As a gift to myself after I finished grad school, I ended up buying myself Final Fantasy 13. I really, really enjoy RPGs and the Final Fantasy series in general, which also helped me to see buying this game as a no-brainer. After completing it this past week, after playing it for almost 3 months, I want to share my thoughts and feelings about the experience of playing FF13 with you. Hopefully, after reading this, I hope you get the game and also send your thoughts my way to help propel gaming and design for games and experience forward.
A Great Story and Epic Epicness

I enjoyed a lot of the experience of
FF13. I loved all of the character designs and the depth of the characters. Lightning, Snow, Fang, Hope, Vanille, and Sazh all had interesting and beautiful costumes. The designs outdid themselves in their visual design of these characters, and the fully animated cutscenes looked beautiful and polished. It was VERY pretty. My favorite character was Vanille: not only was she the most well-rounded attacking character (she could debuff and attack – any time I had trouble with a boss, which happened a lot more than I expected), but she also was one of the characters who cared most about her friends in the main group and about protecting the world for the today, and for the future. The environments were also beautifully rendered, and I enjoyed going through all of them and trying to find all of the hidden items. They also ended up using a very good cuing system that would help me find all of the items, know when bosses were coming up, and also when I should be leveling up (which was quite often – any time when I got to a new environment, had enemies that just wouldn’t go down, or when there was intense music on). All of these small, subtle aspects of gameplay I still take for granted: without these small details that take into account the human aspect of gaming, I’d be remarkably less happy with this game.

I also really liked the crystarium. Much like the sphere grid of
FF10, which is what I call the crystarium much of the time, it was a great way to entice the player to keep grinding to get to the greatest of rewards: the power to wipe any baddie off the screen as fast as possible through tons of HP, attacks, and abilities. The crystarium also had different sets of spheres to let the player know what is coming up to work for, which was great for me, as it helped me plan my playing sessions around how far I could get my characters to evolve during the current session. The crystarium also was beautiful visually to look at, which was a step above the plain sphere grid of
FF10.
The Mixed Feelings of the Paradigms and Battle System

I did like a couple aspects of the battle system. The paradigm system was very flexible, allowing a player to create a setup to attack almost any type of situation. On the flip side to this, though, if the player wanted to switch out characters to better adapt to upcoming battles, the player had to reset everything over and over again. Setting up paradigms does take a little time to do, and it would have been more convenient for the game to keep your paradigms, regardless of the characters in the current party. With the flexibility of the paradigms, it allowed me to take advantage of something new to
Final Fantasy: the chain gauge. The percentage reflects how much damage the player will do to the enemy, and repeated attacks can make the enemies become staggered, preventing them from attacking many times and also yielding higher and higher percentages of damage (but caps at 999.9%), which is essential to utilize against bosses and enemies with high HP, otherwise you’ll get completely decimated.
Here’s what I didn’t like about the battle system: I didn’t appreciate having to have my characters “locked in” to the different roles (commando, ravager, sentinel, medic, saboteur, synergist) and having to devote time to switching roles with paradigms. There were many times in this game where many of my characters would die because they would get hit during the paradigm switches or right when they were about to save themselves. The last part is sort of expected with gaming, but, at least on the 360, pressing the left-bumper, along with the directional pad, wasn’t very responsive, so I would lose even more time pressing the same buttons over and over again trying to get my team to switch to healing or back to attacking. That is totally aggravating. I also didn’t like how, for every battle, that the first switch of paradigms took forever, but all the rest were quick. This is a classic “cool” thing we get taught in design school: it may be cool to put in for an effect that’ll be used a couple of times, but it quickly loses its charm when it’s repeated thousands of times. And it was repeated at least a thousand times. And then another thousand. While it fits in the realm of Final Fantasy, it does pretty much nothing to help the player, and that’s what I don’t like.
A smaller, yet just as annoying aspect of the battle system, is that you couldn’t tell the characters where to stand during battle. You can help tell them what they should be doing, but pretty much they are glued to the same spot the whole time. And, conveniently for the player, all the characters happen to stand in the same location, making it super-easy for all the enemies to unleash seas of AOE (area or effect) attacks on you, without pretty much any way to defend against them. That causes a lot of unnessecary deaths and a lot of frustration.
A Lot More of the Same

While I do enjoy the ability to jump into a game and the battle system, I have to say there’s a lot of the same. The same grinding experience. Over. And over. And over again. I was able to clear the game in a little over 70 hours, which is about par for a long RPG (it’s 3 discs, after all). But, for more than half of them, I was sitting in the same parts of the world, whether on Grand Pulse, in the mountains, on flying ships, or in fantastical realities just walking around and waiting for monsters to respawn. That’s because the characters I control didn’t have enough abilities/HP/attack to be able to take down a good proportion of the monsters. I got killed – a lot – because either they would 1-shot me, debuff me completely, or just have too much HP and outlast me. And I take care to max out my characters whenever I can, and when this happens, I know that the balance is tipped against the player; this is especially true when most of the monsters have 6 and 7 digits worth of HP. And don’t get me started about the final boss run – it was the first Final Fantasy bosses that actually gave me trouble, even when I was as maxed out as I could be; the designers did a very, very good job at knowing how to make the end as tough and as infuriating as possible.
I also am still contemplating about trying to 100% the game. Evaluating how much I have left to do – maxing out the crystarium (which is about 30 million or so points left to go for me), getting the best weapons and leveling them up to maximum level, and going after all of the hunts on Grand Pulse – will take me, at a conservative estimate, around 70 or so more hours. Before grad school and being at work for most of the day, I could be able to do this in around 2 weeks. Now, with the ability to play about an hour or so a day, and wanting to invest my time in other activities, I’ll probably get to this in about half a year when I’m really bored. Sorry, Square, but that is just a huge wall to complete, and the experience of the battles in this game and the extras is compelling enough for me to come back. I’d come back to make Hope’s costume, but that’s about it.
And this game used the typical bad guy motivation I’ve seen over and over again in many RPGs to destroy the world. While not writing this down to spoil the game for you, I’m really getting tired of this same motivation. Whatever happened to psycho bad guys, homocidal maniacs, or just the most evil people that we have ever seen? I’m hoping those return soon, as I don’t want to be able to guess how the story ends from the moment the final bad guy appears one-third through the game. I think this is one of the elements of many games that pulls me out of the experience of being absorbed in a great game and story and into just a regular game with different characters in it.
I may be a tough gamer, but I really want to help push the medium and the design of games forward. They rely upon building and delivering great experiences, but many times fail to deliver. I would hope they try and use more human-centric means to help build these experiences, and not what technology and sales say games should be.
Even with this in mind, the overall experience of FF13 was quite enjoyable, and I’d recommend it to you. Just make sure you have the time to put into the game, as I’d say you should be able to devote at least 2 hrs per session to get the most out of this game. That’s both its greatest power and weakness. And how to make this game even better? I’ve put hints at what I would have liked to do to help the player: take advantage of how the player wants to play through the battle system, help the player utilize their time better in a game full of grinding, and provide more cues to the player to help him/her not die as much.