The Levelling Perspective

It used to be that you could measure game time in an RPG with just how much you levelled up. To say in Final Fantasy VI that you reached level 60 before the end of the game, without much grinding involved, meant the game was at least a few dozen hours long. The random battle element combined with the linear nature of their stories and progress meant that that you would reach higher character levels naturally and without breaking off the story progression with unnecessary encounters. Continue reading The Levelling Perspective

Review: Bravely Default

If you develop an RPG with two interesting mechanics, the ability to build up turns and the ability to use more than one, what do you call it? You combine the two and call it Bravely Default!

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