Final Fantasy XV: World Map Analysis

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LeonBlade

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#21
After closer examination of the Accordo picture seen here, you can make out the boats traveling on the water bridge, which are likely to be around 7 feet in width, you can fit about 6 boats width wise, which would make the width of the bridge roughly 42 feet wide.

With rough estimates, about 18 bridge widths could fit across the entire rounded entrance we see into Accordo from statue to statue, making this structure around 756 feet wide, which is roughly 250 yards. To put this into perspective an American football field is 120 yards long, you could fit two football fields across this width with 10 yards to spare.

This really puts some perspective on the size of this, but I haven't tried to see how large the map is based on this information, as it's quite difficult without a better picture.
 
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Infest

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#24
Now with the subtitles, the region Duscae that will be playable in the FFXV demo will be actually only 10% of the original size in the full game !
So its possible that Duscae as a whole may or not be 10% of the overworld map.
Yes I've noticed this too. If this shown area is in fact even less than 10% of the whole Duscae region than it's gonna be really exciting to see how big the actual world map is.
 
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#25
Yes I've noticed this too. If this shown area is in fact even less than 10% of the whole Duscae region than it's gonna be really exciting to see how big the actual world map is.
we should be more concerned about the content on this overworld than size. yeah its size is huge compared to other FFs in the past 14 years, but big for the sake of big almost always leads to boring exploration. i dont need a dumpster full of generic npc quest. now we need to learn about what is there to do other than kill monsters. thats the next step
 

Infest

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#26
we should be more concerned about the content on this overworld than size. yeah its size is huge compared to other FFs in the past 14 years, but big for the sake of big almost always leads to boring exploration. i dont need a dumpster full of generic npc quest. now we need to learn about what is there to do other than kill monsters. thats the next step
Sure I totally agree with you.
Quality always over quantity.
 

LeonBlade

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#27
we should be more concerned about the content on this overworld than size. yeah its size is huge compared to other FFs in the past 14 years, but big for the sake of big almost always leads to boring exploration. i dont need a dumpster full of generic npc quest. now we need to learn about what is there to do other than kill monsters. thats the next step
I don't think we need to worry about this, it looks like a perfect size, not trying to be scaled to an actual continent, but still very large. I'm sure there will be lots of things to do along the way, and secrets to find.
 

somni

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#28
I honestly don't mind if all of XV takes place in a specific hemisphere/region of the world. If anything I actually prefer it over the globe trotting approach. Jumping off of Tornak's post, the game design of XV is rooted in the concept of fantasy based on reality, and the immersion that should bring. The game's world itself is intended to be vast and (apparently) as seamless as possible. Although it is still an RPG at its core. And if executed well, the goal is to have narrative and functional game design complement one another. In other words, a balance between density and scale. Especially considering the console specs that the game is developing with. I think the map is designed that way, because they are designing around limits, without having to sacrifice the actually scope and vision of the game.

I'm sure Nomura/Tabata could've opted for a whole worldmap like past FF's, but I'm certain the tradeoff for that would've have been less detail and uniquely crafted environments, and a less seamless design. Just look at the map itself, the structure was hand modeled physically then scanned, instead of created digitally. It was tailored specifically to serve both the narrative and the open world design. The team even climbed mountains to get a sense of scale and experience and applied that understanding to that game's world. You want the world to feel alive and convincing, but also serve its mechanical purpose. Which is (I'm sure) a lot harder to do than it sounds. Ultimately, I see the backdrop of XV as a regional conflict involving several world superpowers and the smaller nations cities caught in the conflict. Which is more convincing of drama than the world ending for the umpteenth time. I'm rambling, but I think it makes sense. And I'm sure I'll appreciate the execution when I play it for myself.

And if you think about it, this kind of sets things up perfectly for potential XV sequels, since there would be even more of the unseen world to explore.
 

LeonBlade

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#29
I honestly don't mind if all of XV takes place in a specific hemisphere/region of the world. If anything I actually prefer it over the globe trotting approach. Jumping off of Tornak's post, the game design of XV is rooted in the concept of fantasy based on reality, and the immersion that should bring. The game's world itself is intended to be vast and (apparently) as seamless as possible. Although it is still an RPG at its core. And if executed well, the goal is to have narrative and functional game design complement one another. In other words, a balance between density and scale. Especially considering the console specs that the game is developing with. I think the map is designed that way, because they are designing around limits, without having to sacrifice the actually scope and vision of the game.

I'm sure Nomura/Tabata could've opted for a whole worldmap like past FF's, but I'm certain the tradeoff for that would've have been less detail and uniquely crafted environments, and a less seamless design. Just look at the map itself, the structure was hand modeled physically then scanned, instead of created digitally. It was tailored specifically to serve both the narrative and the open world design. The team even climbed mountains to get a sense of scale and experience and applied that understanding to that game's world. You want the world to feel alive and convincing, but also serve its mechanical purpose. Which is (I'm sure) a lot harder to do than it sounds. Ultimately, I see the backdrop of XV as a regional conflict involving several world superpowers and the smaller nations cities caught in the conflict. Which is more convincing of drama than the world ending for the umpteenth time. I'm rambling, but I think it makes sense. And I'm sure I'll appreciate the execution when I play it for myself.

And if you think about it, this kind of sets things up perfectly for potential XV sequels, since there would be even more of the unseen world to explore.
I agree completely with all of this, thank you for typing it all out. I don't have anything really to say other than I agree on every point. However, for the sequels, I believe they said they weren't doing that idea anymore, but we'll have to wait and see.

Very excited to explore the world, I'm actually playing through FFXII right now as I never got very far as a kid when I had the game and ended up selling it because I wanted the money for something else at the time (I don't know why I did that). The world in its own way feels seamless (with zone borders obviously) but it feels a lot like XV is taking a lot of evolutionary steps from what XII expanded/innovated on as if IT was the previous game in the series and NOT XIII.

XII has big expansive world making everything feel connected even with zone borders
XV will have big expansive world with no borders making things feel connected

XII has gambit system to control flow of battle
XV will have a gambit system to control flow of battle

XII seamless battles with ATB elements
XV will have seamless battle with action elements

XIII took a step backwards...

XIII map areas feel too linear like X's and more like an on rails experience
XIII has random battles with generic backgrounds of the area that take you out of the immersion
XIII battle system is very clunky doesn't innovate in good ways (wont go into detail for the sake of brevity)

Many other things to compare, but you get my point... My points on XIII are of my own opinion, so please no one get offended if you disagree, this is just how I view this game. I truly believe that XIII was a step backwards, and XV is very much a step forward for Final Fantasy.

I don't see Final Fantasy EVER return to a true turn based battle system like the past games or with XIII unless it's something like what XII had, or perhaps making some BIG changes with how its presented and how the battle flows, because it's very dated at this point.

Anyways, I'm excited to get into the world of XV!