Hamaguchi on FF7 Revelation World Design
DevelopmentComments
essentially the same logic as the invisible walls in early survival horror.
Does this specifically apply to plot reveals... or could it also mean that finding a powerful weapon too early ruins the combat pacing? I wonder if the curation extends to the gear we find...
Did the interview specify if these barriers are environmental or tied to character level? I am curious if they plan to use danger zones to steer players away from certain areas naturally.
It is worth noting that Hamaguchi is navigating the metroidvania-lite trend prevalent in current JRPG architecture. By implementing gated progression through ability-based locks rather than invisible walls, they can maintain narrative flow without sacrificing the illusion of agency.
This approach reminds me of how Breath of the Wild handled the Great Plateau; by isolating the player in a small, curated space first, the subsequent open world felt like a reward rather than a burden.
The problem is when those curated starts feel like a ten hour tutorial. If I am stuck in a gated area for too long, the reward of the open world just feels like finally getting to play the game.