For years, I’ve heard countless people demand “where’s the next Final Fantasy Tactics?” Final Fantasy Tactics A1 came out for the Game Boy Advance in 2003 (directed by Matsuno himself), but the clamoring continued. “Where’s the true sequel?” they repeated. Final Fantasy Tactics A2 arrived five years later at the beginning of the PC indie boom, and since then we’ve seen excellent tactical offerings ranging from Shadowrun Returns, Banner Saga, Massive Chalice, Invisible Inc., Wasteland 2, and the soon-to-be Children of the Zodiarcs. Yet still, those chants continue.
What gives? None of those are bad games. I’m particularly fond of Invisible Inc. myself since it merged stealth into turn-based tactics in such a way that I’m surprised no one tried to merge those genres together before. Massive Chalice’s own Kickstarter pitch invoked Final Fantasy Tactics as an ‘inspiration’ for the game pitch alongside the venerable XCOM, the latter seeming to be a much more potent spirit.
How much can change in a game’s design before it crosses the line from ‘inspiration’ to simple ‘reference’ or ‘easter egg’? In our last devblog post, we identified Environment, Class System, and Political Intrigue as being the primary drivers behind FFT’s success and lasting cult status. These elements are torches we carry while working on Vindis Saga Tactics, guiding us down the long and dark path of game development. Those torches, however, are from 1997 and the landscape has changed much since then; to both create a spiritual sequel and draw on the knowledge of more modern game design while keeping the spirit pure is a gargantuan task.
So what are we adding that not only retains the three aforementioned traditions but amplifies them to new heights? Four non-tactics games have strongly informed our design: Way of the Samurai (WOTS), Legend of Zelda: Majora’s Mask (MM), Final Fantasy XI (FFXI), and Mount & Blade: Warband (M&B).
The first major improvement we’re mortaring onto this tactical wall is that of a Time-Driven Event System inspired by WOTS and MM. Specifically, Vindis Saga operates on a 7-day system subdivided further into 4 segments: Morning, Afternoon, Evening, Nighttime. At any one point (for example, Day 2 Afternoon) the player’s presented multiple events across our overworld map with which to involve themselves, Yojimbo-style, alongside a cast of exciting and eccentric characters. Participating in one event pushes the clock forward by at least one blip, so every event invokes opportunity cost. Eventually the game’s campaign will finish at the end of Day 7, leading into the game’s next driving feature.
As it’s planned out now, a single playthrough will likely be around 10 hours in length. That’s a finely-engineered number: due to our story’s political intrigue it can be described as on the mature end, and many working adults (and game journalists) don’t have time to enjoy a JRPG padded upwards to 70-100 hours. What we’ve done instead is create a surrounding structure, inspired by both WOTS and M&B, that rewards multiple NewGame+ playthroughs for those wonderful people who truly love our game. Depending on which events the player has experienced (as well as which decisions they made within those events) he or she will enjoy different endings.
How does our NewGame+ work? I found the economic system surrounding M&B to be fascinating when I played it, with supply & demand, looting, and bandits constantly giving the player self-driven non-linear goals to pursue. We’ve flipped this structure on its head with our Retirement System: every time you reach Day 7 with your squad of 8 fighters, they’ll retire into the world and continue to live as NPCs for every subsequent playthrough, with different roles based on which class they were on Nighttime Day 7. We’ll spoil more information on this later when we discuss classes.
This post is rambling on, so we’ll cut it short on this last bit. Vindis Saga features a simulated Auction House System in the vein of FFXI’s, which buttresses the economy of the Retirement System. You’re probably asking -- why and how in the world is an MMORPG an inspiration for a single-player tactical RPG? The short answer is that we’re crazy. The long answer is that NPCs who have retired into the world generate resources based on which classes they were, which stocks up the Auction House with goods (and drives up and down prices!). Every NewGame+ is the sum of the player’s class choices. Games are about decisionmaking, after all, and decisions add up!
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Speaking of “exciting and eccentric characters,” did you know that Twin Peaks influenced Takashi Tezuka’s Legend of Zelda: Link’s Awakening? That mentality seeped into Majora’s Mask, as well. Next devblog, we’ll discuss which non-game media (like Twin Peaks) serve as inspiration for Vindis Saga!