ext_300948 ([identity profile] shigishigi.livejournal.com) wrote in [community profile] fandomsecrets 2007-01-16 08:56 pm (UTC)

It's probably not what the community was meant for but I'm going to fanwank away despite that. <3

I guess I really did dwell really heavy on the suicide part, but it was more of the characters being so 'defeated' as a whole that I really wanted to point out. Celes was just the most iconic one of them all. (Not to mention that they all didn't angst out from the very beginning. Watching everyone you know supposedly die kinda counts as a good enough reason for the emodrama)

FFVI I believe made me feel that an RPG was more than just a bunch of good guys out to defeat the bad guy. (Discounting The Returners vs. The Empire. I really have no explanation for that.) While the plot of the story pretty much serves you the standard RPG fare for the first half, it's the World of Ruin that gets me every time. It's typical for an RPG to give the protagonists some sort of plot!obstacle to overcome but the complete destruction of the world as you know it was definitely something I didn't see done yet.

Of course, opinions weigh a lot heavier than anything else, but the prospect of an overbearing leading female, while interesting, causes the purpose of the male lead to falter. Why help her if not because she demanded you to? Why have her along if it doesn't really logically further your goal? If it weren't for the conveniently placed plot, would you have lost your chance to save the world because of the girl? You can't have one thing and not have the other suffer.

Final Fantasy VI was a turning point in writing for videogames and RPG's to be specific. It wasn't all about knights and prophecies and princesses in castles being kidnapped by the dark wizard. If it isn't the first, then it's the most prominent example of it for it's age.

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