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Final Fantasy 7

Change Some Bits Around: Final Fantasy 7 – Aerith’s Death, Choice and Loss

Probably most people’s first memorable sad moment in a game, Aerith’s Death in Final Fantasy 7 sets the tone for the rest of the game as a means of explaining her death, giving it meaning, and having a renewed pursuit in stopping Sephiroth. Aerith’s death aligns everyone’s motivations, opens up character building arcs and allows for a resolution other than “Save the World” when it comes to the end of the game. We have a vested interest in vengeance.

Aeris-ffvii-fmv-altar

Originally, Sephiroth took control of Cloud to try and kill Aerith at the creation of the Black Materia with the ability to summon Meteor but was knocked out before being able to kill Aerith. When Cloud reawakes, Aerith has already run off to the Forgotten Capital in an attempt to summon Holy from her White Materia that she’s had tied to her ribbon. When Cloud and company reach Aerith, Sephiroth has his way with Aerith using the pointy end of his death stick and everything falls apart from there.

But let’s change some of these bits around.

Aerith’s death might be pivotal to the characters in Final Fantasy 7, but they also change the psychological states of many of them. And given the opportunity to change events, do you think the story would pan out the same way?

Continue reading “Change Some Bits Around: Final Fantasy 7 – Aerith’s Death, Choice and Loss”

Dialogue Delivery: What Story Do You Think It Is? pt2

We talked about the way dialogue and story elements were delivered in older generation-style games in the previous post which talks about player-paced plot-delivery and how clunky this mechanism is, especially when compared to the evolution of plot-delivery and character-paced delivery that we’ll discuss in this post.

There are two means of delivering the dialogue gaming, using either the In-Game Engine (IGE) or using pre-rendered Full-Motion Video (FMVs).

 

The IGE delivery uses the in-game gestures that the characters are normally seen using. They are made up of primitive gestures that when tied in sequence make up the acted emotions of the scene. These primitives are generally simple gestures like move over to point A, waving your hand to say “Hi”, putting your hand to your chin to show “I’m Thinking,” looking down to show “That’s Depressing/Disappointing.” For those who’ve played any MMORPG, these are simple emotes, showing a generalization of what emotion you’re trying to portray, but are blocky and look irregular because the motions aren’t fluid and are 1-dimensional.

FMVs, on the other hand, are scenes crafted by hand or by motion-capture suits in order to have the choreography and the dynamics of the scene seem realistic, being lived out on screen, rather than actions being dictated to them “Now look angry. Now look frustrated. Now look like you’ve been inspired with an idea.” In PS1/N64 ear games, FMVs were choreographed by the 3d artists, meticulously moving the arms and legs to proper locations, keyframing the locations that characters needed to be at in order to make the scene seem believable and compelling. Nowadays there is a mixture of this 3d-Artist ballet intermingled with real actors providing motion-captured animations so that the timing, the delivery and the drama feel organic because of its timing, the subtle strenuousness of basic movement when walking across a room while monologuing.

But these are the only the delivery systems for plot and dialogue, but the actual content being delivered can vary and impact how the player engages and experiences in the games themselves.

Continue reading “Dialogue Delivery: What Story Do You Think It Is? pt2”

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