final fantasy tactics advance l.
Download
Skip this Video
Loading SlideShow in 5 Seconds..
Final Fantasy Tactics Advance PowerPoint Presentation
Download Presentation
Final Fantasy Tactics Advance

Loading in 2 Seconds...

play fullscreen
1 / 28

Final Fantasy Tactics Advance - PowerPoint PPT Presentation


  • 261 Views
  • Uploaded on

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

loader
I am the owner, or an agent authorized to act on behalf of the owner, of the copyrighted work described.
capcha
Download Presentation

PowerPoint Slideshow about 'Final Fantasy Tactics Advance' - Renfred


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.While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server.


- - - - - - - - - - - - - - - - - - - - - - - - - - E N D - - - - - - - - - - - - - - - - - - - - - - - - - -
Presentation Transcript
basic facts
Basic Facts
  • Hand-held
  • RPG-Strategy hybrid
  • Final Fantasy cosmos
    • diverse sentient races
    • monsters
    • magic
basic narrative
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
objects
Objects
  • Characters
    • Main character (avatar)
    • Clan members
  • Weapons
  • Clothing/Armor
  • Healing Items
  • Terrain
  • Map
  • Missions
  • Law Cards
attributes characters
Attributes: Characters
  • Basic attributes
  • Level
  • Experience
  • Hit Points
  • Magic Points
  • Judge Points
  • Strength
  • Dexterity
  • Speed
attributes characters 2
Attributes: Characters 2
  • Race
    • limits available jobs
  • Job
    • limits basic attack abilities
  • Abilities
    • Attack
    • Support
    • Response
    • Counter
      • Block
    • Combo
attributes characters 3
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
attributes economics
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
attribute artifacts
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
attributes terrain
Attributes: Terrain
  • Height
  • Obstacles
    • Water
    • Trees/Pillars/etc
  • Laws
slide11
Map
  • Cities
    • Pubs
      • missions
    • Stores
  • Countryside
    • mountains
    • swamp
    • desert
    • forest
  • Jagd
    • urban but no laws
battle
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
slide13
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
slide14
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
laws consequences
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
slide16
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
emergence
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
uncertainty
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
dispatch missions
"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
feedback
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
game theoretic aspects
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
conflict
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"
core mechanics
Core Mechanics
  • Battle
  • Provisioning
narrative
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
narrative cont d
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
pleasures
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
culture
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
themes
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"