Comments on: The Anatomy of Final Fantasy VI | 6 | The meretrix of Figaro http://www.anatomyofgames.com/2014/11/12/the-anatomy-of-final-fantasy-vi-6-the-meretrix-of-figaro/ Defunct, amateurish, game design analysis by Jeremy Parish Wed, 25 Nov 2015 23:31:21 +0000 hourly 1 https://wordpress.org/?v=4.5.7 By: J. Parish http://www.anatomyofgames.com/2014/11/12/the-anatomy-of-final-fantasy-vi-6-the-meretrix-of-figaro/#comment-3011 Fri, 14 Nov 2014 19:05:30 +0000 http://2-dimensions.com/?p=11557#comment-3011 This isn’t about speed-running for experienced players — it’s about how the game presents itself for a first-time player. Presumably, such a person will wander around and explore.

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By: Spram http://www.anatomyofgames.com/2014/11/12/the-anatomy-of-final-fantasy-vi-6-the-meretrix-of-figaro/#comment-3010 Fri, 14 Nov 2014 18:53:47 +0000 http://2-dimensions.com/?p=11557#comment-3010 It might take an hour to play that much so far, but I’m pretty sure that I could blaze through all that you’ve covered in less than 20 minutes. Of course, that would be if I read stuff real fast (I do), ignored the training house and didn’t wander around looking for chocobo forests.

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By: David Dalrymple http://www.anatomyofgames.com/2014/11/12/the-anatomy-of-final-fantasy-vi-6-the-meretrix-of-figaro/#comment-3009 Thu, 13 Nov 2014 18:47:02 +0000 http://2-dimensions.com/?p=11557#comment-3009 I’m not convinced that FFVI was substantially more linear than other 16-bit Final Fantasies up to that point. It does take longer to reach proper towns and dungeons than FFIV and FFV, but those predecessors are also rife with “plot walls” such as guards who deny admittance.

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