Final Fantasy It is considered one of the most iconic video game series of all time. There are a number of all-time classic titles in the series' catalog, and with each game Square Enix finds a new way to subvert the conventional fantasy genre, bringing a new set of engaging and relatable characters to its audience. However, if there's one area the series tends to stick to, it's the linearity of each game's story.

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The Argument for Final Fantasy 17 Protagonist follows in the footsteps of FF10
While nothing is known about Final Fantasy 17 or its protagonist, there is an argument to be made that the next game will follow Final Fantasy 10's example.
There are plenty of JRPGs where player choices can take the narrative in very different directions, but Final Fantasy There are no games among them. Games like Triangle strategy and Giant tactic It shows that Square Enix can take this smoother approach to a story, but, and in these particular cases Final Fantasy games, player decisions still carry incredible weight in the overall gameplay and story presented.
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Final Fantasy 7 Rebirth
There are many important decisions that the cloud must make

- was published
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February 29, 2024
An absolute classic revived. Final Fantasy 7 Rebirth It brings many modern twists to the classic, and it's no surprise that this iteration of Cloud's Journey puts more emphasis on relationships and party companions. There are many key dialogue choices the player can make as Cloud that determine who he ends up with later in the story, as well as the companions' overall loyalty to him in the story.
Players' decisions not only determine what scenes they see as the story unfolds, but also how Cloud interacts with his party. It's not quite on the level of a branching narrative or multiple endings, but player decisions still matter a lot when it comes to companions.
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Final Fantasy 14
The effort and direction of the character falls in the hands of the player
Player freedom is a big part of what makes MMOs so popular. The “crowd” part of a massively multiplayer game comes from having so much to do, so many things to see, and so many builds to specialize in. Final Fantasy 14 It's no exception, but in addition to the player's freedom in terms of customization and exploration, this title is completely non-linear in a way that many Final Fantasy Games are not
Especially in the early stages of the characters' work in this game, players have branching opportunities to explore different areas and complete missions in any order they want. The player's decisions play an important role in how their character progresses in those integral, early areas of FF14.

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Final Fantasy deserves the Baldur's Gate 3 treatment
Baldur's Gate 3 proved that CRPGs could have mass market appeal, paving the way for more franchises like Final Fantasy to follow suit.
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Final Fantasy 6
Player recruitment changes the ending
- was published
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October 11, 1994
- Developers
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Square Enix, Square
- Publisher(s)
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Square Enix, Square
end in Final Fantasy 6 It varies a lot depending on who the player decides to bring. This game is considered a classic even among other entries in the game Final Fantasy series, and it wouldn't be surprising to see something ahead of its time, such as the fluid and accompanying ending featured in this title.
In addition to a handful of mandatory characters, there are a large number of optional characters that can be recruited, each of which will change the ending scene in some way, especially if you're next to someone who's playing during the course. They have become very close to him, they have been employed. Story It's a very dynamic way to end the game, rewarding players based on the decisions they make to hire – or ignore – certain companions.
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Final Fantasy 13-2
Player choices lead to paradoxical endings
Final Fantasy 13-2


- was published
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January 31, 2012
The first game in the duology was often criticized for being too linear – a sign of its time more than the game itself, which had the unfortunate chance of being made during the great open world craze of the early 2010s. Final Fantasy 13-2 Not only does it continue the quality story and gameplay of the first game, but it ends in one of several paradox endings based on certain decisions made throughout the story.
All of these endings are completely illegal, with very clear “real” endings among the paradox endings, but that doesn't change the fact that they're all fascinating windows into the game's world and great opportunities to see new dimensions. It is revealed to the characters.
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Final Fantasy 10-2
Players who do not act are punished
Final Fantasy 10-2
- was published
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November 18, 2003
- Developers
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Square product development department 1
- Publisher(s)
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Square Enix, Electronic Arts
similar to Final Fantasy 13-2, This counterpart of the second half to a Final Fantasy The game is a bit more fluid in how the story flows and functions, with two main endings, two secret endings, and – depending on the choices made during the story – a number of different cutscenes on either side of these endings for further customization. there is . Many of these endings will be based on how Yuna and Tidus' relationship has progressed since the first game. For those who have stuck with their story in both titles, this is an incredibly emotional and compelling aspect of the game, and one that will stay with players for a long time.
Players must also make spur-of-the-moment decisions, and the final boss runs on an invisible timer that results in a bad ending if not defeated in time. All in all, there are countless ways that the game allows the player to make relatively small decisions, but with lasting consequences that relate to the direction and direction of the story.

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Arguing for more Final Fantasy remakes in the style of the FF7 trilogy
With the final installment of the Final Fantasy 7 Remake project on the way, the future of Square Enix's approach to the process remains unclear.