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Transcript of Final Fantasy
A greater force, discovered later Simple structure provides a quest and keeps player interested "Story first" approach leads to more complex characters Story centers on characters' internal struggles Cloud Character development Each game has new opportunities for character development and new situations Gameplay Criticism of Final Fantasy is usually directed at gameplay interface or controls IGN disliked the menu and battle systems Final Fantasy has gone through many evolutions, though the layout is the same Fairly restrictive -- there is no room to make choices Players will meet enemies along the preset paths, which they must fight to proceed Evolving combat system Combat systems Traditional turn-based combat, used in Final Fantasy 1-4 Active time battle system, used in Final Fantasy 4-9 Conditional turn-based system, used in Final Fantasy 10 Real time battle system, used in Final Fantasy 11 Games 14 installments spanning multiple platforms After 23 years the game is still largely successful Final Fantasy 1-3 (Nintendo Entertainment System) Final Fantasy 4-6 (Super Nintendo Entertainment System) Final Fantasy 7-9 (Sony Playstation) Final Fantasy 10-12 (Playstation 2) Not a huge success Seed of many RPG concepts Used traditional turn-based battle system Introduced "active time" battle feature Added a time limit to the turn-based battle system 3D imagery added a new feel to the game Pre-rendered background and polygonial characteristics introduced First released in Europe Final Fantasy 10 was the first game fully in 3D 11 was available online, making Final Fantasy the first MMORPG 11 introduced real-time battles Final Fantasy 13-14 (Most platforms available) Series had reached a plateau Expansion across platforms forced creators to simplify the game Avid fan stated he was against "opening the gates to the uninitiated" Call of Duty 55 million sales as of 2010 Only existed since 2003 Requires no personal devotion other than surface-level understanding Is There a Fan in the House? "It is often assumed that the popular culture appeals to the lowest and least critical segments of the population. These audiences are thought to be easily manipulated and distracted... mobilized solely to make a profit." "They are always juveniles, waiting to grow up, and still enjoying the irresponsibility of their freedom" (51). Fans of Final Fantasy appreciate the depth of the characters and storyline Developers appreciate that a fan base exists who are willing to devote more than the average stereotyped video gamers