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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

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Basic facts l.jpg
Basic Facts

  • Hand-held

  • RPG-Strategy hybrid

  • Final Fantasy cosmos

    • diverse sentient races

    • monsters

    • magic


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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


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Objects

  • Characters

    • Main character (avatar)

    • Clan members

  • Weapons

  • Clothing/Armor

  • Healing Items

  • Terrain

  • Map

  • Missions

  • Law Cards


Attributes characters l.jpg
Attributes: Characters

  • Basic attributes

  • Level

  • Experience

  • Hit Points

  • Magic Points

  • Judge Points

  • Strength

  • Dexterity

  • Speed


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Attributes: Characters 2

  • Race

    • limits available jobs

  • Job

    • limits basic attack abilities

  • Abilities

    • Attack

    • Support

    • Response

    • Counter

      • Block

    • Combo


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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


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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


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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


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Attributes: Terrain

  • Height

  • Obstacles

    • Water

    • Trees/Pillars/etc

  • Laws


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Map

  • Cities

    • Pubs

      • missions

    • Stores

  • Countryside

    • mountains

    • swamp

    • desert

    • forest

  • Jagd

    • urban but no laws


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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


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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


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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


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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


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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


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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


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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


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"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


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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


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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


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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"


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Core Mechanics

  • Battle

  • Provisioning


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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


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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


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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


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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


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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"


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