We all want to be free

Many gamers are currently complaining about Final Fantasy XIII for being a ‘linear’ experience. This is not what Final Fantasy is all about, these people say. TheseĀ  games are about roaming free! But are they?

A couple of weeks before FFXIII arrived in my office, I remembered I still had Final Fantasy V in my DS. I had played about seven or eight hours of it before putting it away. Now seemed as a good moment as any to pick it up again. After booting it up, IĀ  was immediately confronted with what I call ‘Final Fantasy Syndrome’. These old games do not have quest logs or markers or anything to tell you where you are supposed to go next. My party awoke in an Inn on Crescent Island without any clue of what they where supposed to do.

I spent a good 20 minutes roaming around the tiny island, speaking to its inhabitants, hoping to be pointed towards my next destination. I once again realized Final Fantasy worlds are inhabited by autistic villagers, stuck in their three square walk, spouting the same useless line over and over. Hopping on a Chocobo only compounded the problem. I was now free to fly anywhere, to any autistic villager on this huge world map.

Thank goodness for GameFaqs. By following one of the walkthroughs, I mentally retraced all my steps and found out where to go next. Turns out there was only one NPC in one specific location who progressed the story.

I called this ‘Final Fantasy Syndrome’ for a reason. All of the FF games before XIII have had this in one way or another. To be honest, I should just call it JRPG Syndrome. There are several PSOne JRPGs I have not finished because of this same exact problem: not remembering where to go next. In any case, this problem shows that what Final Fantasy games offer isn’t freedom. There is only one path to follow. This path, however, is so wide, that we can get lost on it, and mistake it for free roaming.

If we look at Final Fantasy XIII, the path is narrow. This means we don’t have to bother with GameFaqs to find our next destination. It’s somewhere ‘just ahead’. All the pointless wandering has been taken out of the equation, with emphasis now firmly on progressing the narrative and discovering the battle system.

Now, mind you, I am not saying all games should do away with exploration. I am just pointing out Final Fantasy games have never been about freedom. They have been about telling a story and experimenting with the many different battle systems.

Freedom is such a powerful concept. We want to be masters of our fate and be free to decide what we want to do at any given time. Real life rarely grants us this freedom. Perhaps this is why we as gamers are often looking for this in our pastime. But games can never offer true freedom, only the illusion of it. Some games succeed in hiding their fences better than others. And some others do away with the smoke and mirrors entirely.

About the Author

Writing about games sinds 2003, but playing them since the days of Zork. Harry Hol is a journalist and published author who finds it hard to chose between making deadline or running instances.