FAN MASTERS PART 1- FINAL FANTASY

Exploring FF:Discovery and FFVIII: Sleeping Lion Heart

  • sbester
  • 03/20/2013 09:10 PM
  • 9805 views
Interviewees:
SorceressKyrsty
WCouillard

Well, Series Master has concluded (for the time being), and this seems like the next logical batch of articles to follow in its path. For this series of articles, I’ll be interviewing several people at a time in an attempt to capture their views and experiences making fan games. And of course, there’s no better place to begin this venture than with Final Fantasy, the ultimate fangamer’s wet dream.

It’s a pleasure to introduce to you SorceressKyrsty (Final Fantasy VIII: Sleeping Lion Heart), and WCouillard (Final Fantasy Discovery).


First things first. Why a fan game? And why FF?

WCouillard: Originally, I simply wanted to teach myself how to use RPG Maker VX Ace, since the last RPG Maker program I had experience with was RPG Maker XP, and hadn't touched RPG Maker VX at all. I chose to give myself an assignment: to try to re-create systems seen in the Final Fantasy series in VX Ace and release the scripts or event codes to the public. It eventually turned into a full project.

SorceressKyrsty: Although I, like most of the RM community, acknowledge and berate FF's flaws, there's also a reason they've stood as one of the pinnacles of RPG gaming for so long. It's a bit of nostalgia, a bit of seeking to repair what's wrong, and a bit of wanting to extend the experience I hold so highly. Original games are great in their own way- but fan games are a completely different ball game, one I've found I enjoy (a lot).



Can you (briefly) describe your game for us?

WCouillard: Final Fantasy Discovery’s plot is pretty standard fare for a Final Fantasy inspired title, which is completely intentional; stop the evil empire from obtaining a power that no other force could withstand and save the world. The real draw of the game, in my opinion, will be the game play systems, which I've tried to balance as much as possible even though there's a ton of different Final Fantasy series systems at play all at once. There is something from almost every major Final Fantasy title ever released, up to and including Final Fantasy XIII.

SorceressKyrsty: Briefly? Shit.
Sleeping Lion Heart is a sequel to FF8. It's meant to combine the best aspects of all sequels or extensions that have come before it- Advent Children, X-2, Crisis Core, etc, as well as bringing realistic elements to the table that aren't usually covered properly in FF games (such as war, loss, futile death. Usually these concepts get lost in a sea of giant space fleas and zombie elves).

I also wanted to incorporate an aspect of strategy and difficulty to the game as a whole rather than creating bottleneck bosses and one-offs. FF has a bit of a reputation for being easy, and I want to take it in a different direction.

I don't want to spoil too much of the plot, since there's a few elements at hand and I want to keep it all a bit enigmatic.




Can you comment on the stigma against fangames that seems to run around the RM community?

WCouillard: I don't think there's a stigma against people creating them... I just don't think a lot of them are very good, that's all. There are plenty of games inspired by actual game franchises (and fan games based directly on those series' as well) that are really fun and enjoyable: Final Fantasy Blackmoon Prophecy, Legion Saga, and Final Fantasy Essence are all good examples of fan games that (at least in my opinion) are enjoyable.

If anyone is simply against the creation of any fan game in any way, I think they're being a little too critical for no good reason.


SorceressKyrsty: It's perfectly warranted. Usually, fangames come from a stock of newbies, rarely get completed, and boast rips or poorly compiled graphics. Cosplay Crisis, my first fangame, avoids this stereotype only in that it's completed and the story isn't total balls.

Fangames, I think, at least to newbies, are seen as an easy way to make a game, but it's actually quite the opposite. It's a different type of difficulty though, and you're always going to attract strong criticism for attempting it. (or the classic "Wow, a fan game. Good luck with that.")



Gameplay screenshot from FFD.

What are the major advantages and disadvantages, in your opinion, of working within the frameworks of a work that isn’t entirely your own?

WCouillard: Well, for one, I don't have to think up new names for everything; that's a plus. The advantages are clear, I think. The disadvantage is that sometimes, I'll want to stray from the original source material a bit, and have to stop myself. I think that's where a lot of creators go wrong on fan games. Another problem is that sometimes, a feature I'll want to include is either impossible in the RPG Maker VX Ace engine, or hasn't been scripted yet, so I'll have to decide whether or not to wait for it, or move on.

SorceressKyrsty: The major advantage in making a fangame is world rules. You've already got an established magic source, world map, etc, which in original games you have to come up with yourself. You've also got a massive reference point for stats, skills, and strategies.

The disadvantage is the same thing, however. You've got a framework and you have to stick to it or else you're going to end up with severe repercussions. Sticking to pre-established personalities, plot points, etc, it's incredibly difficult and even Square themselves can't seem to do it. (Crisis Core, Kingdom Hearts, etc). But as indie developers, it's more important for us to stick to our guns because it's not like we're going to be guaranteed a profit or someone playing it- in fact the stigma of fangames is more likely to deter people than encourage them.



Gameplay screenshot from FFVIII:SLH

Should FF fangames be in name/graphics/style only, or are direct sequels/prequels/crossovers a better way to go?

WCouillard: I think anything is OK as long as the creator makes it fun to play and writes it to make some sense.

SorceressKyrsty: That depends on the developer, really. Final Fantasy Dreams and Final Fantasy: Blackmoon Prophecy are two examples of games that come from either source, but are considered good.

Personally I prefer to develop sequels/crossovers etc. because I enjoy writing the character's personalities and dialogue, and extending or creating an experience that is at the same time familiar. I feel that if I were to title a game FF without it being connected (with the exclusion of basic magic/items/concepts) I'd feel like I was cheating a bit. If I'm going to write an original story I'm more inclined to leave it as completely original.



Image + art from FFD.

Having put so much time and effort into your game, are you afraid of it getting lost in a sea of other FF titled games?

WCouillard: Not really, no. If the game is well-received, then it will always stand out amongst the crowd of other fan games. If a game does end up getting lost in the shuffle, it probably deserves to.

SorceressKyrsty: I like to think I'm bringing something new to the table, but it's not something I really think of if I am to be honest. I'm more concerned on telling my view of the story, and giving people- no matter how many or few- a new yet familiar take on a classic.

You actually don't see all that many FF8 sequel games, too! Unlike VII, it's rarely explored for sequel potential.

I also kind of believe it's a rare thing to see SLH's level of dedication and time in a fangame; the recreation of maps is not an easy task and it's no wonder it's rarely taken on by the newly initiated. SLH isn't using the RPGMaker standard sprite style, nor rips, which also gives it a bit more definition compared to others.

So in short: not really! It's not a major concern of mine, and I think it's unique enough that it shouldn't.



Art from FFVIII:SLH.

What advice do you have for other creators who are trying to make their own fan games?

WCouillard: Stick to the source material as much as possible. People take an interest in fan games initially because of the familiarity. After you've successfully given your fan game the right feel, then branch out and make some things your own. Don't overdo it.

SorceressKyrsty:
- Don't get caught in the trap of thinking making a fan game is going to be an easy task because you've got the world rules laid out in front of you.
- Establish a hook of some kind. Everyone's seen the RTP fangame in their time- and no, a brilliant story (if it is brilliant) will not be enough to bring it out from the rest.
- Work hard! Bring passion and heart to the table. Know your stuff, and people will acknowledge that you're serious.



Battle screenshot from FFD.

Any plans on making a sequel to your own fangame?

WCouillard: None whatsoever. I wouldn't be opposed to seeing another person make a sequel to it, though. After all, I began making it to learn in the first place, so if someone else wanted to learn the same way, I'd support it.

SorceressKyrsty: If I were to do that with SLH, it'd probably end up something that only has the world rules in common, rather than characters or the proper setting. I want to tie up majority of loose ends with my current game, rather than branching it into multiple sequels like Final Fantasy VII.
In terms of Cosplay Crisis...I said never, but there's a saying that goes with that too. There might be something already on the table ;)



Menu screenshot from FFVIII:SLH

Any final thoughts?

WCouillard: Thanks for wanting to know more about the project!

SorceressKyrsty: Not really! I'm really honoured that I've been asked for an interview, haha. Fan games are an interesting topic and one I get asked about a lot (having two) so discussing it in-depth has been a great experience.

************************************************************************************************************************************************

Thus concludes the first issue of Fan Masters! Thanks for reading, and good luck to these two impressive developers on their games!

Posts

Pages: 1
Very interesting. Good article, Sbester.
Thanks! I've been pretty lazy about trying FF fangames but these two definitely have my attention (may have something to do with my love for FF8).
This was a cool thing to do. Looking forward to more entries!
Such an entertaining and informative interview! Got some good tips from it. Thanks, Couillie and Kyrsty! ^o^
I opted to stay away from Final Fantasy with my fan game, and instead I am going with Phantasy Star....
For me, the biggest problem in making a fan game IS the fans.
They tend to be very bitchy about things.. as if THEY are making the game.
Then their is the nitpicking about things, which usually has to do with the same thing.. they rather see it done a certain way as if it was THEIR game.
What's funny, is if you do ask the community to get involved.. it does NOT go well... not in my experience anyhow.
author=MarkusT
I opted to stay away from Final Fantasy with my fan game, and instead I am going with Phantasy Star....
For me, the biggest problem in making a fan game IS the fans.
They tend to be very bitchy about things.. as if THEY are making the game.
Then their is the nitpicking about things, which usually has to do with the same thing.. they rather see it done a certain way as if it was THEIR game.
What's funny, is if you do ask the community to get involved.. it does NOT go well... not in my experience anyhow.


This community has been very, very helpful to me in developing Discovery, actually.
author=WCouillard
This community has been very, very helpful to me in developing Discovery, actually.


I'm glad it's been better for you.
BurningTyger
Hm i Wonder if i can pul somethi goff here/
1289
And Essence is still alive, though it's being reworked; graphics are more on the order of IV or V than VI- Not as flashy but apparently easier to work with. before. Check out the Facebook page here :2dream Team
Pages: 1