
"So, that's not a unique problem for Final Fantasy VII Rebirth only. A lot of games, aside from the main theme and main story progression, also have the side games and the minigames built into them. So, we don't think we're unique in that aspect. So when you're playing the game and you're going through the main story progression, as well as the intended game design, you tend to fall into this trap of having the same tempo."
"To sort of combat this and keep that fresh feeling of going through the game, that's why we introduced these minigames, to sort of add a diversity of experience as you're playing the game, to keep up the good rhythm, so to say. So we understand when you introduce these different facets, some people would play it and really enjoy it, but some people would rather just get on with the main story."
Final Fantasy VII Rebirth includes many minigames designed to vary gameplay tempo, diversify player experience, and pay homage to the original Final Fantasy VII. Square Enix considered minigames a deliberate design choice to prevent monotony during long main story progression and intended game design. The development team recognizes that some players enjoy the varied facets while others prefer uninterrupted main story pacing. The sequel's heavy use of minigames drew criticism for padding length and disrupting flow, but the creators view inclusion and pacing of minigames as a calculated design decision balancing variety and player preferences.
Read at Kotaku
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