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Author Topic: FF4 SNES play time  (Read 5326 times)

Phoenix

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FF4 SNES play time
« on: June 19, 2009, 08:57:23 AM »
I have a question for everyone out there that's played FF2us / FF4 on the SNES: what was your average play time, including talking to most NPCs and doing sidequests? The reason I ask is because I'd like a gauge of how much content I need to put into my hack to at least match the original.

For myself, I can't remember the last time I played through it, but I think it was somewhere around 20 hours.

Dragonsbrethren

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Re: FF4 SNES play time
« Reply #1 on: June 19, 2009, 10:35:40 AM »
I think I usually have about 30 hours on the clock by the time I'm done. My only save I have on this computer is from my run through FF2*is*ET and it's at about 18 hours, but I don't think I talked to any NPCs during that playthrough. If I did, it was only one or two in each area to make sure the text strings still synced up with the events.

Deathlike2

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Re: FF4 SNES play time
« Reply #2 on: June 19, 2009, 11:56:15 AM »
30 hours sounds about right... if I forgo any sort of grinding.
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JCE3000GT

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Re: FF4 SNES play time
« Reply #3 on: June 19, 2009, 01:27:48 PM »
I'll make it simple and break it down between the versions.  And these numbers are on the original carts--and running my HardType on my Super Wild Card when I had it.

FF2us:
Speed "no text and no items or leveling" run 6:00~6:30
Average "get items and mild level grinding" run 9:00~10:00
Full "read text and get items plus level grind" run 15:00~15:45

FF4:
Speed run 7:00~8:00
Average run 10:00~11:00
Full run 17:00~18:00

FF2usHT
Speed 8:00~9:30 (yes it varies that much)
Average 14:00~15:00
Full run 20:00~21:00

Lenophis

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Re: FF4 SNES play time
« Reply #4 on: June 19, 2009, 03:51:55 PM »
In the old days (actually playing it on the system), at least 30 hours. Now I can do it in under 25.

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Phoenix

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Re: FF4 SNES play time
« Reply #5 on: June 19, 2009, 04:39:19 PM »
30 hours seems to be the average, so I'll shoot for that. Thanks for the input, everyone.

JCE3000GT

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Re: FF4 SNES play time
« Reply #6 on: June 19, 2009, 04:41:55 PM »
A small suggestion is to lower the EXP/GP amount recieved by monsters by 25% for the first 75% of the game--that should force players to spend more time fighting for items.  And while not disturbing the story and or character levels. 

Phoenix

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Re: FF4 SNES play time
« Reply #7 on: June 19, 2009, 05:12:40 PM »
I've changed pretty much everything, including character experience requirements and the order you meet certain monsters. Because of that, right now I'm kind of shooting in the dark for what is a good experience/playtime match. I've coded about 3 hours worth of playtime (so maybe 10% of the total if 30 hours is right), but I'm doing the first playtest on that now, trying to figure out if I'm giving too much or too little experience.

It's more work than I had originally thought it would be, and gives me a greater appreciation of the balance that the developers of all the Final Fantasy games had to do to get things right. Even though they introduced tons of bugs throughout the series, I'm much more impressed by all they did accomplish.

Dragonsbrethren

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Re: FF4 SNES play time
« Reply #8 on: June 19, 2009, 05:51:45 PM »
A small suggestion is to lower the EXP/GP amount recieved by monsters by 25% for the first 75% of the game--that should force players to spend more time fighting for items.  And while not disturbing the story and or character levels.  

This will put the game into FF1-3 mode, and I won't find it nearly as enjoyable. Phoenix, personally, I wouldn't worry about the total time. I definitely wouldn't do anything to purposely stretch out what you have. Maybe  make a few extra side quests or something, if you'd like it to be a bit longer. Don't comprise your original plan just to make a longer game, it's not worth it. I'm sure everyone will love it even if it's only an hour long.

JCE3000GT

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Re: FF4 SNES play time
« Reply #9 on: June 19, 2009, 08:22:32 PM »
Just a suggestion. 

Dragonsbrethren

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Re: FF4 SNES play time
« Reply #10 on: June 19, 2009, 08:27:35 PM »
I don't know about you, but I find games that force you to grind to just be irritating. The original game never required you to grind at all, you could if you wanted to make a few areas a bit easier, but the game was completely beatable if you just fully explored each area and fought all of the random encounters.

JCE3000GT

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Re: FF4 SNES play time
« Reply #11 on: June 19, 2009, 08:28:42 PM »
I don't know about you, but I find games that force you to grind to just be irritating. The original game never required you to grind at all, you could if you wanted to make a few areas a bit easier, but the game was completely beatable if you just fully explored each area and fought all of the random encounters.

Well maybe it just leeches time doing that way.  Maybe if you make the treasure worthwhile enough in each area it gives the user a legitimate reason to explore everything.  Maybe minibosses like what I did on my hack?

Phoenix

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Re: FF4 SNES play time
« Reply #12 on: June 20, 2009, 02:58:16 AM »
Phoenix, personally, I wouldn't worry about the total time. I definitely wouldn't do anything to purposely stretch out what you have. Maybe  make a few extra side quests or something, if you'd like it to be a bit longer. Don't comprise your original plan just to make a longer game, it's not worth it. I'm sure everyone will love it even if it's only an hour long.

Don't worry, I won't artificially extend the gameplay. I'm reusing all the original location maps, so it should match the original in length at least for that. I'm expanding the dialogue extensively, too, so it will probably end up being longer. Mostly, I just wanted to know how much gameplay I could expect, so I can roughly gauge how much I've completed. It makes me feel like I'm actually making progress.  :happy:

I don't know about you, but I find games that force you to grind to just be irritating. The original game never required you to grind at all, you could if you wanted to make a few areas a bit easier, but the game was completely beatable if you just fully explored each area and fought all of the random encounters.

That's what I'm shooting for, in terms of playability. I don't want players to have to grind, though I've added a Call command so that you can do it more quickly if you like to. It's not going to be a challenge hack, but I do want it a bit more difficult than the original.

Well maybe it just leeches time doing that way.  Maybe if you make the treasure worthwhile enough in each area it gives the user a legitimate reason to explore everything.  Maybe minibosses like what I did on my hack?

I'm planning on having a few sidequests with bosses. I like the idea of minibosses -- I'll take it into consideration when I'm coding the rest of the events.