ABSTRACT
The Reverse Design series looks at all of the design decisions that went into classic video games. This is the fifth installment in the Reverse Design series, looking at Final Fantasy VII. Written in a readable format, it is broken down into eight sections examining some of the most important topics to the game:
- How latter-day critics have misunderstood the artistic goals of Final Fantasy VII
- How RPG history began to diverge significantly after 1981, allowing for the creation of specialized RPGs like Rogue, Pokemon, and especially Final Fantasy VII
- How Final Fantasy VII does not abandon complexity in its systems, but simply moves that complexity to the endgame to aid the narrative elements of the game
Key Features
Chapter 1 Final Fantasy VII and the History of RPGs
Chapter 2 Narrative and Design
Chapter 3 Quantitative Analysis of the Game Script
Chapter 4 Game Difficulty and the Four Phases of FFVII
Chapter 5 Finding Complexity in Wide Levels
Chapter 6 Enemy Archetypes
Chapter 7 The Design of Towns and Dungeons
Chapter 8 Music and Design
Chapter 9 Conclusion