar story planning, it when critiqued would be considered a variation of the Hero’s path ( which early Final Fantasy games made a living off of), and personally I believe that the basics must first be touched before we truly see anyone create anything exciting or new (plus Atlus is quickly becoming a figure of the game industry for doing things like this). Lots of great video games ( like Lunar, and Star Ocean) while many incredible anime ( Crest Of The Stars) had so much life to them not because they weren’t rushing through the feelings or jumping around places frantically, but because they took their time. Everything was given a moment, every person may very well have had their own special episode, the world itself was filled with vibrant things, and we never once ever had to rely on nostalgia to understand whatever it was that the game makers were trying to say. People that grew up with this stuff will always remember the beginnings, the middles, and the ends. People always remembered what their worlds were called, who the heavy hitters were, how the towns were broken up , what of interest was happening at each locale and what the team ( the focus of the story usually) had done while visiting.
These are all things we can’t do in Final Fantasy 13. We never had a full idea that we were inside a world, who the characters were, what their purpose was, we hardly ever met anyone else that could be seen as important ( I’ve met background actors in racing games that had more appeal then 13) and we never once felt like any character in this group was on an actual journey. They all felt like melodramatic actors sitting on a bad anime set after finally completing their 7th season. No one really wants to pay 60 dollars for that kind of feeling.

















I'm sorry but I don't agree with you. Even if FF13 would have had the most amazing story ever created the overall construction of the game was just terrible. I mean, you say that FF8 is your fav FF game but that game easily had the most terrible story and characters in the entire series. FF8 looked very cool, stylistic and pretentious on the outside but in the inside it was as shallow and empty as a blonde bimbo girl and you still liked it, right? Or do you really think that FF8 story wasn't anything but terrible?
FF8 was my first FF game (I was hooked after watching the trailer that came with the first Parasite Eve game) and it still is one of my fav too but is mostly because of nostalgia, because after playing FF7 in 2010 I realized how much more superior that game was in every single way. Characters, story, battle system, etc. you name it. Now I understand why people whined so much when FF8 came out saying that Square ruined the series but it couldn't have been avoided. FF7 was simply too good just like Uncharted 2 was too good and Uncharted 3 suffered because of that but. But just like Uncharted 3, FF8 wasn't a bad game either. They both simply had terrible stories and pace compared to their pre-quels.
To me story is not much of a problem as long as the focus is the romance, fantasy or whatever but not the boring politics like FFXII did. But I still enjoy FF12 and I could still enjoy FF8 too because their gameplay was good, they still resemble what FF is about but to me FFXIII gameplay is absolute garbage. The battle system is braindead. It's just about using the same strategy on every single enemy while testing your patience with the high health of the enemies; like how much how can you hold by doing the same thing over and over again? That's FF13 gameplay in a nutshell. Upgrades were pointless, summons were pointless, level cap on each chapter with linear character growth, maps were a straight line like a tube and then an empty box when you got to Pulse with no towns, stores, NPC's nothing. There was no sense of adventure or exploration because the world of FF13 was empty. The game was all about going from point A to B in a straight line for a cut-scene to see the characters whining and then a pep talk or a boss fight against an enemy you didn't even know or gave a crap about it/him. That's all you did through the 30-40 hours of the main game and to me that's not Final Fantasy.
They fixed some of this for FF13-2 by adding more gameplay variation and stuff but man, that game, I really couldn't get into it. I love time travel stories. I loved Looper (2012), Back to the Future (1995), Chrono Trigger (Snes) but FF13-2 story was sooooo bad and inconsistent. Every time I saw those 2 idiots stopping the game just to start talking about some stupid parallel world theories for 5-7 minutes every 30-45 mins of gameplay and then blame every little thing they couldn't explain on a paradox, I just wanted to facepalm myself through the face. Whoever wrote the story for FF13-2 should kill himself seriously. I know I'm contradicting myself because I said I didn't care much about the story as long as it wasn't boring politics but FF13-2's story is even worse and so IN YOUR FACE with the frequent cut-scenes to talk about pure nonsense and stupidity. FF is one of my fav series but Lighting Returns can go to hell for all I care. Now give me FFvs already damn it!
….. interesting response….
#1 12 was supposed to be focused on Ashe and Basch and for the longest time it was always focused on them. Square bosses no longer wanted an older guy to be the lead so the entire story was then rerigged to fit vann and penelope. I'm willing to bet things would have made more sense if we could have all seen the true game instead of that " focused on teens" mess that Square went with.
#2 13's battle system is like an advanced match of Rock paper scissors. It *MIGHT* be possible to do the same strategy every time ( I seriously doubt it since certain bosses demanded certain things) but even if you found a way around it, you would be spending an endless amount of money just on potion recovery. The battle system was one of the few saving graces of that game.
#3 you have some serious fucking issues if you think its alright to walk around telling people to go commit suicide just because you didn't like their direction in a videogame. Grow the hell up, learn about the value of life, and be grateful that people love games so much that they are willing to sift through bullshit like that whenever a game is made.
The average amount of time someone stays in the game industry is 2 years…. you are not helping.