Post your dream FFXVI ideas

>Turn based
>Job system from III & V but expanded and no penalty or need to grind for job switching, experimentation is heavily encouraged and rewarded, jobs have no levels, only the characters themselves.
>Traditional medieval setting with airships and more stuff from 2D Final Fantasy games.
>Main protagonist is a spy who betrays all the party members 30 hours into the game.
>Those party members end up being bosses at different points in the game.
>Semi-linear, no open world, no traditional side-quests with a quest log, more like Chrono Trigger side quests.

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My only idea is that it'd be nice if I didn't have to wait until 2035 to play it

After 2 decades of ff garbage I'd be willing to settle on an entry that isn't complete shit for once.

Squeenix will never make a turn-based FF ever again because it doesn't have "mass appeal" outside of Nippon. Also, this is probably just me, but the class system in ff5 was a bit too autistic for me. I prefer more traditional class systems like in ff1, ff3, dq3, Wizardry, most wrpgs.

Spanish colonial shit. Stuff that you'll find still standing in Cuba or the Philippines.

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Anything but the trainwreck of xv again jesus christ

I think 15 would be a good game if the combat wasnt to terrible.

I found the combat kinda fun if you stay level 1, don't use food, and don't use consumables.

this isn't total war or assassins creed, my man

but i want a pirate themed Final Fantasy

I just want some real-time job change action gameplay desu, don't care if it's in a mainline FF or whatever.

Anything as long as it has decent worldbuilding and fantasy elements. No more going around the world in a luxurious car on autopilot, ever again.

>main romantic storyline is gay

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Nobody likes seeing 2 dudes kiss sorry, it's disgusting.

wow... trumptard

This, most heterosexual men have a part of their brain that's associated with disgust activate when they see two men kiss.

No DLC, no game split over other media such as movie or anime. No open world.

source

you're wrong

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No i'm not, that is why TLOU2 has 2 girls kissing in an E3 trailer.

Lesbianism is OK but literally 99% of the population finds men kissing disgusting.

Literally the only difference between 3 and 5 is that 5 allows you to equip a secondary job's ability for a tad extra customization and doesn't penalize job changes, how is that autistic?

Faris Fantasy V
Make it happen squeenix

Main protag over 30
FFXII story would have been so much better if Basch was the actual main protag

Matsuno, Kawazu, Kitase or even Sakaguchi come back to the series as director, no creative restrain. Or someone who has done good games before, I don't give a toss.

Alternatively, ditch FF altogether and give Kawazu a fucking proper budget and dev time.

Rogue Galaxy?

Turn based. I'm sick of them appealing to non fans & shitters.

FF but in space

Successor to XI that keeps core gameplay and pretends XIV never happened.

>they will keep working on 7R for pretty much a decade
>by the time they announce XVI will probably take another decade before it comes out because they tried too hard
>will come out incomplete

-no turn based, a proper unique combat system. FF tried turn based for 10 games and they were bland in all of them
-directed by Naoki Yoshida
-setting does not shift towards realistic
-airship for world exploration
-Main composer is Soken with Uematsu/Shimomura assisting

Just drop the stupid action game angle they have been moving towards since 13, and bring back actual RPG elements, equipments, and please for the love of god don't make the difficulty braindead easy again. The games past FF12 practually play themselves. You don't even have to use your brain even for post game superbosses.
It would be nice to have OG FF4 tier difficulty back again.

This, but keep the new home point teleports.

Soken with Uematsu returning for a few key pieces would be the best we could possibly have.

>they have been moving towards since 13
XIII actually had a fine combat system. The progression of both characters abilities and game itself were completely bogus, though. Only time a FF game has managed to be somewhat challenging outside of late game bosses, even. It is practically the only good thing about it outside of graphics and music.

We must have played completely different games then because it even selected the best abilities for the situation automatically, you were basically required to hold forward and press X 98% of the time, and only do something marginally different when you were dealing with post game superbosses. FF13 combat system is hot garbage and anyone defending it should consider drinking concentrated clorox.

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>XIII actually had a fine combat system.
it was a rotation based system that was far too simple both in execution and enemy design. All enemies and bosses in 13 where handled using the exact same strategy from beginning to end except for maybe the gran pulse mission shit which I didn't do. The only time this ever changes is a quick change to MED/MED/SEN for a heal up then it's back to doing the same shit. 12's battle system, while being slow as shit, is the best the single player FFs have done since they falter in both turn based and action with FFXV

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Is there any good non-handheld SE games past the PS2 era?

FFXIV

XIV is a garbage game thats only held in any sort of regard because its a modern mmo thats less trash then other modern mmos.

You're right. However, I would say that Cid and Barthandalus pushed the player a bit to try out different formations and do debuffs. The summon battles force the players to think a little outside the box, also, or so I remember. This, while being simple and being completely unused for a good 50 hours of the game, separate it completely from the vast majority of FF games in complexity. With this I'm not saying FFXIII is SaGa or anything, but that most of the series is practically dead in terms of mechanics usage.

You're completely off the mark. Surely haven't beaten the game.

>Surely haven't beaten the game.
Wrong. I have 1000/1000'd the 360 version when it released.

the combat and enemy design in 14 is far ahead of anything mainline FF did before. The story of shadowbringers and heavensward are among the best in the series. The musical range of Soken is unmatched, the mini/side games are more in depth than ever before.

It really isn't though. If you can get past the fact that it's an MMO and give it a chance, you will find it pleasantly surprising that it's more "FF" than any of the 13 games and especially 15.

Story bosses such as Cid and Bart are designed for brainlets who don't upgrade their weapons meaning that if you bothered to, you'll obliterate them with twice the DPS without thinking that much about paradigms. Summon fights start out like different challenges but quickly devolve into "well just build chain I guess". All the interesting fights in XIII are in Gran Pulse, not in the story.

The problem with XIII was literally that the only strategy involved was setting up paradigms and paradigm shifting, everything else is automatic and only requires the player to press/hold a button, from the Crystarium to Autobattle. Paradigms actually aren't that bad of an idea and clearly take inspiration from X-2's method of changing jobs mid-battle but they're stuck in a system that doesn't do anything else with the concept.

Agreed.

>>Turn based

Why anyone in their right mind wants turn based combat in the current year baffles me. It's like wanting fighting games with no combos.

Nobody likes seeing a white person and a nigger kiss either but here we are.

For more than a decade spinoffs have been the only worthwhile final fantasy shit

>the combat and enemy design in 14 is far ahead of anything mainline FF did before.
It is and it isn't. All the RPG mainstays got steamrolled by WoWclone design where you have to input a rotation just to do damage, and most of the "depth" comes from action gimmicks (stand here, don't stand there, stack, avoid) rather than RPG system. It's neither an action game nor an RPG in a true sense and would fall apart in single player scenario. There is fun to be had with team dancing simulator that XIV is, but it's not deep at all.

>All the RPG mainstays got steamrolled by WoWclone design where you have to input a rotation just to do damage, and most of the "depth" comes from action gimmicks (stand here, don't stand there, stack, avoid) rather than RPG system
this is exactly why 14 has a better combat system than mainline FFs. A single savage/ex battle in FFXIV has more going on than all the battles in a mainline single player FF game combined

But does it really? You do damage while doing a dance. It's not really an action game which one could only wish it was, but RPG elements don't matter either, not really. Pressing ten buttons in sequence to do attacks doesn't automatically make a game deep.

you're right, but my post said it was better than the other FF games, not that it's some holy grail of combat.

Compared to mainline FF games where it's the same shit but the dancing part is replaced by pressing X on the Attack command (sometimes not even that, see XII)? It does, really.

>Good ass gameplay
>Just use an overworld you fucking tools.

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It isn't better at all than the classic games. They have loads more thought required vs reflexes

>FF games
>more thought required
keep dreaming, FF has one of the most braindead turn based systems of any major franchise. each character has two, maybe three actions they do throughout a fight

Other FF games (XV notwithstanding) don't try to be halfassed action games. In a different FF game you can have parts where you buff your party according to a boss or set up your party in a certain way to kill the boss more efficiently, and then yeah, actual combat control is a lot simpler, but that's because the combat is focused elsewhere. Take XIII for example. If you have a single enemy you know you can debuff, you start out buffing yourself with haste and protect while trying to land debuffs, gauging how long you should do that before switching to healing/damaging, then you build up damage in two different ways which also can change depending on the fight. In a situation with many enemies with small HP pools you just go in for AOE damage, provided they don't chip you to death. That's RPG kind of depth. In FF5 you setup jobs and abilities from subjobs to maximize your damage, which evolves throughout the game. In XIV, what you do against a boss at level 50 doesn't really change versus what you do against a boss at level 80, only stage gimmicks change. How is that better? Some mechanics take years to resolve because it's not an action game either. How long is fucking tectonic shift in Titan Maximum? It's like a minute each phase. Only a retarded monkey would fail that. It's not good gameplay.

>Post your dream FFXVI ideas

a good game that doesn't:
have casual pandering combat
empty open world
has it's story gutted and sold back as DLCs
take 10 years to make

aka don't do everything that FF15 did

You're talking about FF here.

Objectively THE best scenario:

>Producer:
Naoki Yoshida

>Director and Lead game designer:
Hiroyuki Ito,

>Lead writer:
Yasumi Matsuno

>Character Design:
Roberto Ferrari, Akihiko Yoshida, Hiroshi Minagawa

>Composers:
Masashi Hamauzu and Hitoshi Sakimoto.

>Setting:
Ivalice or completely new one. If they go with Ivalice it would be awesome to look at it from a different angle. How about super futuristic version? Like 2000 years after FFT?

>Gameplay:
Heavily modified battle system of FF12, more accent on action. Removal of gambits from current party leader(i don't mind them, it's to shut the fuck up those retards who scream WAAH GAME PLAYS ITSELF). Job system based on FF11.

>Additional notes:
Don't let the following people anywhere near the development:
Motomu Toriyama. Responsible for FFX-2, Revenant Wings, XIII trilogy, Mobius
Kazushige Nojima. Writer of X-2. Alongside with Toriyama responsible for X-2. This fella also thought that writing "Tidus blew his head away by kicking a bomb that looks like a ball" into canon was a good idea.
Yoshinori Kitase. He allowed X-2 and XIII. One of the best friends of Motomu Toriyama.
Daisuke Watanabe. Co-writer of X-2. Lead writer of XIII trilogy.
Nomura. While he CAN make good games he's also very unreliable and sometimes goes full autism with his writing and design.
I would write Tabata here too, but thank god he got kicked from SE.

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>In XIV, what you do against a boss at level 50 doesn't really change versus what you do against a boss at level 80
Confirmed for not knowing even basic things about XIV. Opinion discarded.

>its going to be 30 years til we see XVII
oh fuck oh god

yeah instead they're half assed turn based

>buff your party according to a boss or set up your party in a certain way to kill the boss more efficiently
this is a major part of FFXIV's combat, buff synergy and altering rotations based off boss mechanics

>FFXIII
seeFFXIII has a rotation system like XIV except it's far less complex with enemies rarely challenging you to change it up

>n a situation with many enemies with small HP pools you just go in for AOE damage, provided they don't chip you to death
this is the primary goal of dungeons in XIV and large add phases

>hat's RPG kind of depth. In FF5 you setup jobs and abilities from subjobs to maximize your damage, which evolves throughout the game.
the job system is nice in V, the actual combat is still choosing between two or three actions that required little to no brainthought

>In XIV, what you do against a boss at level 50 doesn't really change versus what you do against a boss at level 80, only stage gimmicks change
what the FUCK am I reading, battles change more with levels in XIV than anything else in FF. If anything it's single player FF games that don't change between level 50 and 80

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That image is from a terrible fan-fiction, written by a 12 year old, that was on the ff wiki a while ago poorly disguised as an article as the ‘story section’ would devolve into a short-story with conversations and everything btw.

not that much different to the concept of 8/13/15

But I would do everything you say, except base it off Arthurian legend. I would bring back dwarfs/elves/dark-elves (14 kinda did that), and make a dark-elf the initial villain. I would also expand the job system, have certain characters get upgrades for certain jobs after the party completes a special dungeon/side-quest and they can share those upgrades with one other character with a part bonding system (ie, lets say only the MC could be a Red Wizard, they could do a certain thing with another party member so that party member has enough comrade points so that they could share class-upgrades with each-other and only one party member can be a full comrade of another). I also would have an epic story being split between 4 games . But except for the first part of the first sentence, this is just my deepest fantasy of how I would direct it and all my hopes lie in your post.

>buff synergy
>5.0
kek

It's a study done by three Canadian feminists to majored in shit like "Gender Studies" and "Feminist Theory" that was funded by "The American Institute of Bisexuality" (which is apparently a real thing) on a handful of Mormons in Utah.

It amuses me whenever people on this board cite it as the gospel when if these people made any sort of claim on literally anything else Yea Forums would immediately disregard it as left-wing bullshit.

>In XIV, what you do against a boss at level 50 doesn't really change versus what you do against a boss at level 80
the way you play each class drastically changes between level 50 and 80

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Tell that to your healer next Tuesday and watch them seethe.

One more thing, I would bring back the Amano art-style. Have him be the initial concept artist, and have his style emulated by the team’s best ability in everything else. I would also have a more tactics/Ishgard-like setting with a 15th century aesthetic.

LOL at you trying to scramble FFXIII as the only time in the entire series (bar FFT sometimes, haven't played FFX-2 yet though) in which it's necessary to use buffs/debuffs. Series' easy senpai, no need to pretend there's any thought required from the player's perspective.

>-Main composer is Soken with Uematsu/Shimomura assisting
Both Soken and Shinomura SUCK ASS at ambient background tracks. They are decent for battle themes, but all of their "%city_name theme". Are mediocre to FUCKING BAD. I cannot comprehend how can anyone call Soken a good composer after that lazy dump called Stormblood. He reuses same leitmotif in every 2nd song and doesn't tries to hide it at all.

healers admittedly don't as much as tanks/DPS, but they still get new, useful tools that do more than just bigger numbers. DPS and Tanks change entirely, summoner becomes an actual summoner at 80 vs a DoT mage with a pet at 50

>the only time in the entire series in which it's necessary to use buffs/debuffs
FFX RPS system says hello
You use buffs a lot in FF1
That's just off the top of my head
There's some games like FF4 and FF6 that's basically movie games though, that's true

Ahh and gameplay, I would have a ATB semi-grid-based combat system kind of like D&D. Each character gets a certain amount of distance per time that the movement ATB is full, I would have a charge-based system like FF1 with a lot of FF1’s spells making a return (but spells will have more charges than FF1). Positioning will be REALLY important. Battles will be harder, but there will be less encounters in turn. Kind of like a far quicker version of Tactics.

>enemies rarely challenging you to change it up
Most of XIV gameplay doesn't challenge you to do your rotation right either, kek

Same thing with JP. He's some fucking numale pushing his dogma on people with his uni lessons and teaches social sciences at some leftist institute in Canada. He's everything Yea Forums hates, but he said something they agree with so suddenly none of that is relevant.
Retards for miles here.

>Alternatively, ditch FF altogether and give Kawazu a fucking proper budget and dev time.
The only sensible answer, it's not like there's any other competent dev in there, and if casuals are too pissy to play a SaGa game might as well implore him to make another Crystal Chronicle in the vein of the first one, though it's unlikely given how he's prioritizing SaGa due to his age now.

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I just want a turn-based jrpg that focuses on combat and has challenging normal encounters rather than a min-max autism festival.

How far does his involvement on Crystal Chronicles go? I like most of those, but haven't played the one he actually directed. Also liked the FFXII sequel he exec-produced for the DS.

The way I have to approach healing is drastically different in all four Edengate fights. Titan punishes you if you take more than a gcd to do everything and everything has to be reacted to immediately. I have no idea how you say healing doesn't change when every encounter is a puzzle of when to use healing cooldowns and what heals to use following every mechanic that brings you to 20% health.

Kitase should always be supervised by Sakaguchi, otherwise 8 happens. I wouldn’t want him directing 16 though, though I like him, because I want 16 to be in a high-fantasy setting.

soul instead of bloated and emty world.
reflections on metaphysical concepts like death (ff9)

On a similar note, it's really just fucking sad how being good/having a team that's good at timelines/production/tight budgets forced him to work on fucking Unity for the Vita for his last game. On the bright side, his next project will likely be UE4, and japanese devs have been having good results with it. I can only imagine what his team can do.

That would just be Star Wars user.

>otherwise 8 happens.
Good! That game is chock full of interesting ideas related to the limitations of the time/console. Kitase is a very potent cinematographic thinker within games. Far far better than anyone who has tried to imitate him.

>He's everything Yea Forums hates
You mean /pol/?

But I want a Medieval game, and Kitase hates the middle-ages!

but I love /pol/

i lost hope on ff long time ago
i just wait for the superb soundtrack

He created the series and produced the first and last games in the series.
His involvement is more evident in the first game as it has a lot of his signature stuff, like focus on worldbuilding, exploration, multiple playable races etc., the other games more or less piggybacked the entire setting and ideas he created until he decided to wipe the slate clean with the last game and start something completely different, as usual.
Kawazu already said he was interested in the Vita, and Scarlet Grace is a pretty tight game even in its original release, despite being on unity and having pretty much no budget or time to work with.
For a game developed in less than three years, with a small team and no funds, Scarlet Grace is pretty fucking impressive.

Aight then.

>Scarlet Grace is pretty fucking impressive.
I wouldn't know. I'm pretty sure it'll be a masterpiece, but I'm playing it this december FUCK YES I'll check out CC also.

Been playing since 1.0 its still a trash game. Basically only played it this long because of friends and raiding is ok everything else is super half assed. I've pretty much quit playing with how bad SHB is. Its being lauded as best expansion ever and shit while literally the only good thing has been the story. Every other change has been such a downgrade from SB.

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People arguing that XIV has depth at endgame forget that a new player has to go through 200 hours of walking around talking to NPCs and engaging in some of the most boring gameplay this side of cookie clicker.

>y. I have no idea how you say healing doesn't change when every encounter is a puzzle of when to use healing cooldowns and what heals to use following every mechanic that brings you to 20% health.

Because I've done enough of them that each new encounter no longer wows me, the approach to figuring out a healing pattern stayed relatively the same, you have a set of abilities you assign with your co-healer to mechanics that all come out at predictable times.

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the content that matters the most, savage/ex/ultimate, does

Eden is literally the easiest raid tier since Coil. I literally quit healing with SHB just because its so boring and simplistic this tier.

But that doesn’t apply to everyone, sorry to say.

It's the game with the biggest amount of variable events in the series, more nonlinearity than RS2 and a cast of 80 recruitable characters, all of this made in two years and a half.
The fact that they had the balls to straight up not make dungeons or cities and work on a completely different game paradigm altogether and also make a new battle system from scratch is also impressive, as much as I'm sure the west will hate it for all of this, it's another entry pushing the boundaries as usual and trying completely different things, but still manages to stay true to the core elements of the series.

I can only imagine how the new mainline will be now that they have access to actual budget.

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>more nonlinearity than RS2 and a cast of 80 recruitable characters
Mouthwatering. Thanks, user. I wouldn't trust they have a budget now, though, even if S-E has shown more goodwill to the series recently than in the last 20~years. SD3 remake is a good sign, but it could mean that they'll try to do a Minstrel Song'd version of Frontier or something, which is nice but not quite.

Set in Ivalice. No magitech shit. More knights, oaths and royal families.
No need to be turn based. Just don't make it braindead like FFXV. It can be something like real-time with pause so you can queue orders.
Get the same localization team that did FFXII and FFXIV so they hire stage actors instead of squeaky voiced animu actors.
Middle aged male or cute grill protagonist. No bishonen twink main character.

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>FFXII story would have been so much better if Basch was the actual main protag
He WAS. Before executives forced Matsuno to change Vaan into MC.
One russian journo(huge fan of Matsuno) emailed him, asking about this rumor.
Matsuno's answer was very fishy, it's like he wanted to say "yes this is true" but didn't want any trouble with Square.

You literally described World of Final Fantasy

Oh they will, they can't ignore the series now that it's been printing money since years.
If Mana managed to get the UE treatment for SD3 then you can bet your ass the next SaGa game will, Frontier remake or not.

>turn-based
boomers kys. Combat should be like Greedfall but with the FF12 Gambit system

Don't know who that fag is, but many times leitmotifs are reused at the request of the director.

while i dont defend anything past FF10. I HATE the idea that people say "it was brain dead easy" most bosses in FF7, 8 and 9 were easy AF. Hell you could run 99% of FF7 without materia, just running back row and sadness. nothing hit you for anything at all! final fantasies have never been about difficulty at all. it's about story.