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
Comprehensive definitions of key concepts and terms, introducing
the reader to the basic knowledge about the study of RPG design
Summary of historical context of Final Fantasy VII going all the
way back to Dungeons & Dragons Extensive collections of data
and data visualizations explaining how Final Fantasy VII's systems
work, how they are organized to prioritize exploration, and how
they interlock in a positive feedback loop that peaks at the end of
the game
General
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