
Last month, I published this column in Wired News about how I’d never played a Final Fantasy game, and had spent 15 years desperately covering up this humiliating ignorance when consorting with my gamer friends. So it was finally time to admit that I had a problem, and to subject myself to a higher power — which is to say, to buy a damn Final Fantasy game and, like, play it. The result:
The last Final Fantasy virgin
by Clive ThompsonI have an embarrassing confession to make.
I’ve never played a Final Fantasy game. Ever.
I’ve been playing video games since 1979, and have been a game journalist for 10 years. I like to think of myself as a gourmand of games — willing to try anything from sprawling sim worlds to blood-choked twitch shooters to surrealist Japanese rhythm games.
Yet I’ve still never touched a Final Fantasy title. Oh, I knew they were out there — almost two dozen of them. I had friends who originally got obsessed almost 20 years ago on the NES, chattering endlessly about the way-kewl combat system and the epic plot line. By the mid-’90s, Final Fantasy had moved into its seventh game and was renowned for having the most fleshed-out, Shakespearean characters of any game — teams of wandering fighters who’d quarrel as they roamed around on errant quests. Square Enix, the producers, had managed a remarkable feat: They effortlessly blended deep storytelling with complex, chesslike strategy.
“It’s the future of gaming, man,” my friends would tell me. Why in hell would I not play?
Because Final Fantasy ran into the problem that eventually besets every successful series: It develops a hermetically sealed culture that seems impenetrable to newbies.
Consider, for starters, the fan base. Gamer culture is already insular, but Final Fantasy fans were so wild-eyed and devout that they seemed like a monastic order living inside craggy caves on an unnamed planet. They’d hang out in clusters, painstakingly dissecting snippets of character dialogue, musing on the subtle distinctions of green magic versus the black stuff, bitching about how recurring characters like Bahamut — Bahamut? — had been reskinned for the latest version.
Eventually, it became terrifying for any self-respecting gamer to admit that you hadn’t played a Final Fantasy game. In the novel Changing Places, there’s a scene in which several English professors take turns confessing the most prominent work of literature that they’ve somehow, embarrassingly, never read. The winner was a guy who’d never read Hamlet.
That’s how I felt. By 2001, when Final Fantasy X dropped — ten? How many of these damned games were they going to make, for pete’s sake? — My virginity was such a terrifying social liability that I’d begun to hide it. I’d awkwardly change the topic, or head to the gaming store and illicitly thumb through a Final Fantasy game guide — which had grown as huge and thick as an LSAT preparation workbook — in an attempt to fake familiarity. It was like looking at porn to figure out how sex works.
But this wasn’t just about social condemnation. I genuinely feared that I wouldn’t “get it.” Playing Final Fantasy at this late date, I figured, would be like starting to watch Buffy in the fourth season, or picking up the sixth Harry Potter book for your first read. The characters and plots would be too obtuse, too layered and onanistic.
Granted, the Final Fantasy games aren’t like novels or TV shows. Each one has distinct, separate plots and mostly separate characters. It’s more the particulars of the combat, or even the emotional timbre of the quests, that forms the games’ culture.
Part of the joy of watching a game series unfold is seeing how the creators gradually evolve their core ideas about play. With each new title, they slightly tweak the type of magic you can use, the power of the monsters, or how the “airships” travel.
Indeed, following a bunch of sequels is a crucial way that gamers learn to appreciate the art of game design. We don’t just enjoy and scrutinize a single game. We compare it to similar predecessors, like wine freaks musing over whether the soil at their favorite French vineyard was better in 1997 or 1998. Comparing a string of sequels is part of being intellectually fluent in the dynamics of play. Should a battle be winnable using only magic, with no swordplay? Are the side quests necessary to make your character more powerful, or are they just window dressing? These are the debates Final Fantasy fans were having — and I couldn’t join in.
So this year, when Final Fantasy XII came out, I decided to take the plunge and buy a copy.
And you know what? I’m having a blast. I’m barely one-third of the way through the game, but already I can see what the fans have been ululating about for years: the operatic characters, the oddball humor, the spoon-bending difficulty of finessing your team’s powers to precisely match a boss’ attack style.
And truthfully, I’m kicking myself that I waited this long. I shouldn’t have allowed myself to be intimidated by the culture of sequels. When it comes to first-timers, Square Enix is quite, uh, gentle: Final Fantasy XII scales up slowly, allowing newbies to gradually figure out what’s going on, before throwing you into the really crazy stuff.
Yet it’s also true that I’m missing out on the bigger picture: how this game fits into the storied tradition of Final Fantasy play. Apparently the combat system in this latest edition is radically different from previous titles, and long-term veterans are locked in a ferocious debate about whether it makes the game more or less playable. That’s the sort of conversation I’d love to be having right now, but can’t.
Unless, of course, I go back … and play all the original titles I’ve missed. Let’s see: If I bought all 13 games in the main series, and planned for 40 hours to play each one, then it’d take me about two months of solid, dawn-‘til-dusk gaming.
It almost seems worth it.
I'm Clive Thompson, a writer on science, technology, and culture. This blog collects bits of offbeat research I'm running into, and musings thereon.
Currently, I'm a contributing writer for the New York Times Magazine and a columnist for Wired magazine. I also write for Fast Company and Wired magazine's web site, among other places. Email or AOL IM me (pomeranian99) to say hi or send in something strange!
The “Milky Way Transit Authority” map
Should automobile software be open-sourced?
My Bookforum review of Jaron Lanier’s “You Are Not A Gadget”
Molecular secrets of the “iron-plated snail”
» visit the Collision Detection archives
January 31, 2010 » 07:29 PM
V. A. To me death seems to be an evil.
M. What, to those who are already dead? or to those who must die?
A. To both.
M. It is a misery, then, because an evil?
A. Certainly.
M. Then those who have already died, and those who have still got to die, are both miserable?
A. So it appears to me.
M. Then all are miserable?
A. Every one.
January 24, 2010 » 03:22 PM
One of the more interesting trends is family, which came in at number five. Specifically, discussion about family, moms, dads, daughters, etc. jumped during 2009. With Facebook users getting older, this isn’t a big surprise. However, the fact that the mention of “kids” jumped by a factor of five this year is rather dramatic. It’s tough to know what this means, though. (via Facebook Unveils Most-Mentioned Topics of 2009
)
January 15, 2010 » 01:36 PM
BEYOND AWESOME. They are announcing a recall of the Plush Uterus “due to a potential choking hazard for children”. To apply for it, “Please send an email to the address below with the subject line, ‘UTERUS OPT OUT’”.
January 14, 2010 » 10:04 PM
“To order, please TYPE “YES” IN CHECKBOX BELOW TO AGREE YOU UNDERSTAND THIS PLUSH MUST BE KEPT AWAY FROM KIDS (it is a sex organ, after all). If it is not checked, WE WILL NOT SEND THE UTERUS.” (via @ibogost)
January 11, 2010 » 01:45 PM
I watched Space: 1999 back in the day, but I swear to god I do not remember this scene.
» see all of my photos on Flickr
ECHO
Erik Weissengruber
Vespaboy
Terri Senft
Tom Igoe
El Rey Del Art
Morgan Noel
Maura Johnston
Cori Eckert
Heather Gold
Andrew Hearst
Chris Allbritton
Bret Dawson
Michele Tepper
Sharyn November
Gail Jaitin
Barnaby Marshall
Frankly, I'd Rather Not
The Shifted Librarian
Ryan Bigge
Nick Denton
Howard Sherman's Nuggets
Serial Deviant
Ellen McDermott
Jeff Liu
Marc Kelsey
Chris Shieh
Iron Monkey
Diversions
Rob Toole
Donut Rock City
Ross Judson
Idle Words
J-Walk Blog
The Antic Muse
Tribblescape
Little Things
Jeff Heer
Abstract Dynamics
Snark Market
Plastic Bag
Sensory Impact
Incoming Signals
MemeFirst
MemoryCard
Majikthise
Ludonauts
Boing Boing
Slashdot
Atrios
Smart Mobs
Plastic
Ludology.org
The Feature
Gizmodo
game girl
Mindjack
Techdirt Wireless News
Corante Gaming blog
Corante Social Software blog
ECHO
SciTech Daily
Arts and Letters Daily
Textually.org
BlogPulse
Robots.net
Alan Reiter's Wireless Data Weblog
Brad DeLong
Viral Marketing Blog
Gameblogs
Slashdot Games