Depending on the nation they're from, Dominants might be revered as royalty for their power or controlled because of it. Then there are Eikons and Dominants-the former are the most powerful creatures in the world and the latter are the human vessels able to call upon their power. Yet now the peace falters as the spread of the Blight threatens to destroy their dominions." Great powers have grown up around each Mothercrystal, and an uneasy peace has long reigned between them. "For generations, people have flocked to these beacons to take advantage of their blessing, using the aether to conjure magicks that let them live lives of comfort and plenty. The world of Valisthea has giant glittering mountains called Mothercrystals, Square Enix say. New information on FF16's website helps to provide some context to all those proper nouns from the reveal trailer. Final Fantasy 16 Story & Characters Final Fantasy 16's story will involve a fight against the Blight Driving the car in FF15 was fun and all, but nothing could compare to mounting a chocobo and taking on the wilds with your buds. To create a game that might excite and resonate not only with our core fans, but also with that new generation, we played a lot of games ourselves, and so yes, in you’ll find inspiration from recent triple-A open world RPGs.Thank goodness.
“We’ve found in our extensive user research that many of the younger generation of gamers have never played a Final Fantasy or don’t have any interest in the series.
Every area can have a unique atmosphere and character, rather than trying to blend everything together in one wide open space. Breaking up a game’s universe into different chunks allows energy and resources to be focused on each part. I think open world games have a place, but not every game needs to have a wide open space to get lost in. So, it sounds like Square Enix acknowledged that and is trying to focus on building a curated experience instead. Final Fantasy XV, on the other hand, had one massive open world and received criticism for its emptiness. And those open areas contained monsters, quests, and dungeons. In those games, open areas connected major hubs (cities, towns, etc). But it does sound similar to the way we moved through the world in most of the recent Final Fantasy titles except Final Fantasy XV. I admit “independent area-based game design” doesn’t paint a detailed image of what to expect. In a recent interview with IGN, Final Fantasy XVI producer Naoki Yoshida said, “To bring a story that feels like it spans an entire globe and beyond, we decided to avoid an open world design that limits us to a single open world space, and instead focus on an independent area-based game design that can give players a better feel of a truly ‘global’ scale.” (Image Credit: Square Enix) From Open World to Open World-Inspired Thankfully, developers are realizing that. An open world doesn’t make a game better just by having an open world. Unfortunately, open world games often end up with large open empty worlds. After Final Fantasy XV, it would have been safe to assume a “yes” to the question, is Final Fantasy XVI open world? At this point in the gaming industry, that’s a safe assumption for many triple-A titles.