Originally Posted by Borg1982
I think my final thought regarding the point of this thread -- although not a closing comment (keep voting, sharing thoughts!) -- is that some people were looking for FFVI to do certain things when they witnessed the awesome world of balance plot. For those people, what they expected simply didn't happen. Other gamers understand that's how the storyline unfolded, and thus they chose to immerse themselves into the characters' storylines in the WoR. And so, the end result was more of a philosophical feel than a straight up "save the world, get revenge, find out the truth, and celebrate when its over" type deal.
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That makes sense. I think that the core story and themes of the game which Terra and the cast represent (but especially Terra, whose story begins and ends the game) are enough to keep the game consistent and cohesive through the two differing halves. Some people don't. I think I would actually like the game less were it not for the open-ended second part, but others would've liked it more if it had retained the same kind of pacing as the first half.
The philosophical bit is not unlike how it is with appreciating FFXII, which has quickly established that one as a love or hate title.
Originally Posted by Forsety
I think one of the things I did appreciate about the WoR (despite my gripes with other aspects to it) was simply that it dealt maybe a little more realistically than most of the other "omg we saved the world!1!1!" RPG plots, in that they had to simply save what they could -- it wasn't a cut and dry "everything works out perfectly in the end as long as we try our hardest!" ending and I appreciated that. Sometimes you just have to deal with the hand you are dealt and I think the characters just did just that, and quite beautifully I might add.
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Definitely. I don't think that any FF game has been as bold since then. FFVI didn't just dangle the doomsday threat like every other RPG does. It dared to go there and the characters benefitted from it. Whether or not the plot benefitted from it seems to be the main issue in the discussion over just how good the storyline is. Either the sacrifice was for the greater good or it just made things worse. I might be biased as a gamer, but I'm glad that the videogame aspect of the game was permitted to carry the story a bit. Something that bugs me about many RPGs as of late is when the experience feels like it's on rails. Even Jade Empire turned out to be quite linear. So even though some self-proclaimed story fans (not that I want to reignite the age old story versus gameplay argument) cry bloody murder over the WoR, I think it gives the game a sense atmosphere and realism which it otherwise wouldn't have attained.
Originally Posted by Forsety
It also made the villain look a good deal more menacing that he was actually able to do something, rather than be stopped at every turn. He went a good deal further than most villains ever did (and still to this day ever have done) which was very cool IMO.
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Kefka is surely one of the most effective and memorable villains ever. He's not a deep character, which I know makes some people mad with rage over trying to understand the hooplah, but if actions speak louder than words, then Kefka is still one of the standout villains in the genre for accomplishing what he did and doing it with style. If he seems cliched now it's because things were different when he first came around. All we had before Kefka were armor-clad dark warriors with glowing eyes who spent the whole game stating their vague ambitions and evilness before you shut them up. Kefka broke the mold. After that I think Magus is the first villain I can remember to have a fully fleshed out story.
I was speaking idiomatically.